Locomotive Engineers

Johny L.'s picture

Open teh KnP files in MMF2

I found out how you can play a KnP game in Windows 7 (this also works for older OS), you have KnP game files while you have MMF2. You know that MMF2 is backwards compatibility and can import/open Klik n Play files, The Games Factory and Multimedia Fusion 1. Just drag and drop the .gam file on the program and then the program will import it.
It's easy.
I use it everytime because i like viewing game sources.

Newbie

Hello.

I am an artist and a complete newbie in game making. Can somebody, please tell which steps I shall follow to get into it.
(I know that newbies irritate sometimes, but if you help me, I would be very happy and we could become friends)

Thank you.

Kirill

Ben's picture

"write error" 0kb needed for install

Hi all,

I'm trying to install a KnP game (onto Win 3.11 through DOSBox) from a set of twenty-year-old floppy disks. The files on disk 1 appear to be as expected (game.dat 1.387kb, setup.bin 4kb and setup.exe 31kb), but in Win 3.11 the installer window tells me that 0kb are needed for install, and when I try the install, it tells me there is a write error.

I guess the install file is corrupted, but I wanted to check if this is a known issue with a workaround, or if anyone can suggest anything else before I consign the game to the toilet of history.

Thanks!

J. J. Guest's picture

Escape from the Crazy Place - A Glorious Trainwreck?

Hello everybody! I stumbled upon this website through a competition I organise on the Intfiction forum called Ectocomp - one of the entrants has hosted her game "You Are a Blob" here. The moment I arrived and read your mission statement I realised that this is the perfect home for a game of mine, "Escape from the Crazy Place", a CYOA type of game which I started writing (on paper) in 1983 and finished in 2006. It is nothing if not a Glorious Trainwreck and I'd love to submit it.

The only trouble is that it's written in TADS 2, which requires an interpreter and is not as widely used as it used to be. I'm currently porting it to Twine but there are something like 600 pages so it's taking me a while. So my question is, should I submit the TADS 2 version, and if I do will anyone play it? Or should I hold off until the Twine version is finished?

You can play Escape from the Crazy Place here, if you want to see what it's like: http://www.jjguest.com/games.htm

Thank you for creating this wonderful website. I love things that are terrible in a way that is AWESOME, be they games, films or books, and it is great that you are celebrating them here.

You can play Escape from the Crazy Place here:

J. J. Guest

Blueberry Soft's picture

Unity 3D: scripts and other tips.

I've been having lots of fun learning how to do things in Unity, and wanted to have somewhere to share that information. My Unity skills are pretty rudimentary, but thought it might still be helpful to people. I figure I'll mostly be posting useful little scripts, and encourage you to do the same. Also feel free to ask questions!

So far I haven't used much scripting, and everything's been found through Google/Unity forum/Stack Overflow (maybe), but I do occasionally make a little tweak. I'm not a programmer, but I guess I understand general programming methodologies.

To use scripts you have to attach them to a game object. I've just learned the blank game objects are pretty handy for organising things (you can use them like folders), and you may also find them hand for storing general scripts.

illegalbloodmarket's picture

Event Help

So here's what I'm trying to do in my game:

I have one active object girl facing to the right. Every couple seconds, she flips around during its animation to face the left. The screen is filled with gems, treasures, etc and you gain money by clicking on them. I want to make it so when the girl is facing the left (in view of all of the treasures) clicking on a treasure results in losing all of your points and displays a text object saying you got caught. It's like a shoplifting mini-game. I already have it so click on objects gives you money and gaining enough money will give complete the level, but I can't figure out the 'getting caught' dynamic.

Any help?

Ben's picture

Recording Video

Hi all,

I'm Ben and I'm a freelance designer. I've mostly worked for Dan Marshall's Size Five Games, specifically on Ben There, Dan That! and Time Gentlemen, Please!

As Dan and I have mentioned in a few interviews, we started designing games as teenagers on KnP and GF. People have shown interest in seeing these old, terrible games of ours, so I dug out the floppies. One of them was a one-disk game and easy to sort out (free download here: http://www.sizefivegames.com/forum/index.php?topic=4182.0).

I'm trying to record some videos of a couple of Games Factory games. They work fine in Windows 7, but Fraps just won't record them. Before I start trying out CamStudio and other (free) alternatives, is this a known issue that has a workaround? I've tried a couple of different frame rates in Fraps' settings to no avail.

Thanks!

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.

Twine FAQ/How-to, first draft

This page is out of date. Please go here: http://twinery.org/wiki/frequently_asked_questions

Twine: "link-and-set" syntax possibilities

One thing I've been thinking about is the addition of links that, when clicked, set or alter variables while simultaneously going to passages. Many would agree that this could potentially simplify a number of Twine coding cases.
A proprietary "Twine clone" program called AXMA has this functionality in the form of this extension to the link syntax:

[[Kiss her once|Flower Patch{$kisses = 1}]]
[[Kiss her twice|Flower Patch{$kisses = 2}]]
[[Kiss her four times|Flower Patch{$kisses = 4}]]

As in, an additional parameter after the passage name, enclosed in curly braces, that contains a <<set>>-style declaration. I feel ambiguous about this syntax - it seems like it doesn't mesh with the rest of Twine's syntax, using curly braces just for this one occurrence.

In my mind, I've been turning over a possible alternative, one which continues the use of the pipe character as a separator between parameters of the link syntax:

[[Kiss her once|Flower Patch|$kisses = 1]]
[[Kiss her twice|Flower Patch|$kisses = 2]]
[[Kiss her four times|Flower Patch|$kisses = 4]]

I was thinking of writing a script to add this, but then I noticed that this can be replicated in Twine already, simply by combining my <<insert>> and <<goto>> macros:
<<insert "rush off">><<set $stealth = 0>><<goto "Glasshouse">><<endinsert>>
<<insert "sneak off">><<set $stealth = 1>><<goto "Glasshouse">><<endinsert>>

What I like about this is that it's extensible - any quantity of macros can be placed inside the <<insert>> as long as it finishes with <<goto>>. It also makes use of already extant macros in a clever way.
Of course, its main flaw is that it's altogether a bit too verbose to be used all that often. So, I'm still considering whether to create that link syntax extension, and what form it might take.

P.S: This example, I think, reveals an under-appreciated genericity in <<insert>>/<<replace>> that I didn't notice before. I'm considering making a short alias to <<insert>>, called <<link>>. While its functionality would of course be identical to <<insert>>, it would be meant for use by the author in making a "custom link" - a link that executes a set of enclosed macros when clicked. I like this notion of encouraging authors to combine these macros to create higher-level link functionality.

(Of course, this requires the use of "immediate macros" - macros that run immediately instead of creating a passage structure. These include <<set>>,<<remember>>, <<display>> (when made to display other immediate macros), <<refresh>> (in Sugarcane only), my <<timed...>> macros (including <<goto>>), <<toggletag>> etc. and <<playsound>> etc.)

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