49 Bullets: When it rains in the desert

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.
  • Hey, everyone! Just quickly passing by to show a game we just finished in MMF2! :D

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    About the game

    49 Bullets is a mini action roguelike inspired by The Binding of Isaac, with some very vague inspiration from Stephen King's The Dark Tower books! You have to slash and shoot your way through the ever changing desert, as you gain levels, collect loot and try to reach your ultimate destiny. 49 Bullets features procedural maps, procedural loot, a level up system complete with super-traditional character stats, 4 "biomes", 12+ enemies and maybe one or another thing I forgot to mention!


    How to get it / Why should I care

    Well, here is the coolest thing: this game is part of the Super BR Jam charity bundle, available at Please login to see this link.

    It is a pay-what-you-want bundle which proceedings go 100% to charity, and give you access to several commercial games, plus 22 games created specially for Super BR Jam - including 49 Bullets! :D

    The charity being helped is 'Solar Meninos de Luz', an institution that provides education and health care for children living in really poor areas of Brazil. So when you buy the bundle and / or let others know about it, basically all of the money that you help us raise goes to those children's education and health, so that they can have a better future!


    So, why am I telling all this?

    Well, 3 things:

    1. 49 Bullets was made in MMF and we are quite proud of it! So yeah, gotta show it here, right? :P

    2. To tell you that if you liked what you saw from 49 Bullets, the commercial games that are also part of the bundle and the other 21 games created specially for the jam, you can buy the bundle at Please login to see this link. and get all of those games - you name the price, pay and get access to all the games. Simple as that!

    3. To kindly ask you to help us spread the word! The bundle is available only for a very short time, and unfortunately we are still faaaaar behind our objective in terms of the amount we must raise for Solar Meninos de Luz! I'm not organizing the bundle myself, but I've been assured that there's no way to make the bundle available for any longer (there are logistic and contractual complications), so we need to get the word out really fast. Every tweet, post, like, share etc counts - A LOT!

    Thanks everyone! And let's get the word out for those kids! :D

    Gabriel - @pixel_cows

  • Hey guys! Only 8 hours left to get your hands on the Super BR Bundle at Please login to see this link.. Last chance to pay what you want to get 49 Bullets, 20+ other exclusive games, and 8 commercial games including Magicka and Dungeonland, and have 100% of the money given to charity! Really, ONE HUNDRED PERCENT! The whole money is being used to help an institution that gives full education to children that would otherwise be on the streets.

    C'mon clickers, where's your Christmas spirit? :D

    Gabriel
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  • Hey, there! Yeah Del_Duio, I hear you! We kept expanding this game for several months, and it makes me kinda sad we never fully finished it before moving on to other projects...

    Dev618, there are several sides for procedural level generation. Maybe the most important for MMF is that you won't be using its level editor for the levels themselves, but instead, create a map loader technology in it. So you make a map maker in another frame in order to save the level layouts (what tiles are obstacles, what are not) in arrays (we call these "map pieces"). Then, when you are in the "game" frame (the one which contains the map loading capability), at the start of the frame you load one of the map piece arrays that you previously saved and place all other objects (player, enemies, etc) accordingly.

    Now, what exits in your level lead to which other arrays of your map pieces database?

    That question refer to the actual procedural generation. Basically, you have to define some procedural logic (half random, half logical rules) that tell MMF how to create a random map layout - that is, where the player starts and how all rooms are connected from that initial room up until the very last room in the game. In our case, because the map generator is in itself somewhat complex and we wanted to keep things modular, we made it so that the map is generated on its own dedicated frame and saved into an array. Then when the player starts the game, the game executes its map generation frame, which generates the overall layout of rooms. Then it goes to the next frame, which is already the game frame (where absolutely every weapon, enemy, boss, dialog and anything else that happens in the game is coded) - at the Start of Frame it loads the right map piece (it knows which one to load based on the map layout array). When the player avatar moves out of the screen through one of the map piece exits, we update a value somewhere to let the game know where he is moving in the map layout. Then we restart the frame - and because the player coordinates in the overall map layout are updated, this time the frame will load a different map piece, according to what is established in the procedurally generated map layout array.

    I know it can sound a little daunting or confusing at first, but that's really the core of the idea! You'd then would have to figure out which rules your procedural generator needs to have to accomodate the design of your game, but that will come naturally once you get the hang of it.

    Hope it was helpful! :)

    Gabriel
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