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FlaviusMaximus's picture

The Short-sighted Scarecrow

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Help the poor myopic scarecrow to reach its destiny. the game is simple. move to the right and jump, but you'll find something that will turn the situation a lot more complicated.

Also, this is the first game to feature my OWN MIDI SONGS HELL YEAH

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i ain't no musician take it easy with me

Author: 
flavius v. maximus
Made For: 
An event

The Quiet Man

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Game File: 

Special screening of the famous John Ford film.

Author: 
thecatamites
Made For: 
testing
SpindleyQ's picture

Rise From The Ashes: How We Will Win The TIGSource B-Game Competition

OK, so it would appear that we have like a week left. It seems clear that we are lacking the tools and/or the will to actively collaborate on a single project. The only way I can imagine us pulling this off is if we somehow combine entirely unrelated throwaway projects.

Thus I declare the final direction of our project: THE EMERGENCY 100-IN-1 KLIK AND PLAY PIRATE KART MELTDOWN.

It will go down THIS WEEKEND and it will happen thusly: Like the Klik of the Month Klub, you have no more than two hours to complete a single game. UNlike the Klik of the Month Klub, there is no set time to start and end -- the Pirate Kart Meltdown runs continuously the entire weekend. The ultimate goal is to somehow collectively make it to 100 games. If we do not reach that goal, we'll repeat games on the menu with subtly altered names until we reach 100.

Also unlike the Klik of the Month Klub, there will be PRIZES. I mean, I've got too much shit in my house anyway. I'll post later with specifics of what you'll be getting (terrible games), but I see these categories:

The HOLY SHIT I'M DROWNING IN GAMES prize goes to the person who produces the greatest number of games in the 48-hour period.
The WTF IS GOING ON HERE prize goes to the person who develops the game with the most bizarre mechanics.
The VIVA VARIETY JOHNNY BLUEJEANS prize goes to the person with the largest range of game styles.

Voting in these categories will be open to everyone who creates games this weekend. Yes, even the HOLY SHIT I'M DROWNING IN GAMES prize is put to a vote. I just feel like it, that's why.

Either I'm ineligible for prizes or other people have to send me shit if I win. Prize donations are welcome.

ONWARD! UPWARD! JUSTICEWARD!

(Unrelated: Holy shit.)

TheCube's picture

Fog Test

Game File: 

Testing out fog and random letters too.

Made For: 
An event
LibraV.Lahaie's picture

PROTO PROTO BAN-BA-BOUND!

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Game File: 

PROTO PROTO BAN-BA-BOUND!

Two PROTOFLESHLINGS will take on BRIDALCOMBATANT status and compete in BAN-BA-BOUND in order to have their LOVE acknowledged by society so they can ascend to the MARRIAGE STATUSPHERE.

BAN-BA-BOUND is a challenge for 1 or 2 BRIDALCOMBATANTS within a strict time limit.

[THE ARROW KEYS] control the EXPECTICANT: REACH the DIFFERENTLY COLORED ELECTROPLASMOID in the far corner of the MARRIAGE GRID whereupon you will become the ABSORPTIONATRIX and earn the capability to DEVOUR the (previously dangerous) ELECTROPLASMOIDS before the timer reaches ZERO POSSIBILITY OF SUCCESS.

*IMPORTANT* Contact with the dangerous ELECTROPLASMOIDS while in EXPECTICANT mode will leave behind a burnt huskflesh BLOCKADE and your body will be reconstituted back at the point of origin.

[THE MOUSE] controls the PROTECTRESS: USE your magnificent body to DEFLECT the dangerous ELECTROPLASMOIDS and GUARD the EXPECTICANT as they strive for ABSORPTIONATRIX status. Contact with a huskflesh BLOCKADE will disintegrate it.

PRO-TIP: The practice of strategic self-sacrifice blockading has proven useful in the past.

PRO-TIP: F2 to reset.

(The in-game music is from Wizards & Warriors)

Author: 
Libra V. Lahaie
Made For: 
An event
Whales's picture

Dolphin Preserve RPG

dolphin_preserve.jpeg

Dolphin Preserve is my jam in this entry.

