Klik of the Month Klub #5

SpindleyQ's picture
Sat, Nov 17 2007 05:00 PM
11/17/2007 - 16:00
11/17/2007 - 18:00

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 #5


kirkjerk's picture

what's the sign up all about?

what's the sign up all about?

SpindleyQ's picture

It should (hopefully) send

It should (hopefully) send you an email reminder the day before the KotMK begins. I'll update the event description to make that obvious.

kirkjerk's picture

Ok. I just don't want it

Ok. I just don't want it mistaken for an absolute commitment; obviously I'd love to be there but sometimes real life interferes.

kirkjerk's picture

small time pimpin'

So, besides sending out an email to some of my buddies about this, I pimped on AtariAge's programming forums:

Its been mentioned on TGQ too, in a previous thread. I really feel pretty good having made those N00B FAQs, I do worry that sometimes we've gotten a bit insular here, or at least strange enough that people would wonder what they were getting themselves into...

I submit for your approval:

I submit for your approval: That Series: Episode 0.

And from Mojofltr comes

And from Mojofltr comes Eyes On You!

trainwreck.zip1.58 MB
Haze's picture

Gratuitous Arm

my brand new game is called GRATUITOUS ARM

Six's picture



I wish I'd had more time to spice this up a bit, but much of the work was just setting up all the conditions in KnP, sadly.

(WASD and the arrow keys control shooting and movement and movement and shooting, respectively.)

BRAINSSS.zip246.06 KB
Six's picture

forget that last one

I spent another twenty minutes or so tweaking BRAINSSS, so try this version instead.

kirkjerk's picture


You are a bug. You play Rock Paper Scissors against a cloud by throwing those things at him. As his hits the ground you lose 1 one of your 10 lives. You win points by winning roshambo. You lose points by losing roshambo.

This is not a rhinoceros as I would have hoped.

rowshmbug.zip52.28 KB
kirkjerk's picture

roshambugREMIX: whistle command

So, I decided I'd spend like ten minutes and try out one of the alternate modes I was thinking of this for this game...
now the bug is stationary and you aim anywhere on the screen with the mouse.

Whaddya think? Better? Worse? I think the whole "choose the right weapon" thing is difficult enough that I thought maybe this would let you focus on that element.

It plays a little like Missile Command, or at least that's what I was thinking of when I was making it, hence the name. Though to kind of justify the name more it now plays a short MIDI ringtone of "The Whistle Song".

romix.zip47.71 KB
Pizza Time's picture


Nuclear zombies with proximity explosives surgically inserted into their stomachs are after your A-Bomb cargo. Kill them before they blow open a hole large enough to crawl in and get the atomic weapons goodness. Game supports four players (player one - bus control and shotgun, player 2 (red) - bolt action rifle, player 3 - roof mounted flame thrower, player 4 (magenta) - machinegun).

Possible may contains game breaking bugs.

dethbus.zip69.01 KB
Haze's picture

the controls

just because it's tricky to figure out the default KnP controls, here they are
bus/shotgun: arrow keys, shift to fire
rifle: A, D, E to fire
flame thrower: V, N, M to fire
machine gun: L, ', [ to fire

P.S. I love it

Pizza Time's picture

I'm most proud of the

I'm most proud of the animation as it's some of the best I've done. Though it took longer than I wanted, being such small sprites. You think it would be easier than animating larger sprites but I've found that's not the case.

I'm glad I had assets on hand that I could have used, it wouldn't have been finished in two hours if I didn't have a sheet of zombie death animations on hand.

Six's picture


Also: hey Cossix! Welcome!

kirkjerk's picture

A very solid first

A very solid first showing!

It reminds me a lot of my first attempt at a KNP game... it was for the 100-in-1 pirate kart, which you mighta heard of by now. It was going to be "It's Raining Men" (especially since I found the MIDI music to go with it), the difference from yours was A. more types of "men" B. you would dodge, rather than try to hit, C. I didn't get the damn thing done because I couldn't wrap my ahead around KNP in time, so I switched to what I knew w/ Java. So kudos to you for getting a whole multiboard, title screen, win/lose screen in! (If I would make a suggestion, it would be to consider throwing in some gratuitous sound effects, and maybe a MIDI... (5 seconds of Googling found me a MIDI Mel Brooks' "Springtime for Hitler", that mighta fit, if maybe a bit too subtle of a joke for a Trainwreck...) - but KNP has tons of sound FX waiting for you, and a pretty decent preview function for 'em)

kirkjerk's picture

rhinoceros as usual

That was rhinoceros as usual, gentlepeople. (gentlemen? I don't even know if this place is anything but a total sausage fest, at least since Dessgeega couldn't show up. Not that it matters so very much.)

I feel like my games are always kind of drab in the A/V department... I think my heart is less in a trainwreck as beautifully awesomely terrible experience and more as an excuse to take a risk with gameplay, and then maybe add some A/V icing.

I'm kind of glad the good captain said that if he was going to make the mutual KNP/Java decider miniprograms he made cheat, he would probably make them suggest Java. Dumbly enough I still feel insecure about not going w/ the KnP mainstream, even though I think I have more trainwreck potential in Java. If only because I'm getting sick of only having so few AI-ish options (though in warmup for this KotM, I tried that "heat seeker" AI by adjusting the direction of a seeking enemy with a timer. Not as cool as I'd hoped since enemy turns perfectly.)

But seriously, this whole last week I was anticipating this last night, and it didn't disappoint.

I think maybe I should update the FAQs to warn people that it actually extends for another hour or so to then play the games people have made.


Last night I stumbled on a link to another game making program. Apparently Scirra is being sued by Clickteam for using some of their intellectual properties and now they are going to go open source with the project?

I haven't had a lot of time to play around in the environment, but it is supposed to be more powerful than Multimedia Fusion 2 on some levels. So far I find it a little more difficult to navigate through menus and whatnot, but that may be because I have been using Klik products for many years and am comfortable with how things are laid out. It has some interesting extensions - text to speech, built in hardware acceleration, etc.


kirkjerk's picture

Does Fusion 2 make games

Does Fusion 2 make games that can be played in a browser?

That's one of the advantages of Java Processing over KNP, I guess.

Browser Plugin

Currently, the Vitalize plugin (http://www.clickteam.com/eng/vitalize.php) allows for Multimedia Fusion (as well as Click N Create and Games Factory) games to be compiled for play inside a web browser. Unfortunately, most people don't want to download yet another browser plugin just to play Vitalize games... so it's not very common outside of the Klik community.

The Clickteam page (http://www.clickteam.com/) says:

At the 6th Clickteam User Convention, two new features were announced for the Games Factory 2 and Multimedia Fusion 2 range of products. These two new features will be Hardware Acceleration which will utilise the speed and performance of todays modern graphics cards. The second new feature will be the ability to compile your games and programs into the Java format, allowing you to distribute your programs on a wide variety of platforms.

To be able to compile in Java might mean games that could work on Linux, Macintosh, or possible even some of the consoles that Linux has been ported to - Dreamcast or XBOX? :) Of course, only time will tell.

SpindleyQ's picture

Oh, man, this looks really

Oh, man, this looks really interesting. Thanks for linking it.