ONE DAY, 24 HOURS, ONLY! 18 FEBRUARY 2020 It's the let-off leap year flash drive!!!
18th February happens to be my birthday. 2020 also happens to be a leap year. $0 is typically what it costs to download and play my games. So I figure once every four years is good for an experiment like this.
For 24 hours, I will raise the minimum price of all my games posted on itch.io to $2. I’m inviting you and humbly requesting that you buy just one thing from me, once every four years.
Your generosity can gain you some other stuff, too. Here’s a breakdown:
Games available here:
https://let-off-studios.itch.io/
Examples of card games I can make for you are here:
http://let-off.com/go/board-game-design/
Examples of Glowforge stuff are here:
http://let-off.com/go/art-and-performance/
this makes 50 of the daily games. i am going to take a break from them for a little while. i overwhelmingly enjoyed making them, though, so may try to start back up again at some point... keep an eye out for the bundled pack of all these games in 2014 hopefully. well, thanks for playing :o)
- stephen
MERRY CHISTMAS, EVERYONE!!!
You know what that means, don't you? It's time for Glorious Trainwreckers all over the globe to share their funnest secret game desires with the world, then turn someone else's wishes into reality!
Here's How It Works:
"OH HECK YEAH I WANT TO PARTICIPATE THIS YEAR!", you must be saying to yourself. All you need to do is post a list below of what you want to see in a game. There are no guarantees you'll see absolutely everything, but I can guarantee you'll be pleasantly surprised with what is made for you. Additionally, posting your list below is a solid commitment that you will do your darnedest to create something from the wish list you've been assigned. Do your best. THE FATE OF CHISTMAS DEPENDS ON YOU.
Post questions below, folks! I will do my best to answer them ASAP.
On to the Santa GIFs...
I've recently updated my <<Replace>>
Macro Set to version 1.1.5. Normally I don't make auxiliary posts explaining changes to my macros, but I think this deserves one due to the number of nuanced fixes that this attends to.
<<endinsertion>>
fixed
This particular end tag had a nasty and embarrassing bug - the text "n>>" was left behind after it, unless you instead substituted <<endinsert>>
for it (which was also a bug, as it shouldn't work like that). That's fixed, and <<insertion>>
spans may be used with their proper end tags again.
<<revise>>
: "end" option fixed
Consider this code:
<<revision "B">>The balcony is vacant.<<becomes>>The balcony is occupied by a party of ghosts.<<endrevision>> Maybe you should <<revise B "look closely" end>>.
<<revise>>
macro is supposed to make it so that the text "look around" remains after you click to the end of the revision... but until now, it's been broken. Now that's fixed. While making some Twine games of my own, I discovered (or rediscovered) that this particular idiom is actually a valuable usage case, so I deeply regret that it's been unavailable for so long.
<<hoverreplace>> <<gains>>
behaviour fixed
<<gains>>
hasn't quite worked with <<hoverreplace>>
since its inception. Consider this code:
<<hoverreplace>>First bit<<gains>> and next bit<<endhoverreplace>>If you moused over the first bit (causing the next bit to appear), but did not ever touch the next bit, it wouldn't disappear when you moused off it. This is now fixed.
<<hoverreplace>>
rapid mouse behaviour fixed
For awhile, <<hoverreplace>>
has been more than a little flaky when rapidly moving the mouse on and off the element. I've tried a few fixes in the past to alleviate this, but this one looks to be much better, and testing shows it to be robust.
A note about <<hoverreplace>>
One thing that is still not yet fixed is the problem caused when the initial state is larger than the end state. Consider this code:
<<hoverreplace>>[img[large image]]<<gains>>Small text<<endhoverreplace>>
<<mousereplace>>
.
Questions
Q: Why did it take you 9 months to write the fixes for these bugs?
A: At the time, my attention had been single-mindedly focused on both my day job, preparing Twine 1.4.2, and developing Twine 2. I apologise sincerely for this unsightly delay in basic maintenance, and will try to be less badly negligent in the future.
fake flickgame
not modeled off real flickgame
fold into "cootie catcher" or "decision maker" or whatever
untested
made for babycastles
A mini-sequel to Rob's Boss Fights 2. This time only 3 bosses and 2 locations. Stay tuned for Rob's Boss Fights 3!
For more amazing goodies, go to:
www.landsofgames.com
eyes8.itch.io/teenage-fantasy
plug chips into slots to unlock videos
use your spotify app on your smartphone to scan codes & listen to music. if you don't have spotify premium, you will get an algorithm-generated playlist with the song. if you have premium, you will just get one song.
hope you enjoy
The Super Mozart Adventure is a sequel to Mozart goes to Internet made by DrBlowhole20, this is the first game to have more than 300+ frames made in a trainwreck.
