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Pizza Time's picture

Sunday Balloon Trip

I was unhappy about not being able to finish Sunday Balloon Trip in the two hours I had so I am going to expand on it until it is finished. Yes, this will be a game I will actually finish making! Or not, let's not jinx it now.

Here is a screenshot of what I did over the past hour. As you can see a lot has changed with the graphics, the old house has been changed into a Balloon Research Facility for instance. What's not in there are the features I have planned like clouds, wind currents that blow you along and little things in the background that fly past you on your peaceful ballooning trip. Oh damn, I am making it more ambitious when I told myself I wouldn't.

An Infinite Story

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A game made for porpentine' s twinyjam.

it' s kinda weird and lazy and dumb.
uses sound

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Buzzlewitz are all around about?

Wed, Nov 11 2015 11:11 AM
11/11/2015 - 11:11
11/17/2015 - 06:41
Etc/GMT-7

Hey, alwahaioaganvoe. Peanut Christmas fighting vivid firm cuff curb curb cu icing I I I u u u h h fight hits cjcj civil face Xmas X-Men Xavier xylophone. Time you're proud of first face that time

It has a lilt to it

Roosh roosh

Your website will work well while that time these great games get green global groups hammered into information them

Krabblewart dot swf

Finally joined Jim however they yelled yourself years your question was even good. Green games were really recent history did deal really thought.

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Games made for Buzzlewitz are all around about?

avery's picture

monologue 2 (monologue 1 is forever lost in the sands of time)

So there’s been some interesting things going on in GT recently. There’s been a good handful of new people, most of which have already submitted some interesting games. It’s quite a nice thing to see GT look really alive and popular but then again it’s sort of disheartening when you realize that its mainly just the new users that are submitting things for the most part. As well as the new users we also have a lovely new influx of spambots coming in, with some interesting messages. (SpamJam The Secondth time methinks...)

I think the one user that’s been the most interesting so far has to be DrBlowhole20. They’ve recently submitted The Super Mozart Adventure Game which is possibly the longest game that’s ever been uploaded here (then again, I don’t know.) And already, just a few days later, They’re making a bunch of blog posts about the sequel, sharing details about what’s gonna be in it and such. While they aren’t doing that, he’s cooking up an idea for a sister site to GT, called Glorious Planewrecks. According to DB20, it’s meant as a site for music, sprites and other misc. game things like that. I’m personally against the idea of it really, as it just seems like it’d be a waste of money more than anything because of the existence of places like OpenGameArt.

They’ve also created a couple of events on the site, one being a collaborative one and the other just being a kind of generic one. The collaborative event relates to a new game they seem to be working on, entitled “The Player Aventur”. The base idea for it is that everyone submits a level of sorts for it and then they compile them all together. The main rule being that you have to use a specific character as the PC. The other (to be truthful, restrictive) rule is that it has to be made in a Clickteam product. Primarily so DB can actually shove all the levels together in one big game. I’m not entirely too sure about the user base of this site but I’m pretty sure that a good chunk have moved on from Clickteam things, or they’re migrating to something else. Even so, it seems like a neat thing and I wish them the best of luck with it all.

The other event is another “Video Game Generator” type event, but this time the one he posted with was actually with a different generator. I honestly have not seen this one before so it seems pretty interesting. As well as those two events, we have the upcoming KOTM, where we’ll hopefully see a new game from good ol’ sergiocornaga.

Back to the interesting games that I mentioned earlier – Reha Soft, a new fellow to join up. They’ve pretty much submitted their entire Clickteam game catalogue, including stuff they made when they were young. I’ve only played one of the quadrazillion games they’ve uploaded, Zombie Town. It’s a simple little game where you control a man with the mouse, and “killing” all the zombies by putting t he man over the zombies. Level 2 mixes it up a bit by making you not touch the zombies. The problem is that you can literally just go up to the top of the screen and win easily. It’s only about four levels long and ridiculously simple and easy, yet, in true kid fashion, it was apparently made by a “company” and they asked for a donation for it if they liked it due to the fact that it supposedly took a long time to make. Bless. Oh, and before you go off to try it out, be warned that it’s packaged in a KNP Installer.

So yeah, everything in GT is going pretty nicely at the moment. It’s pretty active, thanks to the sudden influx of new users (where the heck did you guys come from anyway). I’d also like to bring up an idea that I had a little while back, GTVP. It’s slowly getting more and more unrealistic by the second, so I’m just thinking – if we’re gonna do it, we better do it now.

