[Bit late for the event BUT]
FANTASY / REALITY IS HERE
Play the game because I'm not going to tell you anything about playing it here.
This was originally inspired by some tweets by winter k., and just went from there. Please enjoy it, as much as I did making it!
An attempt to correct what went horribly wrong with Grumper.
Main changes:
- Movement physics have been revamped to now have near-instant acceleration and deceleration both on land and in the air (though it's _slightly_ lower in the air still), as well as decrease max horizontal speed.
- Levels were tweaked a bit to accommodate the physics changes.
- The removal of selectable difficulty. This caused the experiment to break because everyone selected a different difficulty.
- A fix for the death location decals not actually getting limited to 100 on-screen.
- When you quit the game during a level, it still saves your death locations for that level.
Again, attach your stats-xx.txt file here when you're done playing.
I am apathetic but I'm still idealistic and I argue on the internet with those who aren't and with bad people in general. All sorts of things upset me but I have indestructible self-esteem. You on the other hand are probably a better person than you think you are.
Rats World. A little world where rats wander and play.... what secrets does it hide?
This is an exploration puzzle game with somewhat obtuse mechanics and lots of hidden passages. It is a Sekret Santa gift for fotocopiadora. I didn't make it entirely by myself; I had some help with the audio from my friend Hubol (hubolhubolhubol.com).
fotocopiadora's wishlist was:
- rats/scorpions/bugs
- plenty of menus (of the videogame sort not food menus)
- secrets
anything not in this list is probably ok as well though
Controls:
Arrow Keys or WASD: Move
Enter or Space: Action
Credits:
Graphics, Design, and Programming: Sylvie
Music and Sound: Hubol
You can listen to and purchase the Rats World Ost on Hubol's Bandcamp: hubol.bandcamp.com/album/rats-world-ost
If you get stuck, here are some general hints. Use ROT13 (rot13.com) to decode them.
- Gb svtug lbh jvyy arrq Urnyguf. Tnva vg ol rngvat guvatf bss gur tebhaq.
- Tnva Fgeratguf ol svtugvat engf naq fpbecvbaf. Fgeratguf yrg lbh chfu pregnva oybpxf.
- Tnva Jvfqbzf ol ernqvat obbxf. Jvfqbzf yrg lbh cnff fcrpvsvp bofgnpyrf.
- Tnva Punevfznf ol gnyxvat gb punenpgref. Fbzr punenpgref jvyy gryy lbh frpergf vs lbhe Punevfznf vf uvtu.
- Tnva Yhpxf ol svaqvat gernfherf. Lbh arire xabj jura vg jvyy uryc lbh.
- Jura lbh vapernfr Fgeratguf ol bar yriry, gel erivfvgvat byq nernf gb svaq arj oybpxf gb chfu.
- Jura lbh vapernfr Punevfznf ol bar yriry, gel gnyxvat gb punenpgref ntnva gb frr vs gurl gryy lbh arj vasb.
- Gurer ner frireny xvaqf bs frperg cnffntrf. Nf jryy nf snxr naq chfunoyr jnyyf, lbh pna svaq vaivfvoyr fgnvef!
Snake is looking a bit peaky.
So, the working name for my homebrew videogame system for infants is now InfraBaby. If anyone has any better suggestions, I would love to hear them.
Though I can't test it until my IR receiver arrives in the mail, I've built the core of the system. I've got a small Python program that reads data from LIRC, and, based on a configuration object, presses keys in Windows. Obviously I've still got some work to do to discover what codes the V.Smile emits, but I'm hoping that'll end up being relatively straightforward.
Now, if everyone was happy writing python code to configure their games, and starting up three programs whenever they wanted their baby to play a game, I'd be done. But no -- I'm coming to the realization that I've got a frontend to write, which lets you set up configurations for your games, and has one-click (or one-press-the-orange-circle) launching of games. I'm really, really itching to give the program a try, but at least a proper user interface will give me something to do while I wait for the damn sensor to come.
Cernunnos is the conventional name given in Celtic studies to depictions of the horned god of Celtic polytheism. Nothing is known about the god from literary sources, and details about his name, his cult or his significance in Celtic religion are unknown. Speculative interpretations identify him as a god of nature or fertility.
http://en.wikipedia.org/wiki/Cernunnos
Cernuno é o nome convencional dado nos estudos celtas às representações do deus com chifres do politeísmo celta. Nada é conhecido sobre o deus de fontes literárias, e detalhes sobre seu nome, seu culto ou sua significância na religião céltica são desconhecidos. Interpretações especulativas o identificam como um deus da natureza ou fertilidade.
http://pt.wikipedia.org/wiki/Cernuno
Klik & Play, being a 1994 release, was developed back in the Windows 3.1 era. This means that it is a 16-bit application. With Windows 95, there was backward compatibility with 16-bit applications in the new 32-bit environment, so for many years, Klik & Play ran happily (most of the time, anyway). However, we are now facing a transition to 64-bit. The 16-bit capability is still available on 64-bit x86 processors - you can thank AMD for that. However, 64-bit versions of Windows do not include the Virtual DOS machine needed to run 16-bit applications. So effectively, no Klik & Play.
Fear not, however, for you can still use your beloved Klik & Play. Documented here are several ways to get Klik & Play back.
If you are running on Windows 7 Professional or Ultimate, you are entitled to use 'XP Mode'. With this method, you download a real (albeit somewhat trimmed down) image of Windows XP off of Microsoft's website, and virtualize it using Virtual PC. A big advantage to this method is that you get very nice system integration.
To run Klik & Play games from XP Mode, simply double-click on a .gam file from the file manager in Windows 7. The virtual machine will automatically start up, and the window will appear on your desktop in seamless integration mode, which is very handy. This makes for two ways of starting XP Mode: in "full" mode, accessible from Start -> All Programs -> Windows Virtual PC -> Windows XP Mode, and in seamless integration mode, from a lone application shortcut (XP Mode will place one for Klik & Play in the Start Menu), or opening a file from the shell.
Since viruses and badware can affect the virtualized XP, you may want to install (basic) virus protection, and avoid giving XP Mode access to your C: drive (in "full" mode, go to Tools -> Settings -> Integration Features).
Due to an oversight by Microsoft, the display will only update at a slow rate unless the virtual machine is receiving input from the mouse or keyboard, as an optimization running under the assumption that the only purpose of Virtual PC is for business applications! Obviously, if you're using Klik & Play, this isn't what you want. There is a workaround for this, however. On the host machine (NOT within XP Mode), download Autohotkey, then create an .ahk file somewhere on your hard drive, and put this in it:
Loop {
MouseMove, 0, 1, 0, R
MouseMove, 0, -1, 0, R
}
Now run the script with Autohotkey and your mouse will vibrate in place. It's a messy workaround, but it gets the job done.
Games using Mouse Movement won't work correctly, because Microsoft does not allow you to disable mouse integration. An alternative is to use VirtualBox instead of VirtualPC to run the VM.
Wine is capable of running 16-bit applications to some extent, even when running on the x86_64 architecture. Klik & Play runs, but crashes out or displays an error about memory when any attempt is made by Klik & Play to display the game screen. This happens when attempting to open the Frame Editor and when launching finished games. This error might provide some insight:
err:dc:CreateDCW no driver found for L"DIB"
I am currently unaware of a fix for this. A workaround is to open the .gam file in another Klik product, such as the first version of The Games Factory (32-bit). Your mileage may vary, as various behaviors have changed with each new Klik program. With TGF, there is a roughly 95% chance the game will work without game-breaking problems.