I've been playing a lot of Wario Ware DIY lately. It only lets you use one 'button', to tap your DS screen with the stylus or click a cursor using the Wii remote. A lot of the games introduce more complicate controls by throwing in a load of virtual buttons, so you can tell your character to move and jump and things. Personally, I find this very irritating!
So I made a game about it.
The objective of this game is to fight off an endless tide of zombies. You can only attack by playing an utterly unneccessary minigame on the bottom half of the game screen. Click on the roaming bugs to make the karateman punch; punch zombies to stay alive. What could be simpler?!
this is an event.
yeah
http://www.glorioustrainwrecks.com/node/add/game
go to that link to submit a game.
What did you make in 2019? Answer with some checklists or screenshots or whatever. Doesn't have to be finished
Stand your ground! Collect power ups for increased jump height and extra mid air "double" jumps. Also lives. Good luck, as your platform crumbles below you...
This prototype is basically a fangame of James Burton's Stardust. But rather than being a straight puzzle game, this is intended as "a puzzle game, without the thinking". dess once described suteF as a game where the player is in a perpetual state of semi-confusion, where all they can do is stumble forward through a meager set of possible moves, only ever partially understanding what's going on. This is the sort of counterintuitive anti-friendly design principle I am hoping to capture with this game.
Choose a level file when you start up.
You must guide the blue person to the blue goal, and then the red person to the red goal.
Left, right: move.
Space: trigger the block that you are standing on. Each block has a different effect when triggered.
Press R to restart. (You'll have to press it if you fall out of bounds.)
http://www.glorioustrainwrecks.com/files/DustPrototype.7z (Windows)
http://www.glorioustrainwrecks.com/files/DustPrototypeMac.7z (Mac OS X)
24th of April is Glorious Trainwrecks' 15th anniversary, so let's have a game jam! We'll start two days before and go about a week after. Feel free to add games made before then as well. Participants may make games in Klik'n'Play, Knytt Stories, Construct, Clickteam Fusion, Game Maker, Ren'py, Bitsy, RPG Maker, Powerpoint, or anything that games can be made in. (Please let people know if your game requires anything special to play, though!)
SPECIAL CHALLENGES:
--Make a game in two hours
--Make a game that looks like it was made in two hours
--Make a game in a new-to-you engine
--Make a game in an older/more "basic" engine
--Make a game celebrating the LBGT+ community
--Make a game about your favorite game
--Make a game about your daily life
--Make a game about anything you want!
and most importantly of all...
--Have fun!!!
So i know I spent way too much time whinging about being the only guy not writing stuff in KNP for the Pirate Kart, but still I'd like to ask the (ir)regulars here: assuming I can get to a computer in time for this weekend's KotM, should I do something in Java Processing or Klik N Play?
Both have their pros and cons. I can do more and more interesting stuff in Java, though I haven't yet worked up getting the sound libraries going. KNP is more in the spirit of what everyone's doing, and I'm more like to get the abuse of clip art and sounds going.
(at some point, I'd like to get into trying to build engines more than games. I guess I'm more of a Carmack than a Romero, if you know what I mean, or at least aspire to that.)