Todo the Tea-Mouse - Prototype 1
For a few weeks now, I've been saying that I'll put something playable of Todo up, but I just never got it into a position where it felt remotely presentable, even with the caveat that this was not complete work. However, tonight I think I've got it to a pretty good place to call a first prototype - most of the interface works and you can complete a task, so you can see the rough mechanics of the game. Have a go at this!

http://www.clickteam.info/davidn/games/todo/zip/todoprototype1.zip
Your mission, should you choose to accept it, is to acquire a "PipeBit" (which you can't use yet) and collect all 71 available Quest Points. Use the arrow keys with X to jump, and Up to interact with things - Q brings up the menu. You'll find that the game has some holes of varying degrees of hilarity and you have a couple of abilities which you won't really have from the start of the game, but feel free to poke around and do the unexpected - you may be surprised at what I've thought of (or more likely what I haven't).
It may seem slightly disappointing that I've been working on this for a few weeks to achieve roughly three minutes of gameplay, but so much of that time has gone into the backend - taking the base Crystal Towers 2 engine (which you'll see evidence of) and doing it... right. I've grown to love the Hatogate scripting engine as it grows more and more into what the game needs it to do - the game is pretty easy to expand now, and the game so far serves as a decent showcase of what it can do in terms of interacting with objects and characters. The scripts and rooms are all plain text in the "rooms" folder, so you can open them up and fiddle around with them if you like. Best of luck with that.
I haven't been as pleased with my game creation in a long time!

http://www.clickteam.info/davidn/games/todo/zip/todoprototype1.zip
Your mission, should you choose to accept it, is to acquire a "PipeBit" (which you can't use yet) and collect all 71 available Quest Points. Use the arrow keys with X to jump, and Up to interact with things - Q brings up the menu. You'll find that the game has some holes of varying degrees of hilarity and you have a couple of abilities which you won't really have from the start of the game, but feel free to poke around and do the unexpected - you may be surprised at what I've thought of (or more likely what I haven't).
It may seem slightly disappointing that I've been working on this for a few weeks to achieve roughly three minutes of gameplay, but so much of that time has gone into the backend - taking the base Crystal Towers 2 engine (which you'll see evidence of) and doing it... right. I've grown to love the Hatogate scripting engine as it grows more and more into what the game needs it to do - the game is pretty easy to expand now, and the game so far serves as a decent showcase of what it can do in terms of interacting with objects and characters. The scripts and rooms are all plain text in the "rooms" folder, so you can open them up and fiddle around with them if you like. Best of luck with that.
I haven't been as pleased with my game creation in a long time!
no subject
I'll note for my playthrough (which, right after posting it on my Tumblr, I then played it!), that I noticed a bit of screen tearing when the screen scrolled in any direction. I don't remember that happening in Crystal Towers 2, so I figured I'd bring it to your attention.
I also noticed that heading to the screen to the right to Todo's house and heading left from Ringtail's house just repeated the same screen. I'm sure that will be expanded upon later :)
Wonderful game, I'm surprised how much you've made already! So you've put two engines together, as it were?
no subject
And yes, the game is based on the platform environment for Crystal Towers 2 with an editor and room loader on top of it (instead of every level's layout being made directly in MMF2 and packed into the EXE), and whenever you interact with an object, it sends a message to the script interpreter that I took from Hatogate, which I'm extending to do the things that I need it to do for a platform adventure. The cave of teapots was a placeholder, but comments on Tumblr have left me wanting to explore the possibilities!