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thesycophant's picture

My Pet Thing

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Game File: 

A virtual pet who you can take care of (feed), decorate its habitat (the poster!), and dress it up (click the toy box!). As requested by some beautiful contributor. Thanks contributor!

Author: 
John D. Moore
Made For: 
An event
tininsteelian's picture

Put the Pieces in the Box

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How many pieces can you put in the box before you run out of space? Has two modes: Skill (don't overlap any pieces) and Timed (put as many pieces in the box as you can in one minute).

Made for 1HGJ #278: Space

Sources:
https://www.pexels.com/photo/abstract-antique-background-board-172276/
https://www.pexels.com/photo/abstract-backdrop-background-board-129733/
https://www.pexels.com/photo/water-blue-ocean-5412/

Made For: 
An event
zum's picture

Klik of the Month Klub #7

Sat, Jan 19 2008 05:00 PM
01/19/2008 - 16:00
01/19/2008 - 18:00
Etc/GMT-8

The Klik of the Month Klub meets right here on this very website on the third Saturday of every month at 4pm Pacific Time (taking daylight savings into consideration) for a two hour Klik & Play Showdown. Everyone who participates gets two hours to create something from scratch in Klik & Play. Abusing the stock objects is encouraged. If you really loathe Klik & Play you can use whatever game development platform you want. Two hours is a pretty tight time limit, though, so choose wisely!

Klik & Play is absolutely free to download, and learning it takes minutes, so everyone can get in on the action. Want to talk to your fellow Klikwreckers? Join us on IRC -- server irc.freenode.net, channel #glorioustrainwrecks. Join the mayhem!

Sign up below to get reminded by email the day before the klikkening begins!


Games made for Klik of the Month Klub #7

Garlo's Gambit

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Game File: 

garlo is back!

Author: 
thecatamites
Made For: 
testing
SpindleyQ's picture

MarMOTS Vision #6 Achieved!

In May of 2009, over 11 years ago, I laid out a vision for a collaborative game-making tool that I wanted to make. I had fond memories of being a kid and sitting in front of a computer with my friends, throwing ideas around and banging out goofy QBasic games, and I was frustrated that there didn't seem to be anything out there that would let have that kind of experience over the internet. The only improvisational game development tools I could get my hands on were decidedly single-user; every attempt I made to collaborate on a single project failed badly. The closest thing I could get was the Pirate Kart experience - everyone doing their own thing and sharing it with everyone else as they finished, and bundling all the results in a single package.

MarMOTS was my answer: a collaborative game creation tool built out of nostalgic textmode graphics, inspired by ZZT but usable by multiple people at once, where every change was live the instant you made it. I wanted to be able to change games while other people were playing them. I wanted making and playing games with it to be a party.

I worked on it fairly steadily for two years, putting it live as soon as there was something interesting, adding features, fixing bugs, responding to the GT community that was using it. In time it became a capable ANSI art and animation creation tool. Goofy collaborations happened. Folks made some incredible art with it, which was amazing and gratifying and kept me motivated to improve it.

Then I burned out on it, life happened, and nine years went by.

In the back of my head, in those nine years, MarMOTS was always there. It was a great idea that I'd gotten _so close_ to making happen. I'd get back to it someday.

In 2009 I laid out a vision, a TODO list, each item flowing naturally from the last, each step being useful on its own, to prevent me from working and working and working and getting stuck, getting lost in my own head and ambitions, and giving up without having anything to show for it. Hard as I tried, I could never push past vision #4; vision #5 turned out to not be necessary or even a particularly good idea, and vision #6... In 2009, I wrote of vision #6: "This is the biggest leap." I got close, implementing a scripting language complete with structured editor, so that the program was always in a runnable state; but the editor never quite became usable, and I never quite worked out how I would connect that piece with the stuff I'd already built.

Today I put live a version of MarMOTS that pretty much does everything I set out to do with vision #6. I pulled back the scope of what I'd tried to do in 2011 from "a full general purpose programming language" to "maybe a minimal Bitsy-like." You can now take an ANSI drawing and add interactive elements to it (in MarMOTS these are called "bots", inspired by MegaZeux's "robots"); as soon as you do, it becomes a game that other people can play. Virtually every change propagates in real-time; if you change a drawing or a script or add a new bot in the editor, all the players will see it. I tried to make the interface as self-explanatory and discoverable as I could - the editor tells you what your options are at every stage, and it's impossible to create a syntax error.

If you decide to mess around with it and have questions or suggestions for cool things to add please let me know! I'll probably keep adding stuff and fixing bugs as the days go on. You can use MarMOTS from your browser with your Glorious Trainwrecks account credentials!

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Capture the love

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Game File: 

An awful first attempt at using KNP.

Event Created For: 
Made For: 
An event
ExciteMike's picture

Rapture? I Hardly Know Her!

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Yet another snakey avoidey game from me. Came out playing rather differently from the others, and is pretty fun, I think.

No intentional religious metaphors, but such things are easy to find anyway if you look.

Game rules:

  • arrow keys to steer
  • touch the angry-looking guys and you lose
  • earn points by being near the bluish and greenish guys
  • they go faster once they've been near you
  • like-color guys bounce off each other
  • different-colored guys will annihilate each other if they touch
  • game speeds up over time
  • the higher your score, the faster guys spawn
  • herd them around, trying to keep lots of them alive and stay near them so you get points faster!

The various versions:

Event Created For: 
Made For: 
An event
qrleon's picture

2018 LÖVE Platformer Project(s)

So I've been interested in making some platformers in LÖVE / Love2d for a while, but haven't produced much of anything so far, until this month. To get the ball rolling and reduce procrastination, I started writing more: jotting notes on paper, keeping a personal diary, and writing up public-facing devlogs with weekly goals. (Warning: unfocused ramblings about platformers). I found that writing about ZZT here helped a lot in the summer.

It is my intention to get something playable out the door between now and the end of the year. It would be a mistake to take on something larger than I can realistically pull off, so I've put my current ideas on the backburner, and I'm setting a goal to make something small but wholly realized in about two weeks. This would help me find issues in my current codebase, get familiar with packaging LÖVE games, and also give me something tangible for my efforts.

I wrote up an idea that has been in the back of my mind for a while, started a simple XM soundtrack, and outlined how gameplay would work yesterday. But I'm realizing today that I won't have the energy to pull it off in two weeks. So back into the cabinet that one goes. Started on another idea, but upon review, its workload requirements are also too high for this timeframe. Think smaller, damn it!

I need to take a few steps back. There are platformers with very little to them that are still very enjoyable. I'll post some more once I've got something that's scaled appropriately.

Healy's picture

You're Older Than You've Ever Been: Apollo 18 + 20: An IF tribute to They Might Be Giants

Here's an interesting thing. Some guys got together and made an IF game for every track on They Might Be Giants' Apollo 18 album, including all the Fingertips tracks. That's 38 games in all. Some of these games are more thematically linked to the songs than others, but all of them are at least worth a playthrough. My personal favorites include The Statue Got Me High by Ryan Veeder, My Evil Twin by Carl Muckenhoupt, If I Wasn't Shy by Joey Jones, and I'm Having a Heart Attack by Andrew Schultz.

SpindleyQ's picture

You Get A Point

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Game File: 

How many points can you get?

Made For: 
Pirate Kart 2
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