In KotMK #4, kirkjerk raised an interesting point with his totally brill Conway West. What is the general deal with game forethought in relation to the klub? I know that nothing in relation to trainwrecks of a ferociously glorious nature is technically frowned upon, but I still feel dirty when I have come up with my basic concept for KotMK 2 weeks before it happens (which I'll admit is what happened for pac-manly). And I have already come up with my idea for the next one, an action-puzzler called Serengetting Down in which you must guide gnus to the local Wildebeestie Boys concert.
Basically, my thoughts are that it is not really a good thing. It becomes more of a race against time to not leave out features (with forethought, you know basically what Klik n Play can accomodate, and what you can fit in in 2 hours), as oppose to a scenario where you are furiously coming up with ambitious designs and then refining and scrapping and redirecting and, well, hyper-crappening. The pirate kart worked well in this regard, because the sheer volume of games required in a short time meant that there was no way you could think. I guess, also, it was right at the start of my re-acquaintance with KnP, so I forgot what it could and couldn't do.
Don't get me wrong, I am not here to tell people not to think about the games beforehand. That would be stupid, domineering, double-standard-a-riffic, and well, wrong, because frankly I don't care whether people do or don't and I am head over heels in love with every piece of user-generated content on this site. But I am finding it a little bit of a problem, personally, for my brain to stop thinking, and I need to know how to klik the habit. Maybe I should actually follow the allotted time? Being early on sunday morning, the nausea and total lack of focus from another horror saturday night might help, or it may result in me spending the two hours writing an incredibly vivid and emotionally raw backstory, with nary a game mechanic in sight.
So what are people's thoughts regarding pre-planning of 2 hour trainwrecks? What should I do, Dr. Miracle? Has anyone else dipped their cup into the KotMK moral quagmire and found something else that tastes, well, brackish?
DISCUSS ALL THIS AND MORE IN THIS THREAD
So, hey, I was just running through the tutorial of Multimedia Fusion, which thus far pretty much seems to be Klik & Play with hopefully fewer bugs, a million more kinds of objects, the step-through editor removed, and the ability to add plug-ins, and I discovered something amazing -- in the event editor, you can simply drag actions to other conditions to copy-paste them. I thought, wow, I wish Klik & Play did that; that'd make things a lot less tedious. And then, I thought, wait, I'll bet Klik & Play does do that and I've been wasting all kinds of time recreating actions from scratch. Sure enough, Klik & Play has supported copy-paste in the event editor all along and I simply didn't know it.
What hidden Klik & Play features do YOU exploit for your own personal gain?
UPDATE: FINAL SUBMISSION IS HERE. Kirk, I'm sorry but Girl From Ipanema plays through all your Java games now. I might fix that this afternoon, but I think I'm ready to post the link at TIGSource!
Now, there's still the small matter of wrapping this up in a delicious package for submission. To really spice things up, I could use some more information than just your handle and the title of your games! So comment on this post with the following info:
NAME: You can use your real name, a pseudonym, a fake company name, your handle, your real name with your handle in the middle -- whatever you want to show up beside your games.
PICTURE: Again, this can be a photograph, your avatar, company logo, it's up to you. Please just use a link rather than embedding an image so the page doesn't get huge.
BIO: A short paragraph with your superhero origin story, or you can talk about your games, or how you were beaten as a child, or whatever.
For each of your games:
NAME: So I know what game you're referring to
DESCRIPTION: Just one or two sentences describing the game.
GENRE TAGS: "nsfw" is an important one for a couple of them, but just some words that I can sort by. Try to look at what other people are using, but don't be afraid to have a little fun with these.
LEVELS: If applicable, the number of levels in your game, so that people don't shut off, say, Metal Axe Warriors, thinking they've seen everything when they've only gotten to the first screen.
SCREENSHOT: There's no way I'm taking screenshots of all 100 games myself, so make a good one and upload it someplace. Again, links rather than inline images please.
Finally, perhaps most important:
NOMINATIONS FOR GREATNESS: Name some games (that aren't your own) that really stand out to you as games that the people judging our submission should not miss. 103 KnP games is a fucking lot of shit to wade through, but there are some great games in there that we should be proud of. So let's show them off!
We are going to kick SO MUCH ASS you guys. Thank you so much.
OK, so it would appear that we have like a week left. It seems clear that we are lacking the tools and/or the will to actively collaborate on a single project. The only way I can imagine us pulling this off is if we somehow combine entirely unrelated throwaway projects.
Thus I declare the final direction of our project: THE EMERGENCY 100-IN-1 KLIK AND PLAY PIRATE KART MELTDOWN.
It will go down THIS WEEKEND and it will happen thusly: Like the Klik of the Month Klub, you have no more than two hours to complete a single game. UNlike the Klik of the Month Klub, there is no set time to start and end -- the Pirate Kart Meltdown runs continuously the entire weekend. The ultimate goal is to somehow collectively make it to 100 games. If we do not reach that goal, we'll repeat games on the menu with subtly altered names until we reach 100.
Also unlike the Klik of the Month Klub, there will be PRIZES. I mean, I've got too much shit in my house anyway. I'll post later with specifics of what you'll be getting (terrible games), but I see these categories:
The HOLY SHIT I'M DROWNING IN GAMES prize goes to the person who produces the greatest number of games in the 48-hour period.
The WTF IS GOING ON HERE prize goes to the person who develops the game with the most bizarre mechanics.
The VIVA VARIETY JOHNNY BLUEJEANS prize goes to the person with the largest range of game styles.
Voting in these categories will be open to everyone who creates games this weekend. Yes, even the HOLY SHIT I'M DROWNING IN GAMES prize is put to a vote. I just feel like it, that's why.
Either I'm ineligible for prizes or other people have to send me shit if I win. Prize donations are welcome.
ONWARD! UPWARD! JUSTICEWARD!
(Unrelated: Holy shit.)
TIGSource B-Game Competition: A competition to celebrate awfully good games.
You guys, we need to team up and enter this thing. Our community was born to do this.
I volunteer for lead engine coding and music duties.
Does anyone know any (free-ish) rapid game development systems that, like, have script files in text that could go into a version-control system? Does GameMaker do that? XNA Studio? I'd rather not force people to learn my Stackless Python engine, mostly because the tool support just isn't there, but it is pretty freakin' sweet if you know Python.
Post the games you wrote here! I think you can upload them to the Wiki, if you don't have hosting.
My game is a little number I like to call Travellin' Ted. There are three levels to visit and complete, making it my most ambitious 2-hour game yet. My favourite is the one with the tiny pirates raining down from the sky. WHAT'S YOURS?
This is a thread for discussing game ideas, asking for help when you run into design problems, or throwing out brilliant ideas that you can't work into your game.
Here's some stuff I'm thinking of incorporating:
Did you know that Locomotive Engineers make like $50,000 a year? I had no idea it was that high!
(test)