Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
10th January, 2006 at 07:02:04 -
They use the step-through editor in that, but I always found it just a pain... I mean I always ended up making things happen that I didn't want to, seeing as though it pauses every half a second with a new condition.
Indeed, one of the best things about the early MMF2 preview was the announcement of the replacement of the Step Through Editor with something more useful.
Yeah, I noticed. Whenever there's more than one animated gif, Firefox displays them out of synch for some reason, so every time I look at those there are different patterns happening.
I used to go round my friend Danny's house to play on KnP, which he got free in a magazine. After he got bored of it, he gave it me. After that I used the infamous Buddha serial code to use the TGF crack, which I know realise is very very naughty indeed. So I bought MMF legit, and continue to use it to this day.
Hmm, so it seems that most people here found out about KnP, not TGF or MMF. So if Clickteam were to market MMF and TGF the same way Maxis marketed KNP, MMF and TGF would be a lot more popular.
Come to think of it, the only reason that I found out about TGF was a demo on a coverdisc (I think that it was PC Format). I remember being struck by how much of a KNP ripoff it was, until I realised it was the sequel. And I remember seeing the original MMF reviewed alongside software like Toolbook, as that was how IMSI marketed the product.
I remember when I was about 9 or 10, I played a Megadrive game for the first time at my cousins. Since then I decided I really wanted to make computer games, but I lacked the ability to do so. So instead, myself and a friend would draw out level designs and things on paper during school lessons. Then he told me that he once had a program called Klik and Play - but he sold it before I had the guts to ask him if I could borrow it.
My dream flushed down the bog, I eventually got my Amiga, and with it, Amiga Format. There was a full copy of AMOS Professional as a coverdisk (Issue 67, I remember it that clearly). After reading stuff inside the magazine, I managed to come up with a very crappy looking text game. But it wasn't enough. Not too long afterwards there was a demo of a product called the Platform Game Maker, and then something called REALITY. I was after REALITY for a long time (I think it was called the REALITY Software Construction Kit) - having played some Charlie the Chimp demos on yet another coverdisk. Unfortunately both REALITY and the Platform Game Maker were for the A1200; I only had the A600. Down the pan again.
Then one day, a couple of years later, I took a long trip to Peterborough, went into Electronics Boutique, and it was there! Klik and Play! I immediately bought it and begun making rubbish games like, for instance, Shorty's Story (I still have it somewhere). A week later, I went to Peterborough again - and suddenly the Games Factory had appeared, in a very long box. It was £60 (I was only on pocket money at the time), but I saved, and eventually got it. Next day we had to go back there again (Mum had bought a faulty product). While they were getting their stuff changed, I went into EB again, and TGF was HALF PRICE. I was so annoyed
I found out about klik when I was looking through the computer programming and game design section of Barnes n' Noble. I came across a book called Awesome Game Creation: No Programming Required. I decided that this might be good for me to make games with before I actually started working with C++, so I bought it. The book had TGF(unexpiring demo), an FPS maker, and a few other 30 day demos of some other game programs. I followed the tutorials given in the book to make games with TGF. I started getting the hang of it and began experimenting with more advanced games. Probably just after a few months, I started studying custom platform engines by looking at the tutorials that came on the CD in the book and looking at the source for Zeb. Soon I found Clickteam's web site and joined the forums there. I spent a lot of time on the clickteam forums looking at tutorials and creating tutorials of my own once I got the hang of making custom engines. Once I finally reached the point where I decided I wanted to publish my games, I decided it was time to get TGF registered so I can show my games to others. After making games with TGF about a year, MMF 1.5 came out. MMF had so much more power than TGF that I just had to have it. Unfortunately the Pro version cost $400. I saved up my money over a couple of years and got the money to buy it. Ironically, I haven't been selling my games for profit yet although I can decide to do so.