Can you believe we have been making terrible 2-hour games for FIVE YEARS!? It's true! The very first pilot run of what would become the Klik of the Month Klub happened in June 2007. This stupid little jam has far surpassed my wildest expectations. Thank you all for making it amazing.
After you've made your game, you should upload it here!
For more information, check out the KotM N00B FAQ.
Sign up using the "Sign Up" tab above if you want to get reminded by email the day before the klikkening begins!
|Grow!||06/16/2012 - 05:20||NickScalzi||11|
|DONT BE SEEN KILLING THE MUMMY||06/15/2012 - 16:19||DOKTOR_LINE||1|
|Scramble The Eggs||06/14/2012 - 11:19||mno||2|
|Twitter's Branding Strategy||06/08/2012 - 10:02||tomsmizzle||10|
|PRESIDENTIAL SHMUP||06/06/2012 - 13:22||Smedis2||0|
|The Room- A Tragic Love Story||06/03/2012 - 11:44||Smedis2||1|
|Rapidly Advancing Laser||06/03/2012 - 07:33||L||9|
|BONZI BUDDY LEARNS NOT TO WORSHIP EVIL GODS||05/30/2012 - 17:36||Smedis2||1|
|GLORIOUS REDEMPTION||05/30/2012 - 14:17||Smedis2||2|
Do battle with meat foods by putting them between bread!
Due to technical reasons, the title of this article differs from the proper title. The title of this article should be: Klik & Play
Klik & Play was the first in the line of 'Klik' products produced by Clickteam. Released in 1994, Klik & Play was a revolutionary way for users to make games quickly and easily. Users could define any number of 'frames', or levels, within which the games took place, then drop in premade or custom graphics, and assign behaviors to them with an Excel-style coding interface. Unlike some game creation programs which only allowed a very limited amount of creativity, and were usually restricted to a single genre, Klik & Play provided an open canvas upon which users could create a wide variety of games within the comfort of Windows, and then distribute their games as standalones, so even users without Klik & Play could enjoy them.
Klik & Play has not aged well. However, it is quite popular among trainwreckers for this very reason. It is incredibly buggy (in a "so-bad-it's-good" way), outdated, and also imposes a number of challenging restrictions on users. These novelties alone make Klik & Play attractive to many, although repulsive to others. There is also a bundled library of premade, low-quality graphics and sounds, many of which have become injokes among trainwreckers.
You guys, we need to team up and enter this thing. Our community was born to do this.
I volunteer for lead engine coding and music duties.
Does anyone know any (free-ish) rapid game development systems that, like, have script files in text that could go into a version-control system? Does GameMaker do that? XNA Studio? I'd rather not force people to learn my Stackless Python engine, mostly because the tool support just isn't there, but it is pretty freakin' sweet if you know Python.
I believe this is called a teaser? Well, I'm such a tease.
As you can see this one will be in colour. Also, multiple levels. I believe it is about 75% complete now. Hope to post the final version as soon as possible! Greetings to all.
WE ARE INVADERS FROM OTHERWORLDLY DIMENSION
WE PRESENT TWO HOUR GAME JAM EVENT
SCANNERS SAY GAME JAM EVENT GO FROM 4 PM TO 6 PM ON GMT -7 ON SEPTEMBER 8 2012
OUR BENEFACTORS SAY YOU PLAYED SPACE INVADERS
SAY YOU PLAYED ASTEROIDS
SAY YOU PLAYED ROBOTRON
SAY YOU PLAYED GALAGA
WE CHALLENGE ALL EARTHLINGS TO MAKE GAMES
WE CHALLENGE ALL TO NOT MAKE JUST ANY OLD GAME
WE CHALLENGE ALL TO FIT GAME JAM THEME
WE CHALLENGE ALL TO MAKE CLASSIC ARCADE SHOOTER GAMES
EARTHLING GAMES MIGHT HAVE SPACE SHIPS
EARTHLING GAMES MIGHT HAVE ALIENS OR ASTEROIDS
EARTHLING GAMES MIGHT BE VERTICAL SHOOTER
EARTHLING GAMES MIGHT BE TOP DOWN OR ZERO GRAVITY
BUT EARTHLING GAMES MUST BE LIKE CLASSIC ARCADE SHOOTER GAMES
WHEN FINISHED EARTHLING SUBMIT GAME HERE
|escape pod||09/08/2012 - 15:12||aaevan||1|
|Break the Lasers||09/08/2012 - 15:06||psullivan||2|
|SpaceRevengers||09/08/2012 - 14:50||Revilossor||2|
|POPOIDZ||09/08/2012 - 14:29||SophieH||2|
|Space God||09/08/2012 - 14:09||juliette||3|
|Fire Triss||09/08/2012 - 11:10||L||4|
|MINOTOR||09/08/2012 - 08:34||Radix||5|
|Fall||09/08/2012 - 02:11||mcc||3|
|HYDRAHYDRAHYDRA||09/08/2012 - 00:05||Radix||2|
|Pest Control in Space||08/29/2012 - 22:10||Dattorz||6|
|Square World 1: Buster City||08/26/2012 - 06:40||Smedis2||4|
|Eliminator EX||08/19/2012 - 09:34||Smedis2||2|
The next stage in the epic Wall Jump Time Sphincter story.
I think I've worked out why I've never really finished anything MMF wise. Lack of planning and I hate MMF. Didn't know that I hated it till I got Game Maker 7 Pro however. I like Game Maker 7 Pro. It's like programming for stupid people (in a way). It removes 70-90% of the hard stuff like drawing windows and graphics, and allows you to cut straight to making stuff while being powerful enough to make interesting stuff. It's removed most of the limits MMF imposed on me. I'll probably find some more later, but right now it's cool.
This is a quick and easy arcade top down shmup abstract thing based around time attacking a single boss. Right now it has no music. Was made in about a day. First Game Maker 7 Pro game.
You play a dot, and have to shoot the core. I want people to be able to play the game without much external instructions so I'll not post a wall of text.
I would like to know if anyone had any trouble understanding what was going on, if their are any bugs, if it runs well and if you think that it's too easy or hard. Or ugly. Also, scores would be nice. Be brutal. I'm not going to learn otherwise.
You must become the ABSOLUTE CHAOS DOG.
Do tricks to earn food (type out the letters), but disobey your masters (type anything else) to up your chaos meter.