Development Diaries

qrleon's picture

a truck on which to dump stuff

Felt bad about having so many little, unfinished things on my hard drive, so I dun fixed'em up. Most of it is from last year.

Inter-dimensional Fish: Can you make it to vacation island without losing your parallel selves?

Ninja: I wanted to see how much I remembered about my first, awful game. The MIDI song choices are 99% accurate!

Ultimate Maze: Ultimate Maze will put your maze escaping skills to the test. Then it will break you into a million pieces. You might as well not even attempt to escape, let alone download Ultimate Maze.

Holy Animal Olympics: Old prototype for the TIGS "bootleg demake" compo. I didn't pursue it because it was just a one-note gag, not really touching on anything that made Zoo Race funny in the first place.

Not Bob's Game: BOBSGAME BOBSGAME BOBSGAME BOBSGAME BOBSGAME BOBSGAME RONPAUL BOBSGAME BOBSGAME BOBSGAME BOBSGAME BOBSGAME BOBSGAME

Sensitive Elbows: This is the only one of substantial length. The first installment of the YOU ARE INJURED GO TO THE DOCTOR RIGHT NOW trilogy.
edit: oops, uploaded an old version. fixed

Different Place

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It took 6 days to create the Earth.
It took 2 years to create Another World.

It took 2 hours to completely ruin it.

Different Place is what Another World could've been. If it was designed in Klik'n'Play. By a 13 year old. Armed with the KNP sprite editor.

(Only a demo right now, though, and there probably won't be a full version unless I have lots of free time)

SpindleyQ's picture

We're almost two years old

Glorious Trainwrecks Dot Com is turning two years old on the 24th of April (less than three short weeks!), and while I don't have the stamina to put together a Year Two collection, I am planning a little birthday surprise for all of you wonderful people. But it's a secret! Shhhh.

snapman's picture

Boring Cockpit game in VR Studio

Wordrescue and I had a plan to make an entry for the Tigsource.com Cockpit Compo, but a combination of forgetting about the compo until the day before the end of the extended deadline, and not having any particularly concrete ideas resulted in a game about being bored while playing a Virtual Reality Studio game. Behold the amazing combination of my uninspired 3D city and WordRescue's clever pixelart cockpit:

The mouse-only controls are in red around the cockpit, placed in unintuitive and annoying locations The meter on the left measures how bored and upset with the game you're becoming. First time I've ever got one of those status bars to work in a 3D Construction Kit game!

In an effort to avoid dying of boredom, you can try to fight a gigantic enemy crab (shown glitching during its space-invaders attack pattern). Even targeting his weak point for massive damage does little to stop the fatal tedium.

Inevitably the boredom meter maxes out, and you die.

Other interesting facts: even though I set the initial conditions and default border, the stand-alone executable doesn't load correctly until you reset the game at least once. We might try to work on it again later, but not unless we get a good idea of what it should be about.

qrleon's picture

Sphinx VS Judge

Sphinx_Judge.png

Until the next KOTM, this is the worst thing I have ever made.

SpindleyQ's picture

Reverse-engineering Klik & Play .GAM files

I'm close! I've been plugging away at it for a couple of hours every other evening or so. Every time I poke at it, I get a little bit closer to cracking what I need to know, which is really pretty cool.

(To be clear: What I have is still far, far away from a full understanding of the file format that would be required to, say, write them, or put together some sort of KlikVM. But I am one structure away from pulling out proper animation data, which feels really awesome.)

SpindleyQ's picture

KNPExtract v0.1

Yes, it's finally here! A tool to extract graphics directly from Klik & Play .img files! Source code is included.

I'm still working on cracking the .gam format, which is a lot tougher, but will allow me to extract the graphics in the proper order, and automatically group the images by object / animation / direction.

SpindleyQ's picture

Reverse-engineering Klik & Play .IMG files

Inspired by qrleon's painstaking hand-capture of some of Klik & Play's most glorious sprites, I decided to look into how hard it would be to crack the Klik & Play file format.

As it turns out, it wasn't really that hard at all! Reverse engineering is kind of fun. And I discovered 010 Editor in the process, which is all kinds of badass.

I'm pretty sure I now have enough information to batch extract raw bitmap data, if I just knew exactly what KNP's colour palette was. I think the simplest way to find out is just to take a screen grab of the sprite editor and slurp up the colours from that.

The on-screen colour palette maps onto colour indexes like so:

0 16 32 ... 240
1 17 33 ... 241
2 18 34 ... 242
... ... ... ... ...
15 31 48 ... 255

except for one cute trick. The first colour, 0, doesn't actually map to 0, it maps to some other black elsewhere in the palette (207, IIRC). 0 is the transparent colour.

I'm not sure yet if there's any way to tell, just given the .img file, which images correspond to which objects, animations, etc. I'm guessing that there probably isn't, which is unfortunate, as .gam files are a lot more complicated. (There's all kinds of friggin' garbage data in them.)

I've attached the 010 Binary Template that I whipped up while I was figuring out the Klik & Play .img file format, to help future generations of people who want to reverse-engineer the Klik & Play file format. I also loaded that last sentence up with keywords so that Klik & Play hackers might find this page via Google.

snapman's picture

Community Chainwreck

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This is my first attempt at a community project, so let me know which parts are good, which are bad, etc...

Presenting the first GloriousTrainwrecks.com Community Chainwreck! A chainwreck is a game built by multiple members using the same template. Each level (or should I say "railway car") of the chainwreck is linked in a consistent way to the preceding and proceeding screen. The objective of the participant is to create a fun and challenging obstacle to the player's progress from the current screen to the other screens.

For this specific chainwreck, participants need to position two objects in their level: The goal and the exit. Everything is set up so that the goals will show up in 5 randomly chosen levels. Once the 5 goals are collected, the exit will appear in one of the levels. To make your level difficult, obstruct the player's path, or reset the level (death). The template consists of the existing counters and objects, and the first 10 events. These shouldn't be deleted. Don't use player values (score and lives) as these values are used extensively by the template.

The file has two copies of the template, so you can see how the game transitions between levels. One template is using a platform movement for the player avatar, while the other is using the 8-directional movement. You are not limited to these two movements! BE CREATIVE! PM your completed levels to me, and I'll assemble them all together in a chaotic manner. The current deadline for submissions is the day before the next KOTM. Feel free to submit more than one level, but remember you're not limited to 2 hours or anything.

"Eddie the Engineer's traingame is off the tracks! Track down the 5 missing gears, before Eddie loses his mind completely!"

kirkjerk's picture

IF THERE'S ONE THING I LEARNED

If there's one thing I learned from the MIT Mystery Hunt it's that I like Game James a lot better. A HELL of a lot better.

Actually this extends to like board games. I'm not very competitive, I'd rather not play and stay safely in my ego cocoon than risk proving my freinds smarter than me, but I love creativity based games like Pictionary and/or Scattegories and all that lightweight stuff.

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