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SpindleyQ's picture

MarMOTS Vision #6 Achieved!

In May of 2009, over 11 years ago, I laid out a vision for a collaborative game-making tool that I wanted to make. I had fond memories of being a kid and sitting in front of a computer with my friends, throwing ideas around and banging out goofy QBasic games, and I was frustrated that there didn't seem to be anything out there that would let have that kind of experience over the internet. The only improvisational game development tools I could get my hands on were decidedly single-user; every attempt I made to collaborate on a single project failed badly. The closest thing I could get was the Pirate Kart experience - everyone doing their own thing and sharing it with everyone else as they finished, and bundling all the results in a single package.

MarMOTS was my answer: a collaborative game creation tool built out of nostalgic textmode graphics, inspired by ZZT but usable by multiple people at once, where every change was live the instant you made it. I wanted to be able to change games while other people were playing them. I wanted making and playing games with it to be a party.

I worked on it fairly steadily for two years, putting it live as soon as there was something interesting, adding features, fixing bugs, responding to the GT community that was using it. In time it became a capable ANSI art and animation creation tool. Goofy collaborations happened. Folks made some incredible art with it, which was amazing and gratifying and kept me motivated to improve it.

Then I burned out on it, life happened, and nine years went by.

In the back of my head, in those nine years, MarMOTS was always there. It was a great idea that I'd gotten _so close_ to making happen. I'd get back to it someday.

In 2009 I laid out a vision, a TODO list, each item flowing naturally from the last, each step being useful on its own, to prevent me from working and working and working and getting stuck, getting lost in my own head and ambitions, and giving up without having anything to show for it. Hard as I tried, I could never push past vision #4; vision #5 turned out to not be necessary or even a particularly good idea, and vision #6... In 2009, I wrote of vision #6: "This is the biggest leap." I got close, implementing a scripting language complete with structured editor, so that the program was always in a runnable state; but the editor never quite became usable, and I never quite worked out how I would connect that piece with the stuff I'd already built.

Today I put live a version of MarMOTS that pretty much does everything I set out to do with vision #6. I pulled back the scope of what I'd tried to do in 2011 from "a full general purpose programming language" to "maybe a minimal Bitsy-like." You can now take an ANSI drawing and add interactive elements to it (in MarMOTS these are called "bots", inspired by MegaZeux's "robots"); as soon as you do, it becomes a game that other people can play. Virtually every change propagates in real-time; if you change a drawing or a script or add a new bot in the editor, all the players will see it. I tried to make the interface as self-explanatory and discoverable as I could - the editor tells you what your options are at every stage, and it's impossible to create a syntax error.

If you decide to mess around with it and have questions or suggestions for cool things to add please let me know! I'll probably keep adding stuff and fixing bugs as the days go on. You can use MarMOTS from your browser with your Glorious Trainwrecks account credentials!

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Cobalt Carousel

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Cobalt Carousel is an innovative dungeon crawler using the plastic engine. Sweet beats ride while defeating monsters, overcoming avalanches, and trying to figure out why mankind shape-shifts into dreadful. The map is actually on top of a zoomed in blue version of the carousel in question, and it is your mission to escape. Not too much plot involved, just grinding and unwinding on the creepy crawlers of this dungeon.

Event Created For: 
Made For: 
GT Saturday Specials: Knytt Stories

Mystery Island v1.1

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Mystery Island is a small to medium level with flowers and dragonflies. Getting all the items is tricky, and the overall skill is hard.

Author: 
RelicShine
Event Created For: 
Made For: 
An event
agj's picture

Drawing thingie

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Event Created For: 
Made For: 
An event

Le Wild Adventure

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just play and enjoy best graphic rendering system...imagination =)

Author: 
TheStranger
Made For: 
An event
Danni's picture

Super Note Block

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Stay off the floor for two hours for a fun surprise.

Wow, this is an awful shoehorning of a theme.

Event Created For: 
Made For: 
An event

Spike Snakes

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Avoid the spike snakes.

Event Created For: 
Made For: 
An event
KlikBot's picture

Klik of the Month Klub #54: Krampus Komes To Klikville

Sat, Dec 17 2011 05:00 PM
12/17/2011 - 16:00
12/17/2011 - 18:00
Etc/GMT-8


The Klik of the Month Klub 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. Everyone who participates gets two hours to create something from scratch in Klik & Play. 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!

THE KRAMPUS IS KOMING HOHOHOHO


Klik & Play is absolutely free to download, and learning it takes minutes, so everyone can get in on the action.

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!


THE NAUGHTY SHALL BE BEATEN WITH SWITCHES


After you've made your game, you should upload it here!

For more information, check out the KotM N00B FAQ.

Sign up below if you want to get reminded by email the day before the klikkening begins!

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Games made for Klik of the Month Klub #54: Krampus Komes To Klikville

sergiocornaga's picture

$1.3 Game

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$1.3 Game (pronounced one point three dollar game) is the first completed sequel to $13 Game following a couple of aborted attempts. It was made for One Hour Game Jam #175 (Theme: Charge) but actually took me slightly over 2 hours to make. It uses one button: spacebar.

Made For: 
An event
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