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Johny L.'s picture

Back from vacation!

Hey guys, i'm back from vacation!

And it maybe got very fast internet here! :D

snapman's picture

Boring Cockpit game in VR Studio

Wordrescue and I had a plan to make an entry for the Tigsource.com Cockpit Compo, but a combination of forgetting about the compo until the day before the end of the extended deadline, and not having any particularly concrete ideas resulted in a game about being bored while playing a Virtual Reality Studio game. Behold the amazing combination of my uninspired 3D city and WordRescue's clever pixelart cockpit:

The mouse-only controls are in red around the cockpit, placed in unintuitive and annoying locations The meter on the left measures how bored and upset with the game you're becoming. First time I've ever got one of those status bars to work in a 3D Construction Kit game!

In an effort to avoid dying of boredom, you can try to fight a gigantic enemy crab (shown glitching during its space-invaders attack pattern). Even targeting his weak point for massive damage does little to stop the fatal tedium.

Inevitably the boredom meter maxes out, and you die.

Other interesting facts: even though I set the initial conditions and default border, the stand-alone executable doesn't load correctly until you reset the game at least once. We might try to work on it again later, but not unless we get a good idea of what it should be about.

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danyburton's picture

Making a browser game engine because all the existing ones suck

Around the time I posted my last post here last year was pretty much the last time I was productive for most of 2020. For some reason after that my brain became totally fried and I couldn't work on anything anymore. Near the end of the year I decided to retire and had a break from trying and failing to work on games until this year and now I am coming out of retirement to make some new good shit.
Right now I am making a new game library for browser games which I am going to call fish-tank or somethign like that. It's closest inspiration is lua löve which I think is just about the perfect game making library. It does stuff and it does it with ease, but it doesn't have much of it's own internal state which forces you to structure your game around state that the library creates (this is the reason I despise all existing browser game libraries and needed to make my own). Having little state from the library is great because it means you can pretty much design your game however you like and create whatever abstractions seem useful.
My library is a fair bit higher level than lua love admittedly, basically anything that I always implement in a game I make I am just implementing into this library which means some features by default are kind of limited to the kind of use case that I have. However, it is also designed so that all of the subsystems like renderer, soundplayer, inputhandler etc can be swapped out with your own version, you just have to implement one or two features that the library actually uses internally, like for example the inputhandler needs to provide functions for the gui system to know when the user presses buttons that control the gui. Since these subsystems are just built on top of web apis it's not that hard to implement your own one (except the graphics one, that was a real bitch).
When I say they are implemented how I use them, for example, the input handler takes all input from the keyboard and any connected gamepads and maps all of it into one virtual game controller, so all you can ask it is 'is the B button pressed' and it checks all of those actual input sources then tells you for the imaginary controller. So if you need 2 player or want to handle the mouse you are gonna have to create your own at the moment. To be honest though 2 player and mouse support should probably be added to the default one later.
Yeah so at this point the library is almost done, I just need to do the necessary stuff to implement the gui system, and then I have an approximately finished game library v1.0.0. Once that is done I am gonna make a metroidvania type game where the whole game is in a house but you have to shrink and then you can talk to rats and stuff and go inside pipes. wahooo.
Also I am gonna bring back my website and I am gonna release a scathing polemnic on why I hate the 'alt-game' label.

Twine macro: << timedreplace >>, << timedinsert >>, << timedremove >>, << timedcontinue >>

Similar to my <<replace>> macro, this code causes the passage text in between the <<timedreplace>> and <<becomes>> tags to be replaced with what is between those and the <<endtimedreplace>> tag, after a certain amount of time has elapsed.

Variants
* <<timedinsert>> causes its text to be inserted into the page. It doesn't need a <<becomes>> tag to function.
* <<timedremove>> works in a matching fashion, removing its contained text after the time elapses.
* <<timedcontinue>> is similar to <<timedinsert>> but does not require a final <<endtimedcontinue>> - instead, it causes all subsequent text in the passage to appear.
Gains
You can also substitute the <<becomes>> tag with <<gains>> to cause the next run of text to appear at the end of the previous run, without replacing it.
Chains
If you put multiple <<becomes>> or <<gains>> tags in, the macro will make them appear as well after the same amount of time passes.

Install my <<Replace>> Macro Set to use these macros.

This takes CSS time values, which are decimal numbers ending in "s" (for seconds) or "ms" (for milliseconds).

