Hey everybody! This is a thread where I'm hoping to nail down and make explicit my perspective on how Glorious Trainwrecks functions as a community, my role in that as the founder and absentee landlord of the site, and how the community can hopefully be empowered to protect itself if necessary.
Over the past... lots of years, it's become clear that I'm no longer very involved in the community; I don't regularly read the posts, I don't play the games, I don't post games here. As such, I don't quite think of Glorious Trainwrecks as "my" site anymore - it's your site! I just keep the lights on, and as always I promise to do so for as long as I am capable of it. So every so often, when a problem comes up, I have made noise to the effect that I think the community needs to have the tools to moderate itself.
However, it's also becoming clear to me that people really like the way that I have run this place -- that my early work shaping the community continues to shape it, and that the community, over the past 13 years, has built up a lot of trust in me to do right by them. I don't want to betray that trust and I want the community to feel confident that no one else will betray that trust either. As such it seems that my role is probably always going to be a little bit bigger than just the janitor who keeps the lights on.
So here is what I am thinking:
Does this sound good to everybody? Is anything missing?
Based on a bad joke involving the protection of a fridge in my buddy's apartment while we were moving his stuff in. Use the arrow keys to defend, q to return to the title screen.
Like that Lights Out game off of the 90s.
Go to the outback and have weird sexual fantasies! I don't judge! (except in one them.) Ride the hearts to your true destiny. Based on a random game title generator's output.
ok, so I took the plunge and submitted by first 100% homebrewed wreck. Now, more, more, make games, games, try to see the light, at the end of the tunnel, even if nobody cares. Onward !
Test release.
Use the arrers to catwalk strut around, Z to give it all some bladed wrist action and C to magically appear more zombies.
In my continued efforts to avoid working on Monster Mashers (and due to a bolt of inspiration) I am now working on what is basically Oneechanbara with a dinky visual style and more exploitive animations. I've laid down the basic groundwork here which I will obviously elaborate on further. Zombies will wander around aimlessly until they approach a 64 pixel radius to you where they will then home in. Slashing them with your sword will cut them in half when they will shortly disappear. Only a maximum of 32 zombies can hang around at once if you ignore the few that are hanging around at the start, slightly more than 32 if you leave those cats be. I intend to enlarge all the sprites but only after I have all the animations done so you'll have to bear with the titchy bird and her dead friends for the time being.
Next version will probably have more attack animations (combos!), blood, zombie dismemberment and my version of the 'tired' animation which is totally different as it involves more ass shaking and breast swaying. Achievement Unlocked: Objectivism Get!
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bikinikillers.zip | 198.04 KB |
Venture 2 is Lafe Travis' sequel to Venture. (He even wrote a strategy guide) It may be the most insanely ambitious Klik & Play game you'll ever see: 9 themed worlds (Earth, Fire, Water, Air, Desert, Ice, Enchanted, Video, and Mystery) of 4 to 5 boards each. (It's also brutally difficult.)
My favorite is Video World, with respectable versions of Pac-Man ("Yellow Gobbler"), Donkey Kong ("Crazy Monkey"), Q*bert ("Hop-A-Cube"), Invaders ("Space Invaders"), and Atari:
And of all these, the Atari room is just brilliant:
Once you get past the room's outer guardian, you have to wind your way through 15 intricate reproductions of Atari 2600 games.
The strategy guide reveals a way of skipping to every world and upping the number of lives. Even then it's no walk in the park! Now remember:
It was made with Klik & Play and requires Windows to run. You'll also need at least a 486/50 with 8 mb ram -- otherwise some of the levels run too slow and are impossible to complete.
Just fantastic. Lafe Travis, we salute you.
Stumbled across this old forum post from 2011 where someone named "ValleyBell" posted a tool called "ClickTeam Extractor" for extracting resources from ClickTeam games that seems much more advanced than my KNPUtils. Includes source code and file format documentation! Given that it's hosted as a MediaFire link from 2011 it's a miracle that it's still online, so I'm mirroring it here.
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CExtract_incl_src.rar | 97.92 KB |
A puzzle idea that ended up not being very good in practice. Grow a bubble shape so that all the white tiles are covered, and the X tiles are free.
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