RFC: The Prospective Klik & Play Master's Checklist

Danni's picture

I felt like it'd be a good idea to create a sort of checklist document for beginning/novice Klik & Play users so that they can learn the basics (and advanced techniques) of creating games in Klik & Play, and to discover and exploit all of its capabilities.

So far it's a list of idea items for games/game concepts/techniques to learn and master, as well as a list of events / conditions / actions / other Event Editor stuff to become familiar with. I'd like to see what other folks can come up with (especially people like snapman, qrleon, any other Klik gurus here).

See attached.

Edit: It uses Unix linebreaks, so don't open it in Notepad. Sorry. Windows users should use a different text editor.

Edit 2: Revision 2 is up.

AttachmentSize
KlikAndPlayMasterChecklist-r1.txt3.25 KB
KlikAndPlayMasterChecklist-r2.txt5.27 KB
Zecks's picture

okay i never really asked,

okay i never really asked, could someone tell me why are the timer events considered bad klikking?

i know one downside but i always work around it.
and its not too late to change the events for my current game.

SpindleyQ's picture

I used timer events

I used timer events extensively in Klik & Reality, and I have yet to be eaten by a grue. Dunno what the fuss is about.

Zecks's picture

i looked from some other

i looked from some other games how they do it and tested a bunch of things and i dont see anything either.

Danni's picture

The problem with timer

The problem with timer events is that they run on a separate timing system from everything else. An enemy that shoots bullets at timed intervals will be far more difficult, maybe even impossible, for users on slower systems. It also causes problems for MIDI (re)starts. Half the time I couldn't read the first string of text in each scene in snapman's "Dickens' Inferno" because it was set to cycle after just a couple seconds, which is almost as long as it takes to load the MIDI on my system (in Windows). The timing system behind timer events keeps going even while the MIDI is being prepared, which can create a number of unwelcome side-effects. These side-effects make themselves even more apparent in "the Dreaded Alt Bug" where you could press Alt in Vitalize! browser games to pause the game, with timer events still going, then press Alt again to resume the game and force the timer events to play a mad game of catch-up. Players could exploit this, for example, in games like Construction Bob, where the Alt Bug allowed the player to flood the conveyor belts with rocket parts in order to gain a ridiculous amount of points.

Zecks's picture

oh its just that one?

i design my games so that the midi preparing doesn't fuck anything up (aka do not let any timer events happen for the first x secs depending on the midi size (well its really a problem only in klik fu's for me so far, usually it isn't that interruptive)

also, i seem to be pretty good with knp technically, but cant think outside the box for shit.

Rynen10K's picture

Neat! This'll give me

Neat! This'll give me something to do while I'm waiting for the next KotM :)

It's been, like, more than a decade since the last time I even touched Klik N Play, and I certainly felt out of practice when I just opened it recently D:

Thanks :)

rhetoricstu's picture

not bad but all i really

not bad but all i really want to know is how you made the scrolling text that follows that choo choo train. plus this checklist doesn't really tell me anything. good idea though

Danni's picture

I wanted to leave the

I wanted to leave the solutions as an exercise to the reader. And if I can make the list comprehensive enough, we get something where one small discovery will lead to the next, and the steps in between are done by applying previously learned skills with a little critical thinking.

As for how I did Choo Choo Text, open the .gam file and find out! Actually, what I did was use a waypoint system. It'll probably look strange from the code I used due to the workarounds I had to employ.

rhetoricstu's picture

code??? you mean the code

code??? you mean the code within counters in event editor.... I'm starting to notice that now. Yeah if it's comprehensive enough it would work. I'd RTFM but the help file contains no useful information and lacks even a search function. So i should probably RTFFAQ.... (doing this now...)

ok well you should know that the ICT mindtools link on this page is broken http://www.glorioustrainwrecks.com/node/72 but a google search reveals that it is here: http://ictmindtools.net/knp/ . So yeah i think we should see if we can mirror someone's coding reference or at least link to these resources in your list.

I would prefer actual code to the event editor. But I guess that's the "magic" of klik n play: it sucks! At least I managed to create a spirograph of dancing weenies and icecreams.... if you wanna see that, get my css megapack that i posted yesterday.

Danni's picture

Don't even bother with the

Don't even bother with the help file. It's useless and rife with inaccuracies.

One way you can learn is by looking at games others have made. Try some of the demos from Action Point 09 and 10. Dig through the archives here and find random Klik & Play games, and open them up to see how they're made, especially if they've implemented something you don't know how to do yourself.

Danni's picture

Added revision 2. Main

Added revision 2. Main changes involve grouping for the general goals near the top, adding a couple new goals for game extras, and adding in a few game genres with their own subgoals (see bottom of document).

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