This Katelabs map features a school of magic, a quest with multiple components and a villain with a nonsensical arc. Enjoy :)

Instructions

(1) Download and install katelabs version 2.02 from https://thewaether.itch.io/katelabs
If you use a newer version of Katelabs: bugs may have been fixed and features may have changed, this may break the RPG progression of this map. I highly recommend using the version of Katelabs that this map was tested on.

If you are on Linux (like me) then see https://www.glorioustrainwrecks.com/node/12135

(2) Copy dolphin_preserve.kl into your Katelabs folder.

(3) Start this map with edit mode DISABLED. If you fail to do this then everything will be laggier and you will be able to perform some game-breaking magic tricks.

(4) Make sure the sign in front of you where you start the map looks exactly like the sign in my screenshot. If the text is different even slightly (or cannot be read): please post a screenshot in the comments. I'm half worried that text might change between Linux & Windows.

You're now ready to play. Tips:

  • Press 'E' to look around
  • If you find movement too slow: press V
  • This is an RPG adventure. It's janky and full of holes.
  • There is an actual ending. Good luck getting to it. Subtle hints are scattered around the place, but probably way too little to make it clear.
  • I've done several experimental things in Katelabs that I have not seen in the (few) other maps I've played. Not all things work well. Some may strike terror into your sensible heart, others you may not notice.

Frequently Questioned Answers

Q: What do I do with the "friends" when I find them? A: This probably isn't completely clear. You need to press Enter when near them to activate them, they will react and the map will progress.

Q: I'm stuck! A: Check the clues. If you're still stuck then post the names of the 'friends' you have found so far, I'll reply with some more hints. I may have been completely troll with a couple of the placements.

Some backstory and Way Too Much Detail into Katelabs 2.02 bugs & features

I made most of this map over a weekend whilst sick. Katelabs turned out to be a really enjoyable way to spend an otherwise cruddy time. Big thankyou for Kate for publishing Katelabs.

Move-once alien morphing

The "Move once" function feature does not implement rotation correctly, instead it sometimes morphs objects in crazy alien-like ways. For a demo try this:

  1. Create a box
  2. Resize it into the shape & size of an ordinary door
  3. Give it a texture (so you can see it better)
  4. Add a 'move once' function and try to make it rotate (any axis will do).

Looks weird, eh?

I suspect the box is being transformed like this:

  1. Apply rotation matrix (from attached functions)
  2. Apply scale matrix (from normal editing)
  3. Apply rotation matrix (from normal editing)

This keeps the function'd rotations working in local coordinates, but it means any object that has been scaled in a non 1:1:1 way does weird stuff when rotated.

The order of operations should probably instead look like this:

  1. Apply scale matrix (from normal editing)
  2. Apply rotation matrix (add angles from function'd rotation & normal editing together)

This means only a _single_ rotation matrix is applied and all rotation coordinates are kept in local coordinates (as I suspect Kate intends).

N.B. if you're multiplying your transform mats together then you may need to do them in the exact opposite order of I list above. Don't trust my 3d graphics advice I'm not a convex object.

Waypath following chaos into 4D darkness

Waypath following seems to randomly turn into chaos and I'm not sure why.

Try visiting the classroom in this level and observe the books on the shelves: they are supposed to follow nice neat straight paths once activated, not randomly bang around like mad. Not that I'm complaining, this definately adds to the atmosphere :D

I tried to put a lady-beetle on a waypath in this room to hint to give the player a hint about where to go, but didn't pan out too well either.

All of my bees seem to follow waypaths just fine. Not sure if it's a model specific issue or not.

Deleting a .kl file breaks the game

Katelabs auto-loads the last .kl file you played when you start the game. If this file is missing (renamed, deleted, moved, etc) then the game crashes on start.

Locked framerate & de-sync

(This is just a curious note, not a complaint)

It looks like the game is locked to 30-ish FPS and the physics depends on frames elapsed rather than time elapsed. This means that when the FPS drops the gameplay gets slower.

Sound effects have to run on their own timer/counter (samplerate), so I was not able to properly synchronise the end of sound effects with scripted/function'd actions in-game. This kind of reminds me of adobe flash animations where long audio recordings would de-sync with the animation over time (especially on slower computers), the workaround was to use lots of smaller recordings triggered at different points instead.

