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mbtzl's picture

Insecurities and a need to create

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Sometimes I find myself staring longingly at itch.io

I scroll through, looking at the beautiful art and programming genius that takes place.

It makes me sad, but also hopeful.

I love making games, more than I ever thought that I would, but a lack of budget, knowledge, and overall skill makes it incredibly difficult.
I feel a constant need to create, but never the ability.
This blog entry is mostly just a ramble;
Some sort of shout into the void.

I feel insecure about what I make.
I feel inadequate.
I feel like I'm spinning in circles, even though I have only just started taking this seriously.

Ever since I was a little kid, I had a deep fascination for this stuff.
I research and research, never actually applying or learning.
Just longing to create.

I feel hopeless.
I feel petty.
I feel pathetic.

Deep down I know that I am new to this, finally putting my foot down and releasing things that I make. I know I will improve, but don't know where or how to start.

I feel like I should give up.
But I don't want to.

Even recently, when I would lurk on this website for hours, I never thought I could do what some of you do.
And yet here I am. I can't say that what I make is good, or even passable, but Glorious Trainwrecks makes me feel like it is.

I feel accepted.
I feel supported.
I feel loved.

Blog posts tend to not get much attention on this site, so maybe nobody will see this, and maybe that is OK. Just writing this, I feel a little bit better.

Twine: escape line breaks with backslashes

Update: The Javascript on this page is now built into Twine 1.4! It is no longer necessary to install it.

As you know, one of the most prominent difficulties with mixing code and prose in Twine games is the handling of line breaks. If you have a bunch of macros interspersed in your prose, especially <<if>> macros, then the temptation is to leave them on separate lines from the text, for readability. However, the line breaks adjacent to these macros end up appearing in the rendered passage.

The <<silently>> macro is the 'official' solution...

<<silently>>
<<set $hp -= 1>>
<<set $dead = true>>
<<endsilently>>
Wrap up all of the macros in it and the line breaks will be suppressed. But, it seems to me to be a half-effective solution, requiring two large macro tags enclosing each block, and disallowing <<print>> macros within it.

I've previously advocated a different solution, involving the TiddlyWiki comment syntax:

/%
%/<<set $hp -= 1>>/%
%/<<set $dead = true>>/%
%/
This has the advantage of allowing the use of <<print>> macros. But it, too, is authorially and visually unwieldy, requiring both the end and beginning of lines to be tagged with one of two similar-looking tags.

However, I believe it's on the right track. Right now, my proposal is to directly borrow the syntax of the C language's preprocessor - a single backslash at the end of a line suppresses the line break:

<<set $hp -= 1>>\
<<set $dead = true>>\
You are \
<<if $hp gt 1>>
hale
<<else>>
almost dead
<<endif>>.
In my opinion, this has much more convenience compared to the other two.
Here is the script code to enable this in your stories:

Obsolete script removed: use Twine 1.4

To recap, when you install this script:

  1. A line that reads:
    You have \
    twenty dollars.
    ...will be rendered as "You have twenty dollars."
  2. A line that reads:
    You have \
    <<set $cash = "twenty">>\
    <<print $cash>>\
    dollars.
    ...will be rendered as "You have twenty dollars."

Feel free to report any bugs to @webbedspace.

Man Of Doom's picture

Cosmic Fist

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Game File: 

Flying through space with your giant fist, can you punch out all the starfish, robots and octopuses who fly right at you!?

Author: 
Man of Doom
Made For: 
An event
leilei's picture

Changing KNP/TGF framerates

Is there a value that could be hexedited somewhere in KNPS/CNCS/CNCS32.DLL or so that can achieve beyond 50fps?

Granted it's not exactly a trainwreckian approach and I know MMF2 offers this feature officially.

Nitty Gritty

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Game File: 

A bunch of colourful sprites that were rejected by various videogame projects have banded together to star in their own game, which they've called "Nitty Gritty". Time to fire up that minigun, Nitty!

Z or Space - let 'er rip
Arrows - slip and weave

There are 17 opponent sprites. If one of them slips past the bottom of the screen, it may evolve into a new form and reappear later in the game. Exactly 8 of them are capable of evolving... some of them more than once.

After the game ends, you see a roll call of all the soundly defeated sprites.

EDIT: Updated Oct. 2011 with a title screen, music, and save files.

Made For: 
An event

goats

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Game File: 

yup the image has pretty much nothing to do with the game. just a lil fun "game"! enjoy!

Made For: 
An event
RehaSoft's picture

Why I'm in a small game developing hiatus.

I've been absent from GT a lot lately mostly due to normal life. School and stuff which doesn't lead for much time to develop new games in Klik & Play. Also, It's getting hard to think of new ideas to create games for. If you check my other games most are pong clones or bad action games which due to the K&P engine and my inexperience with side scrolling only display one setting at a time. I think another reason is because of my limited programming knowledge. I know, I can create a basic HTML page that looks like it came fresh from the '90s and would be best viewed on Netscape (evident on my website: http://geocities.ws/rehasoft/ ) , create simple text based Batch RPGs and make some semi advanced games in K&P. But I've tried other game dev tools and they are simply too advanced or too complex for me to make a good game. Trying Game Maker Studio put me off because of the absence of stock graphics and drawing my own made it look like I tried to make a Kimberly Kubus-esque game and failed miserably.

Anyways I do have a few games on hold I'd beenworking on last year that I hope i have the time to post soon.

Police Police Police Police

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Game File: 

As the Chief of Police it is for some reason your job to personally bring beat cops over to the drunks who are trying to ruin a Police concert.

PROTIP: event security can stop drunks but they will be too beat up to continue working, and they don't do anything while partying with groupies.

Event Created For: 
Made For: 
An event
Johny L.'s picture

The Super Mozart Adventure 2 ideas thread

After i have made my own game The Super Mozart Adventure, when someone named mno called mine a masterpiece, i decided to start asking people to decide their ideas to add on my upcoming sequel that i'm going to make in 2014 or 2015: The Super Mozart Adventure 2: The Mankind of Earth.

The following ideas i need are:
: Features that would appear in the game.
: Some plot ideas that would succed in the story.
: Characters/cameos that would appear during the story.

Ideas that would appear in this game:
: Plot idea by sergioconada (http://www.glorioustrainwrecks.com/node/5630#comment-19009 )
: Another feature idea by bc_: Crouching characters, restart button on every level, new password screen and soundtest. (http://www.glorioustrainwrecks.com/node/5630#comment-19082 )
: Character idea by FlaviusMaximus: Bach (portrait only) and Bob the Kangaroo (On IRC chat, no link available)

Ideas that wouldn't appear in this game:
: Feature idea by bc_: Playing sounds through frames. (http://www.glorioustrainwrecks.com/node/5627#comment-19072 ) Declined due that the feature is hard to use.

Ideas that would be decided to do:
: Plot idea by FlaviusMaximus (a heroic sacrifice in the end) (No link, asked on IRC chat)
: Character idea by Smedis2: Jesus with Batman's Mask (http://www.glorioustrainwrecks.com/node/5630#comment-19098 )

EDIT: I'm announcing that the idea asking will end at October 3, 2013. And development will begin at November 25, 2013.

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