I got a copy of Klik & Play!

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Back in November I managed to find a copy of Klik & Play for Windows on eBay that came with everything, including the registration code! What makes it even better is that it's in amazing condition! This is U.S. version with Maxis branding and the software itself came on 4 floppy disks. Inside the box are the install disks, quick-start and troubleshooting guide, user's manual (which contains the registration code sticker), registration card, mail order form for other Maxis software, the Maxis Software Toys Catalog, and the Maxis Maxims info sheet. Click on any of the attached photos below to take a closer look!

    Please login to see this attachment. Please login to see this attachment. Please login to see this attachment. Please login to see this attachment. Please login to see this attachment. Please login to see this attachment. Please login to see this attachment. Please login to see this attachment. Please login to see this attachment. Please login to see this attachment. Please login to see this attachment. Please login to see this attachment. Please login to see this attachment. Please login to see this attachment. Please login to see this attachment. Please login to see this attachment.

  • Nice, you've physically obtained one of the first game-creating softwares in almost pristine condition!

    Yeah it was definitely a great find! I think I’ll try making some stuff with it soon, I’ve just got to figure out a bug where the animation speed can’t be changed (this is a known issue with KnP on any slightly modern system). The bug was also present in my Windows 98 VM. I wonder if it’s hardware or software related?

  • Hi! Sorry to bother, could you please check the help file of KnP to see if there is any documents about build-in animations?

    link: Please login to see this link.

    some undocumented behaviours sometimes cause confusion and ambiguous result when debugging.
    Thanks in advance!
    :)

  • I found a copy of the manual: Please login to see this link.
    I have given it a read, but couldn't find exactly what you are looking for, in Page 81 (specifically page 82) I found it talking about user defined animations, this is what it said:

    Quote

    User defined animations

    Klik & Play comes with a ready prepared list of animation types for common activities such as standing, walking, running around, or disappearing. You can also define up to four custom animations for your own use. Simply choose one of the “Useranimation” type from the selector, and click on the “Change animation name” button. You’ll now be able to enter a new name for the animation, which will be saved automatically along with your game.

    Basically, nothing more than it will use the suitable built-in animation sequence based on the type of movement and its current state
    For example, say you have the platformer movement selected, and you try to walk, then it would run the walking animation, if you were jumping, it will run the Jumping animation. etc.

    The only built-in movement I know that uses ALL the built-in animations is the platformer movement

    Game/App developer, artist and a community contributor.
    You can support my work on: Please login to see this link.

  • I found a copy of the manual: Please login to see this link.
    I have given it a read, but couldn't find exactly what you are looking for, in Page 81 (specifically page 82) I found it talking about user defined animations, this is what it said:


    Basically, nothing more than it will use the suitable built-in animation sequence based on the type of movement and its current state
    For example, say you have the platformer movement selected, and you try to walk, then it would run the walking animation, if you were jumping, it will run the Jumping animation. etc.

    The only built-in movement I know that uses ALL the built-in animations is the platformer movement

    Thanks linky, seems it's also not documented in KNP era. :(
    Recently I helped someone to debug a weird launch issue (overlap -> launch, but with launch animation) and realized that fusion will create objects at launch position, won't actually launch it (you can see the object number grow in debugger, but not visible in frame) until launcher's launch animation finishes. Don't know if other animations also have these undocumented behaviours...

  • I lost the box and floppy disks years ago, but I still have the user manual (mine's the version published by Europress). I remember reading a review in PC Format or somewhere, and really wanting it for ages, and then probably a few years later, seeing it being sold in an actual shop for next to nothing, and snapping it up there and then!
    It would be nice to see the review again. It was good actually, as it didn't get your hopes up too much - it basically said "the games you make will be crap, but you'l have loads of fun making them", which I think is generally true.

  • That is really cool! Have you considered scanning everything and uploading it to Archive.org or some other preservation site? Some high quality scans of the box art would be super cool

    Follow my game dev on twitter Please login to see this link.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!