Having the gameplay slow down when the FPS drops is a bit annoying, but I can understand why the game was written that way. It can be easier than dealing with float timesteps and (for example) corner-case bugs like 0-length frames (eg when running >900FPS on 1msec resolution time sources).

Level saving seems to be very resilient

Katelabs crashed several times on me, but my level file never became corrupt. Kudos to Kate.

The worst that happened was I lost my last few edits (likely because autosave only occurs every X edits/objects).

Nonetheless I kept making copies of my level as backups. Nothing scares me more than the thought of losing a pile of work that's only stored in a single file.

Sources of lag

This list might be of use to other people making maps.

A few things that seem to contribute to low FPS:

(1) Being in edit mode (thanks Kate for pointing this out)

(2) Having any UI window open, especially the textures window.

(3) Adding lots of objects with transparent polys to the map. Eg you can add as many boxes as you want to the map without causing much lag, but the moment you add lots of trees (and maybe even textboxes?) things start grinding.

Possibly a transparency (alpha-test) depth sort issue? Not sure how that's usually handled in DirectX pipelines, but I presume it's CPU side.

Complements to Kate for this engine seemingly (?) not suffering physics complexity lag. Ie I can scale lots of objects down to a tiny size and make a little tiny world, but then not suffer lag when walking over them as a big person.

One-sided requests

If I have not bored you to death yet Kate :P here are some requests that might (?) be easy to implement.

(1) An easier way to switch between the main tools (move, rotate, scale, properties). I'm constantly swapping between them. Key shortcuts might be the easiest to implement solution for this?

(2) Make the axis-lock key bindings consistent between all tools! X should always be X, Z should always be Z and space should always be Y. Many times I've rotated or moved objects the wrong way right after scaling them, it gets very frustrating, I basically have to guess and try each axis every time I switch tool.

Perhaps it might be possible to remap clone-object (whilst using the move tool) from X to right-click? Ie tap right click whilst dragging an object to clone it.

(3) Add a way to return to the game after accidentally pressing Esc. I do this often, muscle memory kicks in when I want to close a dialog. After pressing Esc I'm stuck at the main menu with no way to return to the map other than starting from spawn/editspawn again.

(3) More sound effects and ambience.

(4) Add an "only trigger once" checkbox to both the Action Prompt and Player Collision functions. At the moment there is no way to (for example) make a door that opens only once. I worked around this by making objects instantly travel off in the ether after being interacted with, but this isn't always suitable. Sometimes the player would get dragged along with the object into space :O

Misc

Thanks for reading this far. Don't trust anything with a tail and no feet. Wait, aren't I a whale?

Title: Dolphin Preserve RPG v1.0
Context: Made for Kate's Informal Katelabs Jam 2021 https://www.glorioustrainwrecks.com/node/12033
Authorship: By Whales 2021, gloryofthetrainwreck at halestROm dotnet
License: All the in-game assets are probably Copyright Kate Barrett, but what remains of this map I put under a Creative Commons Attribution 3.0 license (CC BY 3.0).

Event Created For: 
Made For: 
An event

YOUR NAME SUCKS

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My game in twine was released to Itch.Twio 19 years ago to Critical Successs and now it comes to Glorioustrainwrecks for everyone to enjoy!
Experience..the mystery of the Name..travel the world in which Your Name is Terrible and the worst on the planets...a thrilling aventure for the century!

Made For: 
An event
spiral's picture

Into The Jaws: A Response (AKA "Mega")

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Game File: 

so let's say you "PLAY GAMES", you "EAT MECHANICS" fopr breakfast and I don't mean the kind that work on your cars!! ps. don't give them your car keys otherwise they are legally legible to steal your car for lunch. anyhow

so let's say you "PLAY GAMES", you "LOVE GAMEFEEL", like the velvet pouches that infocom games used to come in. did you know all the cool things about infocom were inveted retroactively by an advertising company that knew nothing about video games? talk about a freaking rip off.

