Development Diaries

Zecks's picture

No Friends the "aminated" series

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Here's a riddle for you:

What's so bad it's pure fukken comedy gold, moves around 6 to 12 frames per second, and stars a stick man with animu hair, a lizardman, and a ninja who never takes off his suit as the main characters?

I hereby present to you-

NO FRIENDS!!! (how it got its name's an incredibly dumb story that has nothing to do with my social life)

No Friends is a series of animations bunches of pictures with some parts that move occasionally
(usually the mouth(it finally gets "better" in episode 24)) that was my first time expressing myself. It
was embarrassingly bad right from the beginning, but if I hadn't continued it at the time, I most likely
wouldn't have eventually tried my hand at doing a game based on it (something I dabbled in with GM back then.) It was gonna be an RPG, and obviously it failed the first time. But then it happened. I wanted to do that game. Three more failures and making games changing from a "cool thing to do" to a life goal later, here I am. I still want to create that game, but it's now far from my biggest to-be project. The game will be nothing like it was supposed to back then though, the universe's been evolving with a very closed community for years now, (where I originally shared these animations, it's amazing how 'familiar' you can get with intranets' strangers if you stick with them) and... I dunno, it doesn't really have much connection to the old shit for anyone else than me anymore, but it's not like people who'll someday play it would or even should care about it.

When the changes happened it was the first time I knew (that wasn't me being a dumb kid) that I was creating something wonderful. Unique, maybe a bit quirky at times, characters and settings that people could experience if I someday reached a state where they can be presentable.

The contrast of the substance in the previous two paragraphs to the absolute trainwreck that actually is this shitty animation series is just ridiculous. Let's get to it, shall we?

Hold tight onto your seat for well over an hour (if you somehow manage to go through them all) of genuine, hilariously bad shit.

ENTER NO FRIENDS
(they're in reverse order, so start from the end)

WARNING: DO NOT ENTER
Actual watch-outs: Watch out for a couple episodes where stuff gets a bit too self-aware and I basically cop-out the whole episode. Watch out for the old version of the fourteenth episode. (actually watch it. it's literally just a bunch of pictures. then watch the remix afterwards for contrast.)
Watch out for dumb in-jokes that you either didn't catch or weren't actually seen anywhere because I made stuff up as I went. Watch out for the "music" present in a whole lot of episodes (read: do not watch episode 4). Ep. 30 is the final episode and the only one to have actual music. (which still manages to be fucked up though) Actually, you could just watch that one and be done with this.

Enough blabbering. Get ready for a brain-meltingly bad time.

No Friends The Animation Kopyrikt © Me and my Bro 2006-2009

???????

If you want some YAKF3 progress: Three quarters down, one to go.

Danni's picture

Laptop Lid Roulette

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Based on the recent GNOME 3 power management controversy.

Made on an operating environment that allows the user to choose what they want to do when they close the laptop lid!

Why would you do this, GNOME devs? Oh, right, because you're GNOME devs!

SpindleyQ's picture

KlikPunk v1.0

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So, I've finally reached the point where my FlashPunk tinkering may be of interest/use to others!

KlikPunk is a tool for quickly composing "scenes" for games. You simply drag graphics from the bin at the left to the stage in the middle, arrange them as you please, and click the save icon to store a friendly XML file, ready for importing directly into your game.

To ease the process of creation, the bin full of graphics at the left-hand side of the screen is constantly updated with whatever you have dumped into the directory (and subdirectories) where the scene is to be saved. No irritating import step! Just save your graphics and use 'em.

If you're interested in using this, feel free to let me know what other features you might like to see. Custom properties I think are next on my list, so you could specify, eg, how things move, if they should collide, etc.

Controls:
Tab - show/hide overlays
PgUp / PgDn - move selected graphic forward / back
Arrow keys - nudge selected graphic 1 pixel
Scroll wheel - scroll sidebar bin / zoom in or out

It's an Adobe AIR app, so you may need to grab the AIR runtime to install and run it.

Zecks's picture

Over halfway there.

Just a progress report. I think I'll finally pick the pace up on this instead doing maybe two or three things in a week. Stay tuned for the next blog post though.

Danni's picture

Hosted: El Loco Dumas

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My online friend Arf made this thing years ago. I am uploading it here to save for posterity.

I'm not sure if I included the right cncs232.dll version. Oh well.

Healy's picture

*Secret project schtufff!* Don't touch.

Okay so I am working on a Knytt Stories project and I need to upload a 30 frigging megabyte file, holy god, up to here so I can download it when I get home. And then later I need to upload that same file up here again so that others can download. Nobody touch, okay?

Noyb's picture

Doodle Crap

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The makers of Doodle Jump are threatening lawsuits against App Store developers who dare use the word "Doodle" to name their games. And a few critics have compared the main character of Doodle Jump to Q-Bert. Ergo... this.

I originally made this for a topic TheDustin made trying to encourage TIGSource forumgoers to pick up KNP, but it was locked by the time I got this far. =(

Quick one hour prototype. No scoring and the randomly generated levels are horribly unfair and impossible, but I don't think I care anymore.

Blueberry Soft's picture

The Wrong Controls.


As mentioned in the comments for Plarform RC I've been contemplating a series of games based round the wrong Klik & Play movement options.

I really like games with awkward controls, or controls that take some learning. A lot of old games seem to work like this, but for some reason mastering their control is approached as a part of mastering the game, rather than as a deficiency in their design.

This post is to get the ball rolling, the mind ticking, and to be somewhere to dump ideas.

Ideas:

  1. A single-screen racer with eight directions movement.
  2. A platformer with path movement. (interacting by changing speed to avoid moving hazards (enemies, gates, etc)
  3. A shooter with race car movement.
  4. A breakanoid with race car movement.
  5. A point-and-click adventure game with platform movement for the cursor.
  6. A Joust clone with race car movement.
  7. A maze game with bouncing ball movement.

Probably any genre with RC movement will work.

You are most welcome to make suggestions, or use the idea yourself, like EffBee's ace Pretend You're Platforming. I doubt I'm the first to come up with it!

Danni's picture

Pretend You're Platforming

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Inspired by this.

Use the Eight Directions Movement to control your platforming character to get to the right side of the screen! Avoid creating highly unrealistic jumps! If your movement is too unrealistic (EG. "jumping" too high), you must restart the level!

Only three levels so far, may add more levels and features if/when I get around to it.

Made in TGF.

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