Super ZZT, also called SZZT, is the successor to ZZT, created in 1992 by Allen Pilgrim and Tim Sweeney of Epic Games (then Epic MegaGames). Like its predecessor, Super ZZT was essentially a game creation system with a few games packaged with it, which included Lost Forest, Monster Zoo, and Proving Grounds. Like ZZT, the greatest draw to its sequel was the level editor which allowed players to create their own games. Strangely, the editor itself was somewhat "hidden" by the creators, as it was necessary to add the command line parameter /e when loading Super ZZT in DOS. Some changes to this version include floor textures, new prefabricated enemies and objects, custom hint menus, and scrolling maps allowing for much larger worlds than ZZT would allow. Although Super ZZT is in many ways a vast improvement over ZZT, it never caught on with the ZZT community like the original ZZT did; a possible reason was the bugginess of the editor. Very few games were ever created for Super ZZT. However, notable game creation group Interactive Fantasies did create 3 Super ZZT games, which are among the best of the Super ZZT titles.
Spent the entire time seeing whatever I could do with KLIK N PLAY going into it not really knowing how anything works.
See if you can figure out this mess of a thing
Save the trains!!! Hahaha no don't.
Just when you thought I wasn't going to be updating anymore, a new update comes right out of nowhere!
A while ago I read an interesting article about the indie games scene, and the creation of what they referred to as "a new genre of game" that had arisen entirely due to the efforts of independent developers. While I think it can trace its roots to some rather big budget games first, it is an interesting notion: The origin of the time manipulation game genre. While it probably traces directly to the Prince of Persia commercial title "The Sands of Time", the concept has evolved a fair bit past simply rewinding time, fast forwarding time, pausing time, or perhaps the real father of the genre, bullet time. Now games like Cursor 10 and The Misadventures of P.B. Winterbottom have multiple timelines: parallel, intersecting, reversed, accelerated, and slowed all together. It's a very interesting concept, allowing for a lot of creativity on the part of the player, as to how the recorded movements are arranged or manipulated.
Which brings me to tonight's topic: Recording and playing back motion in KnP. The mechanic is something new, but that doesn't mean you can't make it in something old. My first thought on this was a description I read once of sending information between multiplayer game clients. It read something like this: "You don't just send the current location of all the players, you also send their direction and velocity. That way the computer can fill in the space between updates by moving the character according to the most recently sampled velocity and location" While taking a look at the path motion in KnP, it looked a lot like the principle from the motion sampling for multiplayer games I'd read about. But there was no way to manipulate a path object during a game, I saw a way to recreate it. If I could draw a path of objects, and have another object read them one at a time, I could record and play back motions.
Using objects for path nodes was necessary because KnP has no support for arrays of any dimensions (except 0!). But I had to make each object numbered, and store a speed and direction. I finally decided I didn't need to store a direction, since that would be taken care of by the position of the next node in the path. So I used a simple trick to number each objects alterable value A immediately after creation, along with storing the recorded object's current speed. Quickly I had a path of numbered objects with stored speeds. It was just a matter of waiting 5 seconds, and adding an object that would start reading at the beginning of the path, changing its speed as it read. The following object very nearly matched the motion of the recording object, with little difficulty or error.
I chose to destroy the path as it was read, but it would be easy to reuse the path as in TMOPBW, or reverse along the path like in sands of time. Or even record multiple paths, by setting the alterable value C!
Attached is the result of my experimenting. The first stage uses the mouse, which is capable of achieving speeds in excess of the KnP maximum 100, so it's not perfect. The second stage records the movement of a platform movement object, with one-way collision between the player and the echo. Press SPACEBAR to switch between the examples.
(It is important to note that this technique is better than constantly creating objects, and repositioning the trailing object at the oldest one. This trick is much smoother by simulating interpolation between points by the recorded velocity. Also, this technique allows for more complex timeline manipulation that this short example file demonstrates)
|movement record.zip||9.19 KB|
It feels a little weird just throwing the word "Trainwreck" all over the place, like a proper noun with an established meaning. Is it cool that I'm essentially using "trainwreck" as the name of a genre? Because if there's a better shorthand to refer to the sorts of games this site's about, I'm open to suggestions.
Escape is a game I made especially for this event in 4 hours where you have to make a character escape the room full of traps. Hope you enjoy it!
(One of these is actually on Indiegogo but whatever.)
So I hope you guys are familiar with Deirdra Kiai! If not, check her out! She made The Play, which was in the Top 3 of the 2011 IF Competition. Anyway, Deirdra's got a game coming out called Dominique Pamplemousse in It's All Over Once the Fat Lady Sings! It's a musical detective adventure game done in stop-motion, and she's planning on working on it full time if the project gets funded.
Speaking of people who made games that placed in the Top 3 of the 2011 IF Comp, Ryan Veeder, writer of Comp Winner Taco Fiction, has a Kickstarter out for a book called Motorcyclus and Other Extremely Scary Stories. It's a book of short (sometimes really short, like two paragraphs or so) horror fiction, the style of which can be best described as Trainwreck-y. For 60 bucks he'll name one of the characters in the book after you, so if you ever wanted immortality as the star of a dodgy horror story, now's your chance! But hurry, supplies won't last. (I think he's planning to only make 30 copies of the book.)
(I confess this took me MUCH longer than 2 hours to do; it originally started as a GT project, but quickly ballooned. It still looks kinda crappy, but plays solid enough and definitely has the GT spirit.)
You are a cop. A damn good one. Patrol through Baltimore City.
HOW TO PLAY:
Press the ENTER key to begin the game.
Steer your car with LEFT and RIGHT. Press UP to accelerate, and DOWN to stop and go in reverse.
Collect EVIDENCE and bust PERPS by rolling your car into them.
If you want to connect with an informant, STOP your car and they will walk to you.
(as long as they are not blocked)
If you crash into buildings too many times, you will end the game by taking a desk job for the department.
(Don't worry, you won't be fired.)
THANK YOU FOR PLAYING!
Created in a day for Glorious Trainwrecks.
Inspired by the NES game “Motor City Patrol” and over 15 years of living in Baltimore City, Maryland, USA.
This is DrBlowhole20, i have made new logos for the site Glorious Trainwrecks and the new site Glorious Planewrecks.
They're on the attachments.