Vector the Crocodile is in an old abandoned fortress full of rings. He wants these rings! A lot of them! The game has THREE EXCITING ENDINGS depending on how many rings Vector gets.
(Press X to jump!)
(Press up to go through the red door when you're done!)
The Vector sprite is courtesy of Yuski. Thank you, Yuski!
If you want in on that, email games to mike at meyermike dot com. The IGF deadline is this Sunday at like midnight PST or something. I presume ExciteMike will need time to throw games in. I dunno. Perhaps he'll post.
THIS IS YOUR CHANCE TO ENTER THE IGF!!! MAKE YOUR DREAMS COME TRUE <3
Update: this bug is fixed in Twine 1.4, so this script code is no longer necessary.
I've been a bit annoyed at how the order of startup events in the current versions of the standard Twine formats (which is to say, Sugarcane 1.2.1 and Jonah 2.1) is 1) render the Start passage, 2) load the story's custom JavaScript. This ordering means that various custom things like macros can't be used in the Start passage, because they're loaded afterward.
If you're using Twine 1.3.6 Alpha (28-1-13) then you don't have this problem. If you're using a stable version prior to that, read on.
What I'd much rather do is have the game automatically advance past the Start passage into the next passage, once all of the scripts are loaded. So, here's something to do that. Put this in a "script" passage:
setTimeout(function(){ var next = "Start2";
var h = state.history; if (h[0].passage.title=="Start") { var n = insertElement(null, 'div');n.style.display="none";n.appendChild($("passages").removeChild($("passageStart")));state.display(next,null);$("passages").appendChild(n);}},1);
What this does is conceal the Start passage's div inside a hidden div*, then goes to the page named "Start2". This happens instantaneously, and is imperceptible to the player.
You can change the passage name that the code uses by altering the name inside the quote marks in the first line of the script snippet.
*(Note that I can't just destroy the Start passage div outright, because the passage's fade() interval is still running, and cannot be halted without causing browser console errors (which are technically invisible to the player but are nonetheless untidy coding).)
Feel free to report any bugs to @webbedspace.
So I tweeted last night "@retroremakes Screw 2012. I am personally committing to submit at least infinity games to the kart." with this game in mind.
And today I find Jonathan Whiting's made this, beating me to the punch.
Not only that, but this game, a clear ripoff of my game Glitch Tank.
This can only be resolved with a game-making duel.
En garde!
while its common knowledge the graphic packs from klik n play onwards can be imported into fusion 2.5 due to the same engine
is it possible to convert them into usable formats for engines such as game maker or construct 2?
Big props to BiggerJ for updating the Klik of the Month Klub wikipage with the past two month's worth of games! Keeping that thing up to date is kind of a pain in the butt. So, thanks!
Guess the minute is a game i made in less than 2 hours.
It has 2 builds 1 for windows and 1 for the Mac OSX.
You start by left clicking on the mouse to start the timer, then you have to guess when 1 minute has gone by and then do a right click to stop the timer.
Guess a min to win.
If you thought games based on movies were lame, wait till you see Serengettin' Down, a game based entirely on a single pun.
Help the springboks get to the Wildebeestie Boys concert. Groan.
Combat Worms is a 1-player vs. CPU worm game. You try to collect more points than the CPU while avoiding collision with quite much everything. Even though the CPU AI is silly, it's quite funny.