so let's say you "PLAY GAMES", you "NEED TIME", as bady as a clock maker in a prison tower does. aaaauugh let me out I'm sick of making clocks, if only I had more time.... not! wait I mean you do need time. whatever

so let's say you do all of these. maybe you saw the 20 RPG mechanical game collection "BEAT TAPE (2019)" by user @jrpgcombatsystems . let's take a look: https://www.glorioustrainwrecks.com/node/11465 https://www.glorioustrainwrecks.com/node/11465 [a href="https://www.glorioustrainwrecks.com/node/11465"]https://www.glorioustrainwrecks.com/node/11465{/a]

so let's say you play this first. or don't. or play it after. or don't. no you should play it. anyways.

so let's say you don't have time to play ALL 20 COMBAT SYSTEMS in ONE SITTING but you NEED TO EXPERIENCE THEM. Well budy, buddy, budddy, do I have the solutio nfor you. rGith here. AGuh. Right here. I call it MEGA. or Mega. Or "Mega". Or whatever.

so let's say you download it. play it. here's what you need to know: further instructions in game. okay. fine. but what makes it new? well I put together ther 12 of the 20 COMBAT SYSTEMS that were made in Clickteam Fusion 2.5. Great, anybody could do that though, as long as we assume everybody has Clickteam Fusion 2.5. Great. Okay.

so let's say everybody made their own version of Mega. So who cares? I do. Because this is my version. Only I could have made this, even though I actually didn't make most of it. Shout outs to the list of credits for the jrpgcombatsystems Beat Tape (2019), which I'll re-iterate: "produced by BEN (2), BLA, DEN, FF1, J J, 000, and 888". thank you. thank you for making these, and for letting me make this. also I'm sorry. okay.

so shut upppppppppppppppppppppppppppppppppppppppppppppppppppppp whatever. in this game, Mega, you get to play 12 games at once but here's the thing. there's only one thing, and it's in multiple parts. 1-A) there are an infinite number of possible games, but the difference doesn't matter so let's just say there's 1.2 games. 1-B) RPGs are hard. what if it scaled down the difficulty so it got easier over time? Mega does that. Other RPGs don't, and they also cost money. 1-C) sound design. sound scape. sound panarama. sound canal. sound waves. we got it. I'm trying really ... to stop tpying.

EDIT: so I forgot to add credits so here they are
- combat systems designed by the folks in the jrpgcombatsystems project
- grfx from Super Mario World, Clickteam, uh the slime looks like it's from dragon quest, idk
- sfx from Clickteam, 40 Winks, Doom 64, Glover, Book of Watermarks, Gauntlet, Frogger 2: Swampy's Revenge, Kirby 64, San Francisco Rush 2049, San Francisco Rush Extreme Racing, Speak n Spell, Vintage Sound Effects packs by freesound user craigsmith

Event Created For: 
Made For: 
An event

Frozen Planetini

planetini.png

This is a quick game, inspired primarily by forum posts describing ZiGGURAT, a game I have not yet played or seen footage of. It is also a continuation of the themes of Make Me a Moon and Satellalune, as well as the gravity-well aiming oddities of Super Calamity Annie Galaxy.

Your tiny planet has grown icy as its sun grows old. To get closer to its sun, you'll have to float through hostile Gellitron territory. Use the North Pole Turret to bounce shots off your planet's shiny exterior to launch them at foes! Red shots do three times the damage of yellow shots.

Click and drag above the planet to fire shots. The farther you click, the higher they will arc.

Author: 
Leon Arnott
Made For: 
An event

Arvi Teikari

I guess we should selfishly praise ourselves here, ey?

I am a Finnish Game-Creationist and I've been using Clickteam products for 7 years, approximately. Most of that time I've been either a terrible copycat idiot or a genius copycat mastermind. The line between is arbitrary.

Huh.

Hey, this bio is totally annoying to write! I can't think of anything clever yet witty to say about myself! Even that bio pic isn't the one I would have wanted to choose, but the best one has long since disappeared. I envy all the people who get great game ideas and actually make games out of those ideas. The latter I can't do most of the time.

Looking at the bio list, most people have even shorter biographies than me, so maybe I can just add a couple more linebreaks and call it a day.

Yes.

bio_picture: 
Img_0482.jpg
Made For: 
Pirate Kart 2
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