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Blueberry Soft's picture

Rapture Raptor

Rapture Raptor.jpg

You are a raptor, sent to Earth to save as many souls as possible. Do that.

(Newgrounds version link added)

(Internet Archive version availible now)

Event Created For: 
Made For: 
An event
Klik Bot's picture

Klik of The Month Klub #100-Games-Per-Person Pirate Kart III: Klik Hardest, Six Fastest, Six Strongest

Fri, Nov 27 2015 01:00 AM
11/27/2015 - 01:00
11/29/2015 - 12:59
Etc/GMT-7

Beep Boop! Hi, it's Klik Bot.

Quote:

Hi everyone, it's your friendly absentee landlord! I am excited for Klik of the Month Klub #100 and I am extra excited to see longtime members who haven't posted in years come out of the woodwork to celebrate.

Having finally had a read-through of this thread, I'd just like to take a moment to remind everyone of the absolute, ironclad, unbreakable golden rule of Glorious Trainwrecks, which is: "Cheating is encouraged."

That is to say, we are here to give the finger to the creative roadblocks that stop us from enjoying making stuff, and if a rule, goal, or expectation, either from yourself or others, gets in the way of that, you are completely free and 100% encouraged to disregard it.

If the idea of shooting to make 100 games in a weekend gets you fired up and sounds like ridiculous fun, yes! Do it! If that sounds like torture or you can't set aside the time or it's just otherwise completely, absurdly out of your reach, then don't! Set a goal that makes you excited instead. We will be happy you showed up and made stuff with us.

I'm sure I'm not saying anything new to most of you, but since I'm pointing folks here from Twitter etc, I just want to make sure it's explicitly stated on the page itself: you, the person reading this right now, are totally welcome, at any level of ability, with any tool, and at any level of commitment, to make games with the rest of us for Klik of the Month Klub #100: Pirate Klix Six. And it will be super fun.


~Tue, 11/03/2015 - 17:21SpindleyQ

ANYTHING IS A GAME IF YOU MAKE IT A GAME. Because this is Glorious Trainwrecks, making 100 games can be left to interpretation. This isn't an endurance test. You don't have to make 100 Metal Gear Solid V's. Maybe, think of this like gesture sketches in a drawing class where you can easily make 100 drawings in 20 minutes. You do not have to program or make your own assets. Maybe think what is a game? What is 100? You all are creative. Do whatever, who cares, this is Glorious Trainwrecks.

The Klik of the Month Klub usually 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. Usually, everyone who participates gets two hours to create something from scratch in Klik & Play. This time it will be over the entire Thanksgiving Weekend. 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!

This time we are doing something different.

100-games-per-person. Let's aim for 10,000 games.
The games don't need to be super long, polished, good, or "games". There just needs to be 100-per-person.

Also, collaboration is encouraged! Upload project files so people can easily edit your games!
Please cite your sources and give credit where credit is due!

Klik & Play is absolutely free to download, and learning it takes minutes, so everyone can get in on the action. In addition, there are tools like Multimedia Fusion 2, RPG Maker, Unity, Game Maker, and Twine. Some engines to help make very very short games are plingpling, flikgame, and tinychoice.

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!
Submit games 1 by 1. Let's flood Glorious Trainwrecks! If you don't meet 100 games it's fine. The thing that matters is that you're striving to make 100 games.

For more information, check out the KotM N00B FAQ.

Sign up using the "Sign Up" tab above if you want to get reminded by email the day before the klikkening begins!





Imposter alert!Imposter alert!Imposter alert!Imposter alert!

Also, any suggestions about the event, please post in the comments.

Q: OMG THERE ARE SO MANY GAMES HOW WILL I EVEN DOWNLOAD ALL THESE GAMES?


A: Try GloriousTrainwrecks.exe!

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Games made for Klik of The Month Klub #100-Games-Per-Person Pirate Kart III: Klik Hardest, Six Fastest, Six Strongest

Captain Rollaboll

captain boss.png

Just started learning Unity, trying my hand at the Roll A Ball tutorial with a thrilling spaceventure.

