Integrating my stackless python game engine is progressing smoothly, though it's turned out to be a little bit more work than I had initially bargained for.
Big change #1 is that the game loop no longer runs as fast as possible; rather it only runs in response to external events (keypresses + timers). Obviously, since I'm going to be running this thing on a server that I share with a couple hundred other people, using 100% CPU all of the time is not the best way to go. It's actually kind of bugged me for a long while that the engine did that, so it's nice to have a fix.
Big change #2 is that a bunch of global variables containing the current high-level "game state" (ie, which board we're on, which board we're heading to next, etc) got split into a new kind of object called a Client. This was kind of bad design in the first place, but I really needed this new entity once I introduced multiplayer.
The good news is that these two big changes are done, and a proof-of-concept port of hax0r over telnet to work the bugs out should be coming soon!
I'm kind of leaning towards only supporting SyncTERM over flashterm. Advantages to SyncTERM: ANSI music support, the smiley face character works. Disadvantages: Seperate app that you'll have to download, rather than clicking a button on a webpage. The ANSI music "language" looks sort of like ZZT's music language, so you can imagine that I'm pretty hyped about supporting THAT.
you go to the fourth dimension.
(content warning theres a little gore mention at the beginning)
Disclaimer: Play the original Duck Fight first in order to fully appreciate this fan-made remix! The likelihood you will beat Stuck Fight is significantly lower if you are not familiar with the mechanics of Duck Fight!
Submitted on behalf of caevstroy.
That's a lot of games! So here's a fancy-pants launcher to make browsing, downloading, and playing them easier!
Run in DOSBox, with cycles set to 16000.
This was a game I made to see how well RSD Game-Maker was suited toward something like Chip's Challenge. Right now it includes six levels. I might add more if I can think of any new ideas.
I was hoping to get some other mechanics in. Block pushing seems nigh-impossible in Game-Maker. I also wanted to include a mop or some similar item to allow the player to cross hazardous tiles. What is there is implemented pretty elegantly, I think, except for the purple starting tunnel that removes your batteries and keys at the start, since Game-Maker doesn't reset the counters for you.
If there's one thing that really bothers me, it's Game-Maker's camera. It doesn't start scrolling until you're close to the edge. Combined with the fact that monsters stop rendering when they're even close to the window edge, this means it can be hard to keep track of where those crocodile bots are. You kinda have to fight with the camera to see what's going on. I'd prefer something that always kept the character in the center of the screen, perhaps with faster camera movement too.
Levels 3 and 6 are somewhat based off of LESSON 8 and DIGGER from the original Chip's Challenge.
There is a way to win, so technically, this is a game.
I have a proposal, ladies and germs. I was thinking about the whole more klik of the month thing last night, and maybe what we need is something a little different which can run concurrently to our (and I mean SpindleyQ's) beautiful monthly creation.
Since I am still a little bit obsessed with klik n play, this is my ambitious proposal:
A collaborative effort, channelled into one game, destined to push klik n play to its very limits and exploit every quirk of the event editor.
A KLIK N PLAY RTS. Made by everyone. Tentative title, "Krush Klik N Destroy".
The idea would be, you work on it within a limit (say, an hour, pre making assets is of course quite acceptable), then p-p-p-pass it on to the next glorious trainsurfer, with hearty discussion about the Swayze-like clay shaping that must take place in the forthcoming iterations. Repeat (to use the cricketing vernacular, everyone would have several bites at the cherry), until the game is a stupendously playable hodge-podge of ideas and we unveil it to the unsuspecting cosmos.
AWWWWAEAWA SUCKS FOR YOU
GAME CANCELLED. DUE TO PEOPLE NOT WANTING TO CONTRIBUTE MY GAME.
Now without making this i'm purely bored,
btw there's yet another game i'm uploading into the Dropbox folder and it is also done: THE ROYAL ADVENTURES OF MR CAT VS TAILS ADVANCE THE GAME.
If you really don't know what's Tails Adventure, it's a poorly made sonic fangame series which you just have to get all things like sonics, knuckles, etc. And also they keep overusing the Whisker and Johnny Battle theme from Sonic Rush Adventure, is this idea turdy? This game will be against that dumb series and yeah...HARD STUFF.
P.S. There's still the Player 1 Sprite Sheet, if you has chance.
|Player 1 Sprite Sheet.png||17.44 KB|
This event is all about making games in any Clickteam product! Anything goes!
You can use Klik N Play, Games Factory 1 & 2, Click and Create, Multimedia Fusion 1 & 2, anything related to Clickteam.
You could use KNP 2 too, but it hasn't been released yet (or so I think)
So go make games!
|Last Ninja||12/07/2013 - 15:40||Lynx||1|
|SLED||12/02/2013 - 17:31||Lynx||4|
|THE ROYAL ADVENTURES OF MR CAT VS TAILS ADVANCE THE GAME||08/24/2013 - 06:22||Johny L.||10|
|Yellow devil in a nutshell||08/08/2013 - 15:47||Sejez||5|
|Megaman: The last final fight||08/06/2013 - 04:53||Sejez||3|
|Player Adventure - The DrBlowhole EditioN!||07/26/2013 - 03:55||Johny L.||2|
|Quasimodo's Ultimate Negotiation||07/24/2013 - 13:00||Smedis2||6|
|The Super Mozart Adventure||07/24/2013 - 11:27||Johny L.||16|
So did you think NORMAN 2: THE SEXY BIKINI BABES OF EASTERN RUSSIA was great? Wait 'till you see the newest game in the everlasting NORMAN series, THE NORMAN FAMILY GOES VACATIONING 3: "I think we left the baby home"!
New exciting features such as GRAVITY-IGNORING GRANNY, DEAD BABY, BEE GUN and much more!