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Klik of the Month Klub #86

Sat, Aug 16 2014 04:00 PM
08/16/2014 - 16:00
08/16/2014 - 18:00
Etc/GMT-7

The Klik of the Month Klub meets right here on this very website on the third Saturday of every month at 4pm Pacific Time (taking daylight savings into consideration) for a two hour Klik & Play Showdown. Everyone who participates gets two hours to create something from scratch in Klik & Play. Abusing the stock objects is encouraged. If you really loathe Klik & Play you can use whatever game development platform you want. Two hours is a pretty tight time limit, though, so choose wisely!

Klik & Play is absolutely free to download, and learning it takes minutes, so everyone can get in on the action.

Want to talk to your fellow Klikwreckers? Join us on IRC -- server irc.freenode.net, channel #glorioustrainwrecks. We've also got a Mumble voice chat server -- just connect to glorioustrainwrecks.com using Mumble and you can talk to us like real human beings! Join the mayhem!

After you've made your game, you should upload it here!

For more information, check out the KotM N00B FAQ.

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Games made for Klik of the Month Klub #86

Doom 3 Analysis

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so I'm working on my big game and decided to play some of the older FPS games for research
to see if I missed anything now that I'm old and everything

and I feel Doom3 is a good fit for this site - despite having the best graphics of it's time
the games combat is a complete trainwreck

I feel it's important to see what makes a game a total trainwreck
so we can learn from the mistakes when make our own games
and make entirely different mistakes..
which possibly other people can learn from
and make pointless blogposts about

anyway this is not a review -- just some notes I wrote:

strangely enough in BFG edition they decided to give more ambient
to the game -- which kind of ruined the one aspect
many people loved (just fixing the flashlight would have been enough)
anyway I decided to play through the original instead with a source port (dhewm3)

you can get pickups from little password protected vaults
and you supposed to get the passwords by listening to audio logs
and reading emails of PDAs you collect

of course on a second playthrough you probably don't remember these
and don't feel like listening to them again
not to mention some codes were tied to - now defunct - websites
so nearly everyone just ended up using the codes from walkthroughs
which is kind of a reminder to times when people had to look up
copy protection from manuals

PDAs seem to be like an amusing idea - but they replaced the colored keys
probably to be more realistic
they are realistically put on the floor so they are hard to see
now this is confusing so they made up for it by you only
need to get close to them to pick them up
and there is usually only a single locked door

the shotgun spreads bullets all around the corridor - to fill them
with one of the ugliest decals I ever seen

the lost souls (including the improved ones in resurrection of evil)
disappear in the most unceremonious way possible
(in a smoke poof so small you can hardly see it)

they found the most annoying pistol sound one possibly can
(you feel truly in hell after every reload )

many enemies don't react to hitting you at all
zombies do a little animation - without losing any momentum
possessed soldiers just keep shooting at you
and they dissolve into atoms with one shotgun shot
and every time they brain appears intact and falls on the floor

technical note: they still used the quake1 map format for the bsp levels
it's built into the game exe but it's pretty much just a radiant editor
this game is a technical marvel in more ways than one - I mean
for this clunky editor even making a single empty room is a challenge
people who make levels for id engine games are truly a hardcore bunch

the enemy design is the least of the problems with this game
yet the sequels seem to have this idea that the problem
was that they didn't look enough like their original counterparts from 1 and 2

in the end even with the plastic look the game still looks really good today

illegalbloodmarket's picture

Event Help

So here's what I'm trying to do in my game:

I have one active object girl facing to the right. Every couple seconds, she flips around during its animation to face the left. The screen is filled with gems, treasures, etc and you gain money by clicking on them. I want to make it so when the girl is facing the left (in view of all of the treasures) clicking on a treasure results in losing all of your points and displays a text object saying you got caught. It's like a shoplifting mini-game. I already have it so click on objects gives you money and gaining enough money will give complete the level, but I can't figure out the 'getting caught' dynamic.

Any help?

everythingstaken's picture

The Great Pumpkin

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I used to grow pumpkins when I lived in Ohio.
I've started to grow squash again recently.

Included are various samples and references.
Based on a mechanic my buddy made.

Update!
I made an arcade supported version so two people could play it together somehow and it's slightly rebalanced. I think it's better, but I'm still including the old game in there.

Made For: 
An event
Danni's picture

Tim Allen's Gruntmaster 6000

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Game File: 

Uhh, I was trying to come up with a concept for a game. I generated about a hundred names from the VGNG before folks on IRC suggested that I use "Gruntmaster 6000" as the name of my game.

So I thought about grunts, and I was like, hmm... how do I base a game around grunts? Oh, I know! Tim Allen! He has some grunts I could use!

This is barely even a game. What the hell did I just produce?

Event Created For: 
Made For: 
An event
Healy's picture

You Have to Put the Ball in the Cup *DELUXE EDITION*

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A Deluxe version of the SoftSoft classic! Can YOU put the ball in the cup?

(Blah blah blah, needs an interpreter to run; if you're playing this from the launcher, you're good to go, but if not, there's Zoom for the Mac, and Gargoyle for Windows.)

Made For: 
An event

Boggle

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Game File: 

Description:
Boggle clone with 'traditional' scoring.

Twitter:
@Quastino

Author: 
Justin Webb [webbju]
Made For: 
An event

KEY AND ITS SOULMATE

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Game File: 

Help the key find its soulmate. Move with arrow keys.

Made For: 
Pirate Kart 2

Ultimate Game

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Game File: 

This is loosely inspired by Claude Shannon's "Ultimate Machine", but is a little bit different. It's also inspired by Retro Sabotage.

Click a spaceship to place a target. Click another to fire a laser between two ships. Try and destroy multiple ships in one laser strike!

Event Created For: 
Made For: 
An event
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