In other news, I’m currently (half sort of) working with mno on a new game. It’s totes gonna blow your mind (maybe). As well as that I’m looking into learning DarkBasic Pro cos that seems pretty damn neat (I’m annoyed by the lack of offline tutorials though). Well, considering I’ve pretty much covered everything that I’ve wanted to cover, I think that just about wraps it all up.

I’ll leave you with one word of advice: If I tell you that I might/will submit something to your event, don’t hold me to that.

Oh balls, that was more than one word.

fcastello's picture

Advanced Lawnmower Simulator

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This is a remake of the "Advanced Lawnmower Simulator" game originally released for the ZX Spectrum. Select one of many options of state-of-the-art lawnmowing apparatuses and go get that grass!

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Games at my Day Job

I've been very fortunate in how I make a living. I am paid by my day job to develop custom curriculum, and then teach others what I've designed. As time has gone on, I've been able to integrate game-making (both tabletop and video games) into the curriculum I develop, resulting in some interesting - and still effective - methods of teaching. I wanted to briefly showcase some of that work here, roughly in chronological order.

1. Street Sign Bingo

It all started here. As part of our CDL training module, I created a "bingo caller" focusing on the different street signs one would encounter on the road, some of which being of greater significance for those driving the larger, heavier commercial vehicles. We played this in the classroom. I facilitated the calling while clients each had their own unique bingo card with phrases that matched up with the images displayed on-screen.

2. Pre-Trip Inspection: Front of the Bus

Then the pandemic happened. In order to keep our training going, I scrambled to find ways to adapt the curriculum to an online, "virtual classroom" format. This was my first attempt. It contains a rudimentary menu interface, full voice narration, and a graphical point-and-click display.

3. Virtual Self-Paced Lectures

I also digitized many of the classroom lecture elements. Although there were hands-on activities interspersed with the lectures, I had to cut many of them out (until I could develop their online versions). The good news is that most of the lecture materials were relatively brief, and when the user can control the pace of the lecture itself, they can speed-through or repeat segments as desired.

4. Virtual Port Tour

Our organization also does industry training for material handling and logistics. I pivoted from the CDL training into our warehouse and logistics training due to time constraints: CDL companies weren't hiring at the outset of the pandemic due to most public transit and schools being temporarily shut down. On the flip side, mail order and shipping of manufactured goods comparatively skyrocketed, and we wanted to make sure our clients could still find some kind of work to help make ends meet. This activity was an orientation to the various shipping terminals found in the town where we operate (Baltimore, Maryland, USA).

5. Cars Versus Forklifts

I started having a little fun with this one. It's also the most arcade-like game I've created to date. There are two stages, each one featuring a different vehicle the player must navigate around a course of traffic cones with a birds-eye view. The goal is to help the player internalize the different ways to pilot both a car and a counter-balanced forklift: each having different methods of control. We don't have a vehicle fleet available for our clients to train with, but this was my attempt at bridging that gap and preparing them as best I could.

6. How to Get It There

In addition to material handling, we provide an introduction to freight forwarding and route-planning. This is, in essence managing how goods are moved from one place to another. This activity allows the player to consider various modes of transportation, and which would be most-effective for their current cargo. Shipments can range from hundreds of tons of coal, to live animals, to industrial-size rolls of paper, and even an emergency human heart transplant.

7a. Alan and His Broken-Down Bus

With most of the material handling & logistics curriculum sorted, I shifted again to the CDL training - which is experiencing limited re-opening and hiring. I developed this particular activity to allow a player to test their knowledge on where to place emergency signal devices (like flares and emergency triangle signs) on the road when their vehicle breaks down. There are three scenarios, each with different placements required. I provided full voice narration and even hints to assist the player - as this is rather dense, industry-specific information.

7b. Screenshot of Alan

Here's a small piece of art I included in the emergency triangle game, to set the scene. I use this character a lot in the games I make, and I grin every time I'm able to sneak it in somewhere. For some foggy reason, I think the character design (at least the face) is actually inspired - if not outright stolen - from a comic strip in "Cracked" magazine, which I read a lot in my youth. The name "Alan" is my personal default name for any random guy, and has now been immortalized here.

8. Passcode Interface

Finally, I wanted to include my "passcode" screen (I've omitted details of my day job with those black squares). This was one of my first developments when assembling even the concept of online training. I wanted to be able to "lock" the training away from the general public when required. The coding here (or rather, event structure, as I use Clickteam Fusion and not an actual coding language) allows me to use any six-digit code I want as a pass code to the software. Unless someone inputs the proper code, they won't have access. I'm surprised this actually works.

