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Johny L.'s picture

Yellow Jogger Man!

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Author: 
DrBlowhole20

Finally, finished working on this gem. And now, the successor of adrian09_01's Yellow Jogg(l)er: Ice-Cream Men Quest, it's named Yellow Jogger Man!

Story (this time more original):
Dr. Black has constructed 4 robot masters to invade Yellow Jogger's best personality: McDuckMan, JudgeMan, AlladinMan and AmazonMan, with invading the earth, he called Jesus to attack Yellow Jogger, will Yellow Jogger restore everything?

Controls:
Arrow Keys: Run
Shift: Jump
Ctrl: Throw yellow balls

Approach 5 levels, 5 bosses and such crazy stuff.

NOTE: This game requires you the Emulogic font, shown on the attachments.

Made For: 
An event
AttachmentSize
emulogic.zip18.7 KB
fortunepalace's picture

MERRY CHRISTMAS, MR. SPACEDOG

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a short flickgame celebrating the true meaning of christmas. happy holidays, friends!

(for maximum christmas cheer, please listen to this soundtrack as you explore the world of MERRY CHRISTMAS, MR. SPACEDOG)

Event Created For: 
Made For: 
An event
Son of a dolphin's picture

eat the poison 5: the weary ones pay their dues

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BOSS WAXMAN HAS DISSAPPEARED AND YOU NEED TO FIND THE FIVE PIECES OF THE GOLDEN HORN TO SAVE THE WORLD FROM DOOM

controls are on the gamejolt page

you will get stuck, which is why there is the restart from checkpoint in the menu that's opened up by pressing escape

this is bloated and buggy and i don't expect anyone to like it, but at least i achieved my goal of making a bigger game, as this is bigger than anything i've done before

Made For: 
An event
bamcquern's picture

hypertext pixel art game

Hi gaming historians. Does anybody remember the name of the vast hypertext MUD made of pixel art? It was like the flickgame of 2009, but bigger.

Crash's picture

KNP BILLIARDS!!!!

Game File: 

A realistic pinball simulator

Made For: 
Pirate Kart 2
Wertpol's picture

Prof. EagleEye 2

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The amazing sequel to the smash hit Prof. EagleEye.
The Prof is back, and this time he sees even more differences.

-Differences
-Differencer
-The differencest
-Fun
-Good
-Giddy people all over the world that want to play it
-As good as the first one

Author: 
Wertpol
Made For: 
An event
RaveofRavendale's picture

RaveofRavendale

I made some games and he looked down on the games and the games were good.

bio_picture: 
twitterpic.png
Made For: 
Pirate Kart 2
SpindleyQ's picture

Klik of the Month Klub #38

Sat, Aug 21 2010 04:00 PM
08/21/2010 - 16:00
08/21/2010 - 18:00
Etc/GMT-7

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. We've also got a Mumble voice chat server -- just connect to glorioustrainwrecks.com using Mumble and you can talk to us like real human beings! Join the mayhem!

After you've made your game, you should upload it here!

For more information, check out the KotM N00B FAQ.

Sign up below if you want to get reminded by email the day before the klikkening begins!


Games made for Klik of the Month Klub #38

NameCreatedsort iconByScreenshotComments
IKAROID08/21/2010 - 21:03DustinIKAROID.png0
RhinoCopter08/21/2010 - 18:39snapmanrctitle.jpg1
JoustBox2d08/21/2010 - 18:32dispersescreenshot.png0
Thwackswinger08/21/2010 - 18:31squidlarkinthwackswinger.PNG1
Figure Skating Phone Dialer TECH PREVIEW08/21/2010 - 18:08SpindleyQskatertech.png0
Burgerzeit08/21/2010 - 18:01ExciteMikehow.png1
SPEEDBIKE!08/21/2010 - 17:47genericusrspeedbike.jpg2
Competitive Breakout08/21/2010 - 17:45fireball3kCompBreak.JPG3
I Enjoy Being a Whale!08/21/2010 - 15:29thesycophantscreenshot101.png2
Getalong Golfhop08/21/2010 - 10:51LGolfhop.png5
Mid Morning Ride08/21/2010 - 09:01LMidMorningRide.png6
snapman's picture

Weekly Updating 1: Grappling Hooked

In an effort to help this site grow, I will be giving weekly updates on my various experiments with Glorious Trainwreck's favorite democratized game creator, Klik & Play. I haven't used KnP in 8 years, during which I've learned a fair amount about both programming and game design by making games in other languages, and working towards obtaining a college degree in computer science (the last part being in the last 3 1/2 years). So far, returning to the event-based game design paradigm has felt extremely limiting. Many simple things I could do in more advanced languages are either difficult or impossible to accomplish in Klik & Play. What I've found very interesting, though, is that solving Klik & Play problems rely on both computational, and physical strategies. What would be impossible to do with the built-in object movements can usually be done with numbers, and what is difficult to do with the limited calculation abilities of Klik & Play can be assisted with the built-in movements, or other properties and behaviors of the program.

One of my later projects in KnP was an attempt at recreating the grappling hook, or "Ninja Rope" from the game Worms. At the core of my original design was a platform movement object constantly shooting particles at the grappling hook center point. I assumed that I could measure the distance from the player to the center point by the number of particles not destroyed by contact with the hook. Whenever the number was too high, I would lift the player higher. Eventually there would be some swinging code, changing angles, and everything would work out fine. Of course, this didn't work at all. The player quickly levitated off-screen, never to be seen again.

Yesterday, I took up the problem again. My first notion was to create chained object groups in even-odd pairs, aligning them by hotspot to action point. After a lot of testing various object selection methods (to some rather hilarious and frustrating results), I found a simple cycling scan worked best to build a segmented chain. I could easily manipulate the length by setting visibility cutoffs for chain elements with values higher or lower than the desired length. The biggest drawback to this multi-object line was the apparent refresh rate, due to the cycling update. With only 16 chain elements, the fastest I could rotate the construct was once per 30/100th of a second. I went as far as adding objects to calculate and visualize impulse speed (IE: letting go of the rope), but the results were inconsistent.

Today I plan to revise the system to a two-origin line, by calculating the end point of the chain directly, and drawing the line from both ends. This should effectively double the refresh rate, and thereby the maximum rotation speed. But by calculating the end point directly, the chain becomes not the driving force of the simulation, instead a visual cue. If the visual representation of the chain becomes broken slightly at high speeds, at least the actual positioning of the end point will remain consistent.

I have taken screen shots of this experiment, but I'm not currently at the computer they're on. I might post them later if people are interested in them. Next time I'll either talk about the difference between a swing simulation powered by update wait adjustments vs distance adjustments, or I'll talk about misuse of the built-in platform movement to approximate a limited physics simulation. Whichever people are more interested in. Or I'll post some pixel art. Who knows for sure!

Back in the heyday of Klik, I sometimes called myself "The Master of Useless Effects". I've spent a lot more time on game design balancing as of late, but sometimes it's just fun to make effects. At least now I have a better chance of transforming these ideas into finalized projects!

Crash's picture

Pat A Cat

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Game File: 

Pat dat cat!!!

Made For: 
Pirate Kart 2
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