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CharlieVermin's picture

Proper

proper5.png
Game File: 

Proper is a game about behaving appropriate to the situation, being a respectable individual, doing things properly and leaving the room before you need to face the consequences of inevitably failing the former three. Save the game to preserve your high scores!

Made For: 
An event
tininsteelian's picture

Are Mushrooms Wheels?

mushrooms256.png

See how far you can drive the car with its wheels replaced with mushrooms. Use the up and down arrow keys to control the car.

Made for 1HGJ #263: Dimension Shifting

Sources:
https://pixabay.com/vectors/landscape-countryside-fields-nature-409551/
https://pixabay.com/vectors/ford-mustang-car-racing-car-146580/ (reference)
https://cdn1.iconfinder.com/data/icons/yumminky-vegetable-rainbow/100/yumminky-vegetable-43-2-512.png (reference)
https://freesound.org/people/MarlonHJ/sounds/242740/

Made For: 
An event
Johny L.'s picture

What game should i do now?

I don't think i can update the site, it seems i am done with it.
Now i can't think of the following games i should do, what do you think what i should do first one of these games?:

- Polybius II: The unofficial sequel based on the urban legend Polybius, with a twist.
- The Extraordinary Adventures of Epicman: A Beat em Up & Platformer game spin-off based on Epicman Saves Earth.

As for The Super Mozart Adventure 2, i'll make it when November/December comes.

Pizza Time's picture

Army Of 2 Gears Versus the Elder Scrolls

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Game File: 

In this epic tale of future meets fantasy control your two gearsoldiers and save the ancient land from a mystical evil. Features experimental bloom effects that are so experimental they don't work half the time and a cover system where you have to stand behind objects to take cover. An exciting action packed game.

Made For: 
Pirate Kart 2
SpindleyQ's picture

Whirlybird

wb_000.png
Game File: 

I'm mostly uploading this to try and suss out the horrible crashy site bug that happens when you upload a game, but here! Have a game from my distant past!

Made in 1998 at the age of 16, Whirlybird is a remake of a Commodore 64 game by the same name. (It's not a popular or particularly good C64 game, by any stretch; it was on a shovelware disk that a friend of mine had.) Shoot down helicopters before they fly off the screen! Hit the mouse button to detonate a nuclear bomb which destroys everything on screen! And that's about it!

Run it in DOSBox, I couldn't be bothered to port it to Windows.

Alright fingers crossed that I get the error message

Author: 
Jeremy Penner
Made For: 
An event
LauriWeb's picture

MUHAMMAD 4 The verwourren streets FIRE VS ICE

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OH YES
MMMH
ITS MUHAMMAD 4
The thrilling Muhammad trilogy gets expanded with another breathtakingly well made.
A new futuristic Timeage began in Muhalländ, but new trouble is on its way.
Magmammad and Iceammad, two old friends of Muhammad III, the son of Muhammad II, got into a fight, and now Magmammad wants to burn everything and Iceammad wants to freeze everything.
Can Muhammad III save the world?
Yes.

-Extreme difficulty that everybody wants
-Enemies that shoot discs
-good graphics
-sympathetic Characters
-it's a Muhammad game
-A BOAT LEVEL
-YES A BOAT LEVEL
-Shh If you are extremely bad at Muhammad, you can create savestates with F5 and load with F6.

"This game is totally not the black sheep of the franchise", - Robbiero Goméz
"I am the black sheep of my family", - Gerda Goméz

(More information on this brilliant game can be found here: http://muhammadmuhammadmuhamuhamuhammad.wikia.com/wiki/MUHAMMAD_4_The_Verwourren_Streets_FIRE_VS_ICE)

Author: 
Muhammad
Made For: 
An event
Sprite's picture

Deja Vu

DejaVu.png
Game File: 

This event was my first time using the Level Editor, so I spent most of the time figuring out how everything worked. Instead of making a full level I decided I would only make one screen.

The level is longer than one screen, though.

I hope I didn't make it too hard.

