So this is an adventure game designed entirely by my 4.5 year old son Eric.
He was playing a lot of Putt-Putt Saves The Zoo at the time. He started joking about Putt-Putt having to save other rhyming things (we do a lot of dumb punning), and we started talking about what Putt-Putt Saves The Stew would be like, and pretty soon we had agreed to set aside a big chunk of a Saturday actually making it.
I tried as much as possible to let him design everything without my input; my job was just to find out what his vision was and turn it into reality. We started by writing a little design document (spoilers!), where we hashed out what the central conflict was, and who the characters are, and what the puzzles would be.
Next we worked out the details of the geography of the game by drawing a map (spoilers!); I started drawing a few squares and linking them together, but pretty soon he got the idea and insisted on taking over.
Then we split up while he drew a bunch of art, and I started getting familiar with Adventure Game Studio.
Once I had a skeleton of the game in place, including scanning and putting in all of his artwork, we started to write and record dialogue. Basically, for all of the situations I could think of, I just asked him what he thought should happen, and I coded it up as we went.
Hints / Tidbits / Easter Eggs:
You can steal baby vegetables back from their parents by using the key on them. I thought this was a bug, Eric thought it was hilarious and made me keep it in.
There is only one ending, at his insistence. It is morbid.
Nobody has kidnapped the baby vegetables. There is no antagonist. They were just out walking and accidentally wandered into the cages and the doors locked behind them. Eric wanted to make it so that if you saved them, they would wander away, find their way back to the cages and get trapped again, but that was never implemented.
The thing that you start with in the inventory is your trusty dog Pep, who shows up in every Putt-Putt game and is mostly useless. Here he continues the tradition. There's only one thing you can do with him, on the first screen.
We recorded music, but it's not integrated into the game. Maybe I'll upload some, or we'll release a 1.1 with a title screen or something. Dunno. I get the feeling Eric's kind of tired of working on the game, and I don't want to push him if he's not enjoying the process.
EDIT: Mac port added.
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map.jpg | 59.32 KB |
puttputtdesign.jpg | 45.9 KB |
Putt-Putt Saves The Stew (MacOS X).zip | 32.27 MB |
run start.bat to play
this game is made to reference the latest koi puncher game that just came out and that I have not played.
this is that game https://jdmgames.itch.io/koi-puncher-mmxviii
i am not associated with whatnot games
any statements I may or may not make do not reflect on the whatnot games brand.
usage of elements resembling those in koi puncher falls under fair use
yeargh sound belongs rightfully to clickteam
bubblz sound belongs rightfully to someone, probably
probably the images belong to people too
it's all fair use i swear
what does fair use mean?
A two-players asymmetric game based on 2D platformers, in which players
must cooperate and obey to retrieve balls hidden in the level… until
one of them betrays the other.
Master Teyopia loves bouliches. He would fill up his life bar, but he’s too big to move. So, he ordered Chipili to pick them for him.
Teyopia may lighted Chipili to show him the path. If Chipili doesn’t obey, he can punish him by throwing lightning.
Chipili runs fast ! He hates the dark but loves the Bouliches.When he is close to Teyopia, he can offer it, but far from his eyes he can also eat it… and maybe one day become stronger than Teyopia.
From ages past our small (smaller by the day) community has come together to craft a collaborative collection of worlds combined into one known as ZZTV. Recently I resurrected this tradition (after having killed it) and released the tenth installment. Now many do not have the time to craft entire worlds in ZZT, but ZZTV gives users the opportunity to do a little or as much as they want of whatever they want. Submissions run the gambit of genres: Games, Art, Stories, Poetry, Rants, Religious proselyting, Engine ideas, Interviews, and Trainwrecks. All submissions are welcome, from single boards to massive worlds. These worlds are linked together in a central hub that ties the whole thing together.
The GT group has been sympathetic to our cause before, so I am hoping to generate some interest from your fine community. Your submission should be named like an IRC channel, i.e. #YourChannelName
submit zipped channels to jddgames[at]yahoo[.]com
View the latest greatest just released ZZTV here: http://zzt.org/upload//zztvX.zip
The official thread on Z2:
And take a look at ones from the halls of time:
http://zzt.org/zgames/z/zztv9.zip
http://zzt.org/zgames/z/zztv8.zip
http://zzt.org/zgames/z/zztv7.zip
http://zzt.org/zgames/z/zztv6.zip
http://zzt.org/zgames/z/zztv-5.zip
http://zzt.org/zgames/z/zztv4.zip
http://zzt.org/zgames/z/zztv3.zip
http://zzt.org/zgames/z/zztv2.zip
http://zzt.org/zgames/z/zztv-1.zip
Thanks for your time, now back to your regularly scheduled trainwrecks.
Hint: The only possible answer is 7.
ZZT FOREVER! SUBMIT GAMES ALL WEEK!
Where did you get your start in game-making? Myself, I started with QBASIC, but first publicly released them to the world with ZZT back in 1997, when I called myself "Newt." I myself haven't made a game in ZZT in over nine years.
I know some other 'wreckers used to play around with ZZT or were even involved in "the commune" back in the day. We've long had ZZT listed in our list of game creation tools for Glorious Trainwrecks events. Now let's use it!
