A micro-remake of James Montagna's And Then, The Ghost Saw Hands: A Game I've Never Played (which is also A Game I've Never Beaten).
Check out the Vine if you can't play it!
To play, trade friend codes with me or download the .mio file and do... something... with it...
I didn't make it for this event but it fits really well. I probably wouldn't finish it the way I originally planned by 17th so I did what I did there.
This is a game about cooking as you can tell. In rpg maker 2003. Not bad.
Pick the yellow dots and take them to the Finish line. Carrying dots will make you bigger and slower.
So I'm more or less fed up with MMF2. Here's why:
So seeing as I understand programming (I can probably write way better C++ code than most of my colleagues can), and I'm not on Windows anymore, it's honestly kind of bizarre that I'm still using something comparable to tinker toys.
Rant over. Time to talk about more productive things.
I want to write something that will help me do game prototyping and Trainwrecking without the pain associated with existing solutions. It will be something of my design, crafted toward my expectations for something usable for such a purpose. Now, I understand that I am starting to sound like the crazy, egomanic Linus Torvalds, Eric S. Raymond, or {insert bearded idealist here} of Glorious Trainwrecks, but so be it.
Here's what I'm planning for the design, which will either be totally awesome or really bizarre, depending on your tastes:
Basically, the design philosophies behind this are more or less opposite to those in, say, MarMOTS (not to say that it's bad, but I don't think it'd be useful for quick and fun prototyping, personally). I want to design something that is minimalistic yet modern and a breeze to use (once you learn how to use it), as opposed to something more nostalgic. Possibly something revolutionary. You know, like Git! ...Except that I sort of doubt I'll be able to achieve that last bit, but hey, I suppose one can dream.
Edit: I suppose this is somewhat based off of KlikPunk, except that I intend for an implemented runtime and something that doesn't require Adobe AIR to run or Windows to develop with. Also, editing scenes will be a lot like KlikPunk but you'll be doing more than just assigning positions of items. This is data that will go hand-in-hand with other data formats to produce the game.
This is the first game in RPG Maker or RPG Maker 2003 that I ever made! I watched a bunch of tutorials and they told me to make this game, so here it is!
Tell me if you have any problems running this game.
Have fun!
Arrow Keys = Move
Space = Hit enemy things
The rain always puts me in a contemplative mood. It gets me asking questions. Why is it raining hamburgers? What is wrong with my metabolism? Who installed all these toilets? And what does this all have to do with the Cattle Killer? I don't know if I'll ever find out the answer to these questions. All I know is that I need to keep on fighting.
Controls:
Arrows: Move
Shift: Jump/Confirm
Credits: Uses Pencerkoff's fat guy sprite from Assemblee and a ton of KNP klip art. Flash port courtesy of bc_. I no longer remember where I got the MIDI versions of "Why Don't We Do It In The Road" and "Let The Rain Fall Down" from.
Play passage 8 TIMES AT THE SAME TIME
HOOOOAAAAAAH
A two-players asymmetric game based on 2D platformers, in which players
must cooperate and obey to retrieve balls hidden in the level… until
one of them betrays the other.
Master Teyopia loves bouliches. He would fill up his life bar, but he’s too big to move. So, he ordered Chipili to pick them for him.
Teyopia may lighted Chipili to show him the path. If Chipili doesn’t obey, he can punish him by throwing lightning.
Chipili runs fast ! He hates the dark but loves the Bouliches.When he is close to Teyopia, he can offer it, but far from his eyes he can also eat it… and maybe one day become stronger than Teyopia.
Why me