Made For: 
GT Saturday Specials: Knytt Stories
Johny L.'s picture

Valletta's DooM Nightmare

fuckingvalletta.png

I once knew about DooM and i made this one back during the spring of 2014 while i was gone of Glorious Trainwrecks, this time a parody .wad and it has hard levels, full of suprises, other stuff you might not know and for the first time on Glorious Trainwrecks...CUSTOM SPRITES, CUSTOM ENEMIES AND BOSSES, AND CUSTOM SHITTTTTTTTTT!!!!! This wad might not work in DOSBox and you might need Zandronum or just ZDoom (it's not tested on this) because this wad is full of custom stuff. Some friend of mine gave me rude reviews and i had to not support this anymore, until i decided to post it in Glorious Trainwreck, considering one of my memorable stuff i ever made.

The story so far (as told in the title screen's instructions replacement gfx):
one day someone named VALLETTA was playing horror games all the time, 3 hours later, he was tired to play these games so he went to bed, sleeping on his comfortable bed during at 1:50 P.M., he started dreaming, a really strange, weirdest, crappiest, heckiest, and sh**ty dream, all it has started as weird people walking around the streets, then several weird creatures appear and start fuckin up the world, then everything got bizzarre, aswell this ain't very good, VALLETTA has to try escaping the dream, but where he will end his dream?

WARNING: This wad might contain ear-rape sounds as this is a traumatic parody and might contain some suprises (and creepy sometimes in the halfway), and sometimes it can be hard to complete the rest of the game, play at your own risk, you might don't even bother asking help, because i don't even still update this wad anymore.

Author: 
i don't want to keep putting my name in this field anymore
Made For: 
An event

Twine: Sugarcane passage transition: dissolve

Update: Twine 1.4 has a reworked transition engine, so this script code is no longer applicable.

If you want more types of transitions, see also this code for an alternative transition engine for Sugarcane (more versatile but not compatible with this script).

Previously I was experimenting with alternatives to Twine's default fade-in animation. Now, I've figured out how to make such alterations with a single block of JavaScript insertion that you can drop into your story.

Here's a block of code that, when inserted into a Sugarcane formatted Twine game, changes the passage transition to a dissolve, where the previous passage fades out at the same time as the next passage fades in.

[Note: This will not work with the one-page Jonah format.]

addStyle(".passage { position:absolute !important; } ");History.prototype.display=function(d,b,a){var c=tale.get(d);this.history.unshift({passage:c,variables:clone(this.history[0].variables)});this.history[0].hash=this.save();var e=c.render();if(a!="offscreen"){var f=document.getElementById("passages").firstChild;if(f){fade(f,{fade:"out",onComplete:function(){document.getElementById("passages").removeChild(document.getElementById("passages").firstChild);}});}document.getElementById("passages").appendChild(e);if(a!="quietly"){fade(e,{fade:"in"});}}if((a=="quietly")||(a=="offscreen")){e.style.visibility="visible";}if(a!="offscreen"){document.title=tale.title;this.hash=this.save();document.title+=": "+c.title;window.location.hash=this.hash;window.scroll(0,0);}return e;};History.prototype.watchHash=function(){if(window.location.hash!=this.hash){if((window.location.hash!="")&&(window.location.hash!="#")){this.history=[{passage:null,variables:{}}];document.getElementById("passages").style.visibility="hidden";if(!this.restore()){alert("The passage you had previously visited could not be found.");}document.getElementById("passages").style.visibility="visible";}else{window.location.reload();}this.hash=window.location.hash;}};

Just put this in a vacant passage tagged with "script".

Note that in order to do this, it will set the passage divs to use the style "position: absolute", so keep that in mind if you're using CSS that requires a different positioning.

What this actually does is replace the Twine engine's History.prototype.display function with an alternative version that sets the previous passage to fade out and then be removed, instead of just immediately removing it. Since the passage divs are set to absolute positioning, they're drawn one top of the other while they simultaneously exist, instead of being vertically arranged.

This also replaces History.prototype.watchHash, which controls the Back button behaviour. Again, this is simply to keep the previous passage(s) from being removed immediately, and instead letting History.prototype.display do it. (If you're using a hack that modifies History.prototype.watchHash, you will probably have to do some tweaking to this or the other to get this to work.)

See attachment for an example (applied to "Town" by Anna Anthropy).)||(a==

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town_dissolve.html47.79 KB
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