It is like a broken, inverse, really fast Pac-Man. Eat all the mice before the the mice eat all the cheese. WIN AND BLUE!
(I am kind of wishing that I had named this game THE MICE WILL EAT ALL THE CHEESE instead.)
a conversation over a meal
a conversation over a game
in a book, the reader sets the pace
in a film, the author sets the pace
in a game, who sets the pace?
I'll crosspost this to various knytt boards l8r
thanks to sergiocornaga for testing and compiling, and for various assistances over the year.
I don't have time to make anything substantial for Ludum Dare this weekend, so I decided to port NOM3RCY's classic text adventure, THE MINIMALIST GAME, to Twine.
I added a few bells and whistles. First, the scoring works unlike in the original game, and second, the order of the possible responses are randomised each time you play! REPLAY VALUE.
I couldn't submit it to the actual site because it's a port of someone else's game. :(
ENJOY.
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TheMinimalistGame.html | 31.94 KB |
So, I've finally reached the point where my FlashPunk tinkering may be of interest/use to others!
KlikPunk is a tool for quickly composing "scenes" for games. You simply drag graphics from the bin at the left to the stage in the middle, arrange them as you please, and click the save icon to store a friendly XML file, ready for importing directly into your game.
To ease the process of creation, the bin full of graphics at the left-hand side of the screen is constantly updated with whatever you have dumped into the directory (and subdirectories) where the scene is to be saved. No irritating import step! Just save your graphics and use 'em.
If you're interested in using this, feel free to let me know what other features you might like to see. Custom properties I think are next on my list, so you could specify, eg, how things move, if they should collide, etc.
Controls:
Tab - show/hide overlays
PgUp / PgDn - move selected graphic forward / back
Arrow keys - nudge selected graphic 1 pixel
Scroll wheel - scroll sidebar bin / zoom in or out
It's an Adobe AIR app, so you may need to grab the AIR runtime to install and run it.
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KlikPunk.air | 238.99 KB |
KlikPunk_src.zip | 134.29 KB |
cw: this work briefly touches on:
existential dread,
blood,
death,
organ failure,
radiation poisoning,
skin blemishes,
pedantry
In this game you play as a mouse in a maze. I think the rest of the game speaks for itself.
I'm happy with the way this ended up going. It's like "art" I guess.
Code source can be provided upon request, and I think you could make a mac build with that.
Attached below is a 32 bit windows version of the game, in case you need it.
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qml_win_32.zip | 10.8 MB |
So this idea has been kicking around in my head for years and I've just never gotten it off the ground because I'm a total space cadet with a full time job. I've got a decent programming background, but I know damn well that the first real game I try to make in 11 years is going to be a trainwreck... and I kind of don't want it to be. I love the idea too much. So I don't really want to go it alone, but I might.
Wrong place for this, I know. But you guys know way more about making games than I ever will. I've seen some fan-friggin-tastic works come out of the KotMs and Pirate Kart. You really learn what works best by making games that don't.
So I wrote up a huge damned design document for this game. It might look familiar. It's basically multiplayer Donkey Kong and damnit why hasn't anyone made this before. Tired of waiting, need to get it made myself if I want to play it. Heavily inspired by Pacman Vs. formula. Yes, it's an obvious clone of Donkey Kong, but I don't know if anyone's tried this before. The closest I've found to this is a map in the Zombie Master Half-Life2 mod that I can't seem to get working. And I thirst for the ability to play this.
I'm going to try to get this made. The first step is clearly "get the lobby and 1 level done and working with networking, and go from there". Icing can come later, and I'm not even considering hammers/fireballs in the first release, or any levels past the barrel level.
I've given some thought to engines to make this is. Game Maker Pro is a possibility, network support seems rudimentary but doable. I don't know what the lag would be like with GM. Torque's a possiblity, but I know next to nothing about it. And I'm not going to use BYOND, that thing is awful. I don't have any particular art or sound skills myself.
If anyone has suggestions for a good engine to make this game under, tools to consider, or stuff like that, let me know. If anyone wants to work with me on it, let me know. If anyone wants to take the idea and do it themselves, by all means do. As far as I'm concerned this idea is open to anyone who wants to do it. I just want to play the damn thing.
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barrelprimate.0.0.1.txt | 10.58 KB |
A Kimberly Kubus fangame, made with good intentions. Johnny lives forever!!!
For more games go to:
www.landsofgames.com
I made an RPG!
??? ? ?? ?? ?????? ??? ? ???? ?!?! ? DRACULA ?????? ?? ? ???!?? !! ?!