I'm surprised at my output and the end results of all of this actually, and I'm proud of what I've done so far. I stress that I am not a trained programmer, I am not a trained artist, and I am not even a trained educator. At the same time, I am technically considered a professional in all these areas, because I am paid to do them.

It was only opportunity that granted me license to do this. Looking at it one way: I had to learn it "on my feet," as curiosity and necessity provided. I also had to learn to use and implement the Moodle "virtual classroom" on the fly, and found ways to integrate lectures, quizzes, videos (some I made, some copped from YouTube), and these online activities in a package that covers a broad range of industry knowledge, while keeping things engaging by providing a variety of different methods.

My main point in mentioning all this, I suppose, is to invite you to do the same thing with your own skills and talents. I'm confident in my belief that, if someone like me can be fueled and fortified primarily by "gusto" to take care of business, then those of you who are not just curious, not just driven, but actually trained to use software tools can certainly thrive in times like these.

Take it from one no-talent white guy in his early 40's who - by stumbling from one minor success to the next - has helped hundreds of people and their families: go do the thing. You'll be surprised by what you can accomplish.

PS: I'd be completely remiss if I didn't mention Eric Matyas at SoundImage. He provides 2,000+ high quality music files for use in your projects, with no cost required. His music is sprinkled liberally through nearly every single project I've done since December 2019. I strongly recommend you check him out, and support his work with financial contributions.

https://soundimage.org

gisbrecht's picture

Binky And Ruff In The Garden Of Doors

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Binky and Ruff are lost in the garden of doors

they will not escape because i made this game in 30 minutes.

binky is player 2 ruff is player 1 so they can have different controls

when ruff hits something on the left he breaks for some reason dont do that

For Grid 6 Garden + Lovers + Locked Doors

Event Created For: 
Made For: 
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markp0rter's picture

I have made a movie- help me win MMF2

so CLICKTEAM (known for KNP fame) is holding a competition where you can win MMF2 DEV and the Flash Exporter and XCODE - OH WOW

the task: you had to make a movie.

I made a movie!

Now the movie with the most LIKES on facebook wins so

1) i would love to know what you think of my movie- seriously share your thoughts and tell me your opinion so I can improve on other animations in the future

2) it would be nice if you could kindly "like" my video on facebook - if you don't want to that's okay though

Here is the link: http://www.facebook.com/#!/video/video.php?v=10150163224724066&oid=214377296355&comments

voting is terrible and facebook is to blame.
1) you need to like clickteam first 2) then you can "like" the video / press the like button on the video page 3) then you can unlike clickteam again if you don't want to follow them

thank you very much everybody

quasiotter's picture

WASD test version lol

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Game File (Mac): 

Pretty much what the thumbnail says, I do a monthly gallery exhibit but I'm so far behind so I forced myself to get to a decent point to publish a somewhat-close to complete version of it tonight.

I gotta test it with non-WASD experienced people. If anyone has any feedback, regardless of your experience with WASD, I'd gladly listen!

Here's what I'm planning on making/improving:

Meta:
• A video of the walkthrough. An inset screen of my keyboard as I did the walkthrough.

Overall:
• A key press that toggles the in-game text.
• Adjust Directional Lighting.

Scene 1:
• Figure out how to make a different music track play for each time a key is held down (W makes one beat, A makes another, etc.) that sort of blends with the 4/4 beat.

Scene 2:
• Another text message, probably not about mouse sensitivity because I don't know how to offer that option lol

Scene 3:
• Maybe make put more decoration? I do want to make it plain for clarity reasons, but is it too plain?

Scene 4:
• I feel like there's something missing, but not sure yet.
• Have the capsule under the hat/tree lead you to a Scene 5.

Scene 5:
• Make a scene 5 that either:
- Makes you feel like your player (the Unity capsule) is just one of many players
- A hell for the capsule (irritating noises and visuals)
- A bunch of capsules fall onto you
- Control a bunch of other capsules as well as yourself and you're all stuck
- Has text that discusses walking sims and that a goal/end state is not needed and I don't like guns lol (might go in Scene 4 where you walk around a boring white walkway)

Also, the next show is an open invitation, I made a post in the forums: https://www.glorioustrainwrecks.com/node/10720

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Blueberry Soft's picture

Breakanoid Ball

Breakanoid Ball.png

Another one of my Breakanoid riffs. This time you are the ball! Steering by tapping the left and right keys, striking the bottom will lose you time.

I will probably do a more considered game with all these experiments when I'm finished.

Author: 
Rylie James Thomas
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