Captain Rollaboll had no idea what to expect when he was chosen as the people's champion of the universe. Alone on a silent battlefield scarred by unknown architecture and strange monuments to forgotten wars, the captain must collect all the space orbs to prove that humanity is worth saving. The captain is a sphere.

Author: 
Rilen
Made For: 
testing

Twine macro: <<revision>> and <<revise>>

The <<revision>> macro is a more powerful variation of the <<replace>> macro. It lets you alter a span of passage text by clicking a link from anywhere in the passage.

Install my <<Replace>> Macro Set to use these macros.

Basic usage
First, use the <<revision>> macro to define two different versions of some text:

You see here <<revision tome>>a closed book.<<becomes>>an open book.<<endrevision>> Each section of text separated by <<becomes>> is a different "version" of the text. The name "tome" in the macro is an identifier. You can use any single word you want as an identifier.

Then, you can create a link using the <<revise>> like so:
<<revise tome "Open the book.">>
This creates a link reading "Open the book" that changes any "tome" revision in the passage into the next version - in this case, changing "a closed book" into "an open book".

(Notice that the word "revise" is the verb form of "revision", reflecting the fact that the hyperlink serves as a verb for the player to perform.)

Running code in revisions
Just like with <<replace>>, any macros inside a revision are run as soon as they are made to appear:

<<revision button>>You see a button.<<becomes>>The button is pushed.<<set $button=true>><<endrevision>>
<<revise button "Push it.">>

The above code will set $button to true when you click the "Push it." link.

Multiple versions
You can have many versions of a span of text:

You see here <<revision books>>a closed book.<<becomes>>a chewed book.<<becomes>>paper scraps.<<endrevision>>
<<revise books "Chew book">>

In this case, the link "Chew book" will change "a closed book" into "a chewed book", then "paper scraps". When it reaches the end, the link vanishes.

Back and forth
The <<revert>> macro functions to reverse the effects of the <<revise>> macro.

<<revision box>>Here is a closed box.<<becomes>>Here is an open box.<<endrevision>>
<<revise box "Open the box.">>
<<revert box "Close the box.">>

The <<revert>> macro's link won't be displayed if it's at the first revision, just as the <<revise>> macro won't be visible if it's at the last revision.

Cycling link text options (New)
The <<revise>> and <<revert>> macros have a number of additional options similar to the <<cyclinglink>> macro. You can supply additional link text strings after the first, and it will change to the next string after you click it.
<<revise wall "Smash wall" "Smash it again" "Keep smashing">>

If the second parameter begins with the "$" sigil, then it will interpret it as a variable to be altered by clicking the link. When the player clicks the link, the variable will be changed to match the text of the link.
<<revise heat $warmth "Set it to warm" "Set it to hot" "Set it to boiling">>

If the last parameter is the word "end", then it will disable the link at the parameter before last, leaving just the text. If the last parameter is the word "out", then it will vanish altogether once it's reached the final string.
<<revise roast "Devour roast" "Munch some more" "You're too full now" end>>
<<revise amphora "Drink wine" out>>

<<hoverrevise>>
Click here to read about <<hoverrevise>>.

<<becomes>> vs. <<gains>>
Just as the <<replace>> macro has a variation, <<insert>>, so too does <<becomes>>.

The vase contains:<<revision vase>>Two roses<<gains>>, an orchid<<gains>>, a pencil<<gains>>, a straw<<endrevision>>.
<<revise vase "Put something in the vase">>.

When you click "Put something in the vase", the text changes from "Two roses" to "Two roses, an orchid", then to "Two roses, an orchid, a pencil" and so forth.

You can mix and match <<gains>> and <<becomes>> at will:

<<revision count>>One<<becomes>>Two<<gains>>and a half<<becomes>>Three!<<endrevision>>

This changes from "One" to "Two", "Two and a half", and finally "Three!".

<<cycle>>
Normally, when a <<revision>> macro reaches the end of its revisions, its links disappear. If you change "revision" to "cycle", then you can keep clicking the link to return to the first revision.

You see here <<cycle pet>>a dog<<becomes>>a cat<<endcycle>>.
<<revise pet "Change pet">>

This will change "a dog" to "a cat" and vice-versa, with the link never expiring.