Usage examples:
* <<timedreplace 2s >>You see nothing. <<becomes>>After 2 seconds, you still see nothing.<<endtimedreplace>>
* <<timedreplace 2s >>You see <<gains>>a dog, <<gains>>a walrus, <<gains>>and a civet.<<endtimedreplace>>
* You search. <<timedinsert 1s>>You find nothing.<<endtimedinsert>>.
* <<timedremove 2.5s >>Something is disappearing... <<endtimedremove>>
* Look <<timedcontinue 3s>>A bird just few by...

Example program.

Implementation details:

* If inserted text appears and descends below the bottom of the screen, the page should automatically scroll down to make it visible.
* Note: due to the way the browser and Twine interact, any changes made by code inside a <<timedreplace>> tag will be forgotten if you use the Back or Forward browser buttons, unless you use this script.

Version history:
* 16/06/2013 - Updated regarding Combined Replace Macro Set.
* 26/04/2013 - Added timedcontinue.
* 05/04/2013 - Added timedinsert and timedremove, as well as downward scrolling.
* 07/03/2013 - Made the transition CSS-based.
* 01/02/2013 - Initial.
Feel free to report any bugs to @webbedspace.

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Dongers (The Ultimate Dreamworld Mixing Simulator)

scrdongers.png
Game File: 

The Ultimate DJ Mixing Simulator of the Dreamworlds!
Special help from the incredible INFERNALBEAST (aka Unknown).

For more games go to:
www.landsofgames.com

Author: 
speedos
Made For: 
An event
KlikBot's picture

Timezone Lottery Klik Jam #6

Sat, Sep 03 2011 09:00 PM
09/04/2011 - 04:00
09/04/2011 - 06:00
Etc/GMT

The time is right... for making videogames! The Timezone Lottery Klik Jam happens on the first Saturday of every month, at a time chosen randomly by our top-of-the-line numerical hour-choosing machines. This month, it takes place at 4:00 am UTC. Whenever that time rolls around for you, you have two hours to make a game!

How can I possibly make a game in that short a timespan, you gasp? There are many game-making tools available, but the most ludicrous and welcoming of all is Klik & Play. If you want to give K&P a shot, we have a Learning KNP FAQ available, as well as some advice on making it work on modern machines.

Making games is its own reward, but it can be much, much more rewarding when you're doing it with friends. To get the most out of this worldwide internet game jam, come talk with everyone on IRC. It's a great way to share this awesome experience, and get quick help when things aren't going right. Our server is irc.freenode.net, and our channel is #glorioustrainwrecks.

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

For more information, check out the N00B FAQ.

Sign up below to get a reminder email the day before the jam!


Games made for Timezone Lottery Klik Jam #6

NameCreatedBysort iconScreenshotComments
Motocross TGF09/03/2011 - 23:31DanniMotocrossTGF.png3
SEVERE THUNDERSTORM WARNING09/03/2011 - 23:02SpindleyQsevere-thunderstorm.jpg1
Notebook 50009/04/2011 - 02:35Super-DotNotebook 500.png0

Brainmotron 3D Deluxe!

Untitled.png
Game File: 

Because the previous version just wasn't BRAIN enough!

New features include*

- Doors!
- Better Collision!
- ... Actual Collision!
- Moar Awesome!

(*may or may not include!)

Author: 
Adrian Gordon (Code) + Arran Langmead (Art)
Made For: 
An event
Aplsos's picture

3D Skull Engine

3dskull.png
Game File: 

this wasn't a good weekend for an event, between mother's day and having other shit to take care of. the plan was to pump out as many no-effort trash games as possible, but as usual found myself incapable of not spending time polishing things. worked on:
title screen and introductory art board for 'interstellar garbage-eating muscle pigs,' but i liked the concept enough to want to do more than what i had time for, so i put it off for later.
'3d skull engine,' a stupid injoke. probably the closest to the sort of thing i originally evisioned.
title screen, art board, and two gameplay boards for 'dracula's night in.'
then it got uncomfortably warm and i didn't feel like sitting in front of a computer any longer. i may come back to dracul & the pigs, but i rarely finish anything that takes longer than a half-hour to complete, so

Made For: 
An event
Healy's picture

Peaceful Sonata: A Knytt Story

Sergio has a level competition on the Nifflas Forums that's all about single screen Knytt Stories, and since I had already made a single-screen Knytt Story called Angry Sonata for the last Pirate Kart, why not make a sequel to it for the competition? So I made this. It's real wee, so no screenshot. Tilesets by Sergio Cornaga and Nifflas, music by Jacob Godwin.

Event Created For: 
Made For: 
An event
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