Just a small thing to test out flick game.
Submitted on behalf of Farmergnome, who was having some difficulties with the submission form (some kind of "bad request error").
In the official IRC channel, me and mno alone are talking about RPGs and suddenly when i remember about good collabs there was around in Glorious Trainwrecks, i spoke about our next collab for Glorious Trainwrecks, TGOHRRPGCETC (The Glorious O.H.R.RPGC.E. Trainwreck Collab), dedicated to the most outstanding non-japanese making tool, OHRRPGCE (Official Hamster Republic Role Playing Game Construction Engine).
Link to the official (wiki) site: http://rpg.hamsterrepublic.com/ohrrpgce/Main_Page (you find the download here)
You don't need clickteam's software to collab, but instead, you use OHRRPGCE as the tool of the trade for this event, as we never used this thing to make games. The objective of this event is to make a full-fledged collaborative game featuring a protagonist named Robin, who for now, is a unknown man which someone may make its own identity and its journey to a alternate dimension full of weird and twisting places based from minds and creativity. The event will have the event hoster (Johny L.) to create the game while all the other members have to create resources for the game until the end of the 14th November 2014.
Here are some examples made with this program:
Plotscripting is one of the most important features of OHRRPGCE, and you might need these for making cutscenes, interactions of NPCs, and other stuff. Plotscripting can be hard sometimes for newbies, but reading both these guides: http://rpg.hamsterrepublic.com/ohrrpgce/Plotscripting_Tutorial and http://hamsterrepublic.com/ohrrpgce/docs/plotdict.xml
And there's a guide about making cutscenes here: http://rpg.hamsterrepublic.com/ohrrpgce/Creating_Cutscenes
According to the tutorial, you might need a separate notepad like program to write the scripts and then import inside the game.
The event starts 1 day after Klik of the Month Klub #86 (18th August 2014 08:50 AM) and ends in the 28th November 2014 12 PM.
The difficulty for this event might be medium, as this may be a harder work than the other collabs.
http://www.glorioustrainwrecks.com/node/8274
thought I'd try a blog entry.
Fun time for KotM #4
So maybe I was cheating a bit by thinking what I'd want to do. And that was: a game based on cellular automata, specifically, John Conway's Game of Life.
(Wikipedia has a great page on that: http://en.wikipedia.org/wiki/Conway's_Game_of_Life )
I didn't think KnP was up for it so I went back to processing.org, like I did for most of the 100-in-1. (I think I got a little intimidated by what I forgot about KnP)
I warmed up in the afternoon on this: http://kisrael.com/temp/conwayice/
that's 3D plotting and rotation of generations of Life.
I thought about trying to do a platform game, I really love the idea of unsual platform game setups (esp. because of KnPs weird and wonky default behavior... too bad it's not easy to make platform-y enemies, except ones that just walk back and forth)
But anyway, the event started, and I started from scratch, except I lifted the actual life code from elsewhere. I also tried to grab some of the movement code from http://kisrael.com/features/java/cosmicarkatamari/ -- originally the player controlled quite a bit more like the ghost, but i realized making the player constrained to the grid felt better .... )
So anyway, the game. I had some different ideas, like having multiple enemies making "bombing runs", but this kind of organically emerged. The ghost farting out random blobs worked at least well as I hoped it would, in terms of triggering "Life" events. The gameplay, grab the treasure, health depletes, is nothing too special, but I think it works, more or less. Other details: the ghost is actually using a nice transparency effect. the goal cross wasn't obvious enough so I had it flash colors.
At one point, 90 minutes into it, I thought I lost EVERYTHING of the game, but few, the processing editor unlocked.
You can also see the game online at http://kirkjerk.com/features/java/conwaywest/ and the zip is at http://kirkjerk.com/features/java/conwaywest/conwaywest.zip
If you look at some of the other games I've done in Java, http://kisrael.com/features/java/ , penultimate section, it looks like I'm developing a bit of a visual style. Just like my HTML style though, it's very utilitarian, based as much on what's easy to do than aesthetic goals... just blasting text to the screen for title and/or ending screens, and score/live read outs along the top or bottom. Plus I tend to use the gray background a lot, which is kind of a "processing" thing.
So, I really liked some of the other works this time, especially the great SFX of "Klik of the Kollossus" -- the use of a tiny character was quite striking, I always dig stuff like that. And "Assassinatrix Adventures" was right sexy.
Attachment | Size |
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conwaywest.zip | 160.74 KB |
Stupid game where you need to kill the giant nude who vomits fishes over you.
Controls: Up and Down to move, Z to shoot and Enter to skip title.
My Spring Santa game for everythingstaken!
Features:
High scores are not (currently?) remembered by the game. 64-bit Windows or Linux is required. Please get in touch with me if you'd like to volunteer for making a Mac build!
A simple game about watering plants. Click on the pot on the title screen to go to its level, and click anywhere to water.
My interpretation of REDPRISON. Made with Vertex Meadow by Ian MacLarty.