<<insertion>> and <<removal>>
Two other variations exist, which are roughly analogous to <<timedinsert>> and <<timedremove>>.
You look at the plate. <<insertion grain>>1 grain.<<becomes>>2 grains.<<becomes>>3 grains.<<endinsertion>>
For <<insertion>>, the first version "1 grain" is initially invisible. Clicking a <<revise>> link will make it visible. Then, it functions as normal.
You look at the plate. <<removal seed>>3 seeds.<<becomes>>2 seeds.<<becomes>>1 seed.<<endremoval>>
For <<removal>>, the <<revise>> link will remain when you get to "1 seed". Clicking it a final time will remove the text altogether.

Example program
http://www.glorioustrainwrecks.com/files/TwineMacro-RevisionTest.html

Technical details

  1. Each version inside a <<revision>> macro is a <span> classed with "revision-span" as well as the kind of version they are ("becomes", "gains"). When they appear, they are given the class "revision-span-in" and their display is set to "inline". When they disappear, they gain the class "revision-span-out" and, after 1 second, their display is set to "none". All of these are inside a container <span> classed with the name of the macro ("insertion", "removal", "cycle", "revision") and the name of the identifier ("book" or whatever the author set it to be).

Version history:

  1. 27-9-2013: Fixed several bugs, including:
    <<revision>> macros were being called twice on passage load.
    <<revision>> macros were still taking effect while they were animated being removed by other macros.
    Multiple <<revision>> macros with the same ID weren't all being revised at the same time.
  2. 16-6-2013: Updated regarding Combined Replace Macro Set.
  3. 26-4-2013: Added extra options to <<revise>>.
  4. 20-4-2013: Added <<hoverrevise>> and support for <<randomise>>.
  5. 18-4-2013: Initial

Feel free to report any bugs to @webbedspace.

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jan_strach's picture

The Grey Nether

descent.png

A little survival horror platformer created for the "Underneath the Sidewalk" challenge but also in the spirit of upcoming Halloween.

Save your granddaughter from the claws of evil creatures lurking underneath the Sidewalk! The only equipment you have is a handgun with limited ammo and a Princess Molly flashlight.

This is the first build and it's made in KnP so obviously it is going to be all kinds of wonky, but it should be playable. Let me know about all the strange bugs that you will undoubtedly encounter, and I'm gonna patch it right up.

Update 6.11.15: fixed a clipping bug in the level where you crack your rib

Author: 
Jan Strach
Event Created For: 
Made For: 
An event
hugs's picture

A HENNELL FOR THE AGES

Temp2 2012-02-26 13-49-33-38.png
Game File: 

this is a special birthday game for hennell, as suggested by hennell's friend. hennell is some years old.

music is poet and peasant overture by eddie peabody (thanks to project gutenberg)

plz to enjoy.

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

horrible flickgame

TahuVahi.png

why dod yfurr even

Author: 
the pa
Made For: 
An event
kirkjerk's picture

global game jam 2010: sprinkle

sprinkle.jpg

A vaguely incredible-machine like puzzle game, made in a weekend by my team at Northeastern U for the 2010 Global Game Jam
Play it at
http://alienbill.com/sprinkle/ or http://openprocessing.org/visuals/?visualID=7321

Zecks's picture

Pyramido Plunder

pyramido.PNG
Game File: 

man the knp physics engine is wonderful

Made For: 
Pirate Kart 2
quasiotter's picture

Hello my lovely human friends <3

Screen Shot 2017-08-28 at 12.08.18 AM.png

A few months ago, a friend of mine checked out a room at the campus pub for our group of friends to do 3-5 minute presentations on anything. I decided to do mine on my journey of making games as well as accessibility in making games. I used this Bitsy game as the first "slide" to say hello and introduce myself, even though everybody knew me. The screenshot image shows the "slides" I used for the presentation.

The reason I'm posting this here is because:

a) It's my first Bitsy game, and I want to archive it somewhere
b) I like proliferating accessible tools, and hope someone might become interested in creating things with it
c) I enjoy using alternative means of doing something, like using this Bitsy game as a "slide" in a presentation. Having this on my profile is a reminder to do that!

Bitsy: https://ledoux.itch.io/bitsy

Made For: 
An event
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