This page is in work in progress.
WASD: move
mouse: look
scroll: zoom
Space: Jump
n: next scene
p: previous scene
A mashup of 100 Free Assets by Blueberrysoft and Noisy Beetle by clyde.
I really enjoyed reading about the process of Noisy Beetle, that of making a series of
very deliberate and thoughtful formal experiments to see how the different
elements of the game interact with each other to form a whole. I went to school
for digital media art, but where I felt like the classes for more traditional
forms of media had exercises that let you practice these formal interactions
really closely, the program I was in didn't really have that level of rigor and
experience when it came to game development.
The unity asset store is a treasure trove, and I feel a particular
materialistic allure from the funny meeting of the val-u-store marketing and
toylike nature of individual assets on the asset store (Fantasy SFX Sample Pak
w/ 10 FREE WEAPONS). Importing and playing with free assets is fundamentally
satisfying, but if you arrange and select your assets in the way they want to
be arranged, you end up with a game that's, at best, as milquetoast as the
individual assets. 100 Free Assets felt like a very good experiment in
reappropriating and recontextualizing those assets in a way that resolved* them
somewhat. So I wanted to try doing that, but with more of a compartmental,
Noisy Beetle kind of way.
The scenes are presented in the order they were made. I think there's a sense
of progression among them. The car and mushroom skeleton, particularly, feel
clean and purposeful and intentional, although with the skeleton particularly
it feels like I found a few asset packs that fit together tonally and
thematically and made a scene with them, rather than working towards a more complete
resolution to the problem of assets, in general. But the idea of climbing on a big skeleton overgrown with mushrooms
was too delightful, and when I found that wonderful space within his ribs,
well, I couldn't resist. I'm not sorry, but I do think there's a lot more work to be done before I feel really comfortable using assets.
* By resolved, I'm referring to the process of removing the various tensions that one feels from these assets:
On a formal level, they have the quality of images cut out of a magazine: a skeleton with an attack animation
wants to have something to attack, a photorealistic rock wants to nestle alongside a HD river with bloom lighting.
There's a context that gets conspicuously cut when the assets live on their own.
And this also gives the assets a certain awkwardness, since they often
aren't created to live in any world in particular, or they're made with reference to some kind of amalgam of random artistic styles
the artist wanted to mimic, but they don't land in any in particular.
There's also a political dimension to this tension, since the ostensible
purpose of the asset store is to serve up *professional* assets. Assets that
look as if a professional made them, and they belong in a AAA game. The deal being, if you
use these assets your game can look like it's a professional game too. And
the games that are born out of this faustian bargain - you know the type, with
a 10,000 poly Dark Knight stomping around an empty field with cartoon goblins -
reveal, by turns, the optimistic dreams of some kid who Wants To Make Games
When He Grows Up, or the cynicism of someone taking a pre-built infinite runner
and hacking in a different player model, or the narcissism of a
3-idea-guy-and-one-programmer team's kickstarter ($10 pledged of $500,000)
who've got the next big MMORPG in the making. So this particular aesthetic
becomes a synecdoche for the whole fucked up relationship between individual gamers and
the multi billion dollar video game industry, with all the implications that that conjures up.
So, I know of two strategies to resolve this tension. The first is to simply
find the right assets that go together, polish up the gameplay, and make a
convincing fantasy that can hide the political dimensions of the relationship
between the game maker, the asset store, and the games industry. The other is
the strategy of the collage artist: to combine the elements in such a way that
their original purpose is subverted or obliterated. And there's a lot of ways
of achieving that: through punning recontextualization of the images, or
intentionally ruining the high quality assets, or using the objects such that
they're reduced to their formal qualities, or using the objects in such a way
that you create an aesthetic of ugliness, or whatever. 100 Free Assets makes
some good moves in that direction, THE ARCHICTECTURAL BODY AUTOMOBILISATION KIT
is another good one, and oikospiel looks promising, though I haven't played it
yet, but I think for the true masters you have to look back to Hannah Hoch or
Rauschenberg, and go from there.
So inspired by the Advent Calendars I had as a kid, the Lego ones they have now, and the Perl Advent site, I've made an advent Calendar -
http://kirkjerk.com/java/advent2009/
Every day there will be a little holiday-themed toy or game to play with (22 of the 25 are done so I'm not too worried)
Anyway, some of the little things came out really neat -- most were done in a trainwreck-like fashion, and there's a lot of similarities to what I put out for KotMK.