Here's a manual for the Games Factory. Enjoy.
So, here's a manual for KNP. Good times.
I log onto glorious trainwrecks and bam, I'm hit with some goofy ass looking article. I thought it was an article, but I kept reading and find out that it's spam. GRR we don't need this. I love GT, I don't want it overtaken by spammers.
I finally went legit. I don't work for the man anymore, I'm freelancing full time now yaaaaaay. I design wordpress templates for my friends that are complete noobs to web publishing, publish books and comix, transcribe audio files, and crank out video games. Not bad for a Jill of All Trades :D
My laptop died so I bought the same model from a friend and had to upgrade the hard drive and OS, so whooo hooo, I'm in business. 500GB and Win7 wheeee!
I wish Win7 wouldn't be so finicky and let me noodle around with Klik and Play.
Clickteam sent an email yesterday about Multimedia Fusion 2.5 dev version and if I were to buy that and all the modules and go legit, it'll be nearly $1000. WHAT
I use App Game Kit to make android apps, but it's not fun, it's a freaking headache.
When I want to quell the urge to break my laptop, I go to my room, fire up the ol' Win 3.1 machine and play with KNP/TGF.
I miss those old days.
Oh woah, woe, I wish I could play all the nice Klik N Play Games here. I very wish I could make them Klikers. My PC is unable to do it at this time. Instead, I am learning to use Construct2 Free Edition. Browser based games, I will play and make them. Talk about them too!
It has been a long time. As you may easily check, the last thing I submitted was three years ago. Through this time I have not been dead but had to redirect my priorities somewhat. I was busy, making music and minions.
However, already in 2010 I started working on a project, only this time I wanted to create something gigantic. I have been working on it since, in short bursts of creative passion. It is slowly taking shape. Due to the self-imposed scale of the project, it is going take a long time to complete. It is hard to tell if I am even halfway through.
I intend to use all available levels. Did you know there is a level limit of 255 in KNP? I checked.
There is going to be a backstory, a mystery, a mythology, a bestiary. There is going to be creepiness, solitude, heavy, brooding, melancholic atmosphere.
Since the beginning of this year I made a decision to work on the game at least every other day. The optimistic release date is within 1 year. The pessimistic/more realistic version is 2 years from now.
Although I did not have much time lately, I have been popping by from time to time. I love yous dearly. I hope I will finish the damn thing. It is big and complicated and frightens me sometimes.
Hey guys! It's been a while. I sorta lost my game-making mojo this month, but I still managed to finish up a pretty short Knytt Stories level. It's called The Star Festival, and it's about a Yuletide Knytt festival suspiciously similar to Christmas. It was originally made for a level competition on the Nifflas forums, but I ran way late with it. No screenshots because I'm feeling lazy.
ALSO: I submitted a game to the 7th Annual New Years Mini-comp, called You Have to Put the Baby New Year in the Champagne Bottle. It's pretty much what you would expect. Hope to see you guys again soon!
In order to make sense of how and when conditions are true and to use them to create the behaviors you want, it's good to know some of the most important ones. You'll find these under either the "Special" or "Storyboard Controls" categories when you go to create a new condition.
The simplest conditions are the ones that are either simply true or false: Always is always true, and Never is always false.
Always is extremely important as you need it for actions which should happen continuously. For example, you might always want the screen to scroll with your player character, or you might have a turret that should always point at its target. If you have your own custom movement system you might also want to keep objects moving. These are just a few examples of things which you would want to "always" happen, and for which using the "Always" condition is basically a requirement.
Note that Always only makes sense if you aren't placing it in an event with other conditions. In such cases, Always is unnecessary, because actions will repeat for as long as the conditions are true anyway.
Never is essentially the opposite of Always. Since Never is always false, and an event requires all its conditions to be true before it runs the actions, you might be wondering how the heck Never would ever be useful. Its use is not in running actions, but not running actions. More specifically, you can use Never to disable events for debugging purposes.
"Start of frame" is only ever true once: at the very beginning of your level. Therefore, you can use it to perform any kind of setup you need. Common uses include playing music, making certain objects invisible (if you're on something older than MMF2), creating and/or positioning objects according to a set of rules, etc.
An event's actions will keep happening every step of your game as long as the conditions are true, but what if you don't want that to happen? You add "Only one action when event loops" to the event. This condition is only true if the event's conditions were not true in the previous step.
Let's say you are making an arcade game where the player gets an extra life after reaching 50,000 points. Your first attempt at the conditions might look like this:
However, doing this will cause the game to flood the player with a constant stream of extra lives! Not what you want. Now let's add "Only one action when event loops":
This rewards the player with an extra life just once after obtaining enough points.
I should note that if the player's score somehow falls below 50,000 again, the player will become eligible for another extra life. If this isn't what you want, use "Run this event once" instead of "Only one action when event loops".
apologies for shilling commercial stuff here but i figured this would be appropriate epilogue to marker games: i finally got around to compiling them and putting together a commerce pack (PC only at the moment, but i plan to buy the html5 exporter with monies from this version). it's at my website here http://harmonyzone.org/50SHORTGAMES.html .
The idea of MONETIZE THE PIRATE KART is kind of a dubious achievement but oh well. i really liked making all the games n hope to go back to releasing semi regular things here at some point n hope maybe the idea of weird commercial compilation loaders for trainwreck games catches on. i love multicarts and scrappy stuff so anything that encourages it seems ok to me.
hope ya have a good year in 2014,