Here is a game in which you play as a giraffe and must catch strawberries as they fall from the sky. There's no negative events in the game, it's just a fun idea that sort of snowballed.
Certain sprites based on doodles my friend minkee drew many years ago.
[SHAMELESS ADVERTISING] IF YOU LIKE GIRAFFES THEN YOU SHOULD LOOK AT >>>>> HER MORE RECENT GIRAFFES <<<<<
One day I'm like "could I make an RPG using twine and some Unicode square charachters to make an overworld? and what if it were like "The Walking Dead? but terrible?" And that's what this is
A mashup of Wolfenstein 3D and Minecraft. You can hit Enter/PageUp/KeypadEnter at any time to switch between editor mode and action mode. It's sort of a Wolf3D construction kit.
(If the default level takes a while to load, that's normal.)
An endless version of the game Parallel Holes.
Dodge those randomly deployed spikes for as long as possible!
So... I want to use the MMF2 Flash exporter to port Zambonis to Flash.
I originally structured the conversation engine to play external .ogg files in a convoluted way that basically generates at runtime the filename of the sound file to play for the current line of dialogue.
Is there an quick way to refactor this subsystem for the Flash exporter without, say, adding every line of dialogue into the game manually and creating a separate event for each sound?
(And for another game, it looks like there's little chance of Cellosoft's Text Blitter extension being Flash-compatible in the future, so without upgrading to Pro I'd need to fake it with active objects?)
So here's the deal. If you download the free version of Game Maker RIGHT NOW, and choose to have Beta access when prompted, you'll be able to get the standard edition for free. It'll ask you what version you want to use, and you click Standard and put in your email address. They'll email you a license....yay! I'd been holding out on upgrading because I am the cheapest person alive, but I got it for free so that's nice. $50 saved.
Here's the original link with a little more detail in the directions: http://www.ozbargain.com.au/node/124196
And here's where you can download game maker studio: http://www.yoyogames.com/studio/download
Merry, uh, Thankmasween eve
Here's version 1.1.1 of some Twine macros to play sound files with HTML5 audio.
These macros accept either strings or string variables as their first argument. I recommend you set the filenames to specific variables and then use those as arguments to the macros.
<<playsound "carolofthebells.mp3" >> plays the file "carolofthebells.mp3" from the start.
<<loopsound $heartbeat >> starts playing $heartbeat, over and over. Note: currently browsers are not that good at looping audio seamlessly - brief silences between loops may occur.
<<fadeinsound $heartbeat >> is identical to loopsound, but fades in the sound over 2 seconds.
<<unloopsound $heartbeat >> makes $heartbeat no longer repeat when it finishes.
<<stopsound "birds.ogg" >> stops playing "birds.ogg". When <<playsound "birds.ogg" >> is used again, it will start from the beginning.
<<fadeoutsound "birds.ogg" >> is identical to stopsound, but fades out the sound over 2 seconds.
<<pausesound "trees.ogg" >> pauses "trees.ogg" at its current location. Use <<playsound "trees.ogg" >> to resume it.
<<stopallsound>> stops all the sounds.
There's a lot that can be done to expand on this. Something I might add is a way to bind looping sounds to a specific passage tag. So, you could perhaps write <<tagsound "trees" "Howling_Monkeys.mp3">> and then give a passage a tag of "trees", and it will keep looping "Howling_Monkeys.mp3" if you're at such a passage, and stop it when you leave. Also on the list of possibilities: support for base64-encoded sounds (which no one except me will ever use).
Regard this script as public domain using CC0. I don't really care for attribution - if you're using Twine, you're already running code I wrote. It's welcome if you want, but entirely optional.
I made a game about fighting other people in the desert with guns with only one bullet in each of your guns.
First Player to shoot the other wins. Fireworks give you your one bullet back.
Pong for 26 players.
Had problems getting it working under Windows as a projector (it's Flash), so I just uploaded a zip with the SWF and HTML, which, I think, work better. Eh.