What is ZZT? ZZT for MS-DOS is truly outrageous! It comes from 1991 by way of Time Sweeney and his Epic Mega Games, these days known simply as Epic Games (they have put away childish things, like "Mega"), studio behind Gears of War. With its built-in world editor, you can make your own ZZT world files and distribute them to people on the Internet! The game displays everything in 16 colors of 255 ASCII characters.
What can you make in ZZT? Lots of things! The worlds packaged with the game have a sort of overhead adventure-action orientation. There are many built-in objects and terrain types that complement this type of game. On the other hand, there's all kinds of "engine games" that do things you might not expect ZZT to be able to do! Side-scrollers! DOOM clones! Lemmings-likes (my personal favorites to make)!
What about this event? Back in the day, the ZZT IRC channels would put on spontaneous "Blitzkrieg ZZT" (or bkZZT), very much like our own KotMK events, jamming out a game in an hour or less. Bigger, more official events (containing all the community drama of the IGF!) were called things like "Weekend of ZZT" and "24 Hours of ZZT," with judges and the goal of creating a fairly polished ZZT world.
I want to capture the spirit of all of that. So you have a weekend to produce one or as many games as you want! There's no judging involved, though. So make one long adventure game or twenty little shooty action challenges or a pair of visual novels or whatever you like! Put all of the community's games together and we'll have our very own Pirate Disk of choice twenty-first century ZZT worlds.
Where do I get ZZT/learn how to make ZZT stuff? Z2 is the definitive existing resource on ZZT.
So there we have it! Let's ZZT!
THIS EVENT IS ON!
Submit your games with this form!
Also, I am going to officially encourage you to submit games all through this week, if you so choose!
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zztgtlogo.png | 5.7 KB |
Name | Created | By | Screenshot | Comments |
---|---|---|---|---|
CHIKAN WIER 3.9 | 05/15/2012 - 18:39 | GreaseMonkey | 4 | |
Nyan Cat's Adventures in Nyanland | 05/13/2012 - 22:29 | wil | 6 | |
AMOEBOID | 05/13/2012 - 22:08 | Malingerer-Z | 6 | |
What Do People Think All Day? | 05/13/2012 - 19:58 | QP | 6 | |
Star Coffin | 05/13/2012 - 19:12 | Pizza Time | 11 | |
Confidence Man | 05/13/2012 - 19:01 | Triplefox | 1 | |
ZZINFILTRé | 05/13/2012 - 18:54 | thesycophant | 2 | |
3D Skull Engine | 05/13/2012 - 16:41 | Aplsos | 4 | |
LINK II | 05/13/2012 - 13:06 | bitbot | 12 | |
The garden | 05/13/2012 - 07:34 | juliette | 6 |
Created on pure unadulterated lack of sleep! I don't even fully understand what I meant! Kick some serious brigand/pirate/drow butt in this platform beat 'em shoot! Read a riveting story as you proceed! With the new storytelling technology presented, you can almost FEEL the writer's block as you progress through the story! Amazing!
IT'S LAZER BITCH VERSUS LAZER BITCH.
but beware, lazer bitches have the reflexes of FUCKING JAGUARS. if one of them fires her lazer, so will the other!
RED uses wasd and BLUE uses the arrow keys. SPACEBAR fires both players' weapons.
We will start off by jumping straight into the Event Editor, as that is the heart of Klik's true power, the place where you will spend most of your time designing your game's behaviors. For these next few articles, we will cover the basics you need to know to get the most out of the Event Editor.
In order to become a Klik Ace, you need ACE: Actions, Conditions, and Events. In the Event Editor, these are the building blocks that you use to describe your object behaviors. Understanding the role of each is key to understanding the Event Editor.
Actions are simply things that you can do in your game. Some examples of actions:
- Stop
- Destroy
- Create a new object
- Change animation sequence
- Add to the player's score
- Jump to the next level/frame
Conditions are bits of criteria. Some examples of conditions:
- Start of frame/start of level
- Player pressed Fire 1
- Two objects are overlapping each other
- An object is below a certain Y coordinate
- An animation has finished
Events are units that contain a set of Actions and Conditions. If the conditions for a given event are satisfied, the actions are performed.
Pictured: An event that causes the player to fire a bullet when pressing button 1, as long as there are less than three bullets in play.
Note that conditions actually have two functions. First, a condition may either be true or false. For example, if the player is holding button 1, then the condition "Repeat while Player pressed Fire 1" would be true. If the player's score is only 1000, then the condition "Player's score is greater than 2000" would be false.
An event's actions are only run if all of its conditions are true!
Second, a condition may limit which object(s) an action is applied to. Let's say you have an event with one condition: "Player pressed Fire 1". If we give this event a "Destroy Monster" action, it will destroy every single Monster in the level when you press button 1.
What if we replace that condition with "Collision between Bullet and Monster"? We will keep the "Destroy Monster" action. This time, when the condition is true, only the Monsters that have collided with any Bullets will be destroyed.
Typically, conditions serve to eliminate possible objects. That is, you use conditions to only apply actions to certain objects, and each additional limiting condition further reduces which objects targeted by the actions. There are exceptions, of course. Take the "Pick an object at random" condition. Its first use will eliminate all objects of a given type except for one that has been chosen at random. What happens if you add multiple copies of this condition? Now the actions apply to more objects! If you have "Pick an object at random" three times in an event, three objects will be picked (assuming there are three - if there are less than three, only that many will be picked).
Feel free to play around with different conditions and actions! Next, we will be covering the use of a few specific basic but important conditions.