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8th March 2018
The gameplay now more or less functions for this week's game, and as far as puzzles go, it seems to be nice and complicated, without being too difficult to understand.
Todo List
1. Add a few more elements to make it a bit more interesting.
2. Decide on a decent way to generate tons of levels.
Views 35, Upvotes 6  
555
8th March 2018
Flappadiddle-Doo and On A Space Shooting Trail are now both up on itch.io and GameJolt.
The itch.io collection doesn't seem to be too popular, right now, but it'll be interesting to see if interest grows as the collection does.
With GameJolt, there was a lot of excitement with my first couple of games, but then it all died down and went quiet.
Hopefully itch.io turns out to be the opposite?!
Views 31, Upvotes 3  
Daily Blog
Fixed?! Blog
8th March 2018
I *think* I've solved the online component of the framework, on Mac+Linux, now.
So, with the fix done, I've uploaded a new version of "On a Space Shooting Trail", which should hopefully work properly, now!
If you've Linux or Mac, be sure to let me know if it does or doesn't work! Be sure to "Enter Your Name" in the options menu.
For Windows folk, I've chopped the "Time until you can shoot again" right the way down to about 1 second. Should be much less frustrating, no...
Views 32, Upvotes 3  
Daily Blog
8th March 2018
The plan at 11pm was simple.
If I write tomorrow's SoCoder newsletter now, then I can wake up, post it quickly, and return to the coding!

Views 9, Upvotes 1  
Daily Blog
7th March 2018
I drew a biscuit, today! Hurray!
Looks like Bloke-Still-Without-A-Name wants a snack.
Hmm..
Still no progress on the Linux Online functionality. I can't find a fault in my code, and am now starting to wonder if it's actually VirtualBox which is causing the issue.
Will be trying it on the Mac, later.
Views 40, Upvotes 5  
555
7th March 2018
I'm not really sure what direction this puzzle thing's going to take.
I've a single level idea in mind, but whether I can expand that to make more levels, I've no idea.

Views 47, Upvotes 7  
Daily Blog , 555
6th March 2018
Today's attempts at the online fixings didn't work out.. Again!
I'm totally lost as to how to do that. Bah, humbug!
So, instead I started work on the next game.
I'm not 100% sure if this'll work out, but I'm aiming to make a sokoban-esque crate pushing puzzle game.
It might end up taking a couple of weeks, as I'll need to somehow come up with a nice way to generate levels. .. Or actually make them!!
Views 28, Upvotes 4  
555
6th March 2018
With each release, the feedback is fed back, and I like to gather any important comments and post them into an easily accessible post.
This week's game is the lovely neon shooter, On a Space Shooting Trail

RSKGames


Last year I played one the NeonPlat games and marveled at the neon graphics style. This game has the same style but the way the looks is achieved seems to have matured a lot. Using the new framework some crafty blending techniques have been used to convert the simp...
Views 177, Upvotes 34  
Player Thoughts
6th March 2018
Six years to the day that they found the great big tumour in my head.
In the time since, I've created over 130 games, built 3 different Frameworks including the recent C++ one, and drawn a heck of a lot of daily Pixelart doodles, tons of ALChoons, completely rewritten two fairly large websites, and a whole load more.
None of this would've been possible without the great Neurosurgery team up at Salford Royal, (specifically, Dr Leggate's team) and the wonders that are the British NHS.<...
Views 91, Upvotes 16  
Daily Blog , Health
5th March 2018
The second game in the new C++ Framework is another familiar favourite, as we battle once again, in the neon skies.

Views 216, Upvotes 32  
Release , Hsx
5th March 2018
According to what I've read online, I need to convert the socket to a non-blocking socket, then try to connect, and THEN (after trying to connect?!) tell it to set the timeout to a low number.

Views 48, Upvotes 6  
Daily Blog , 2018 Framework
4th March 2018
Today during testing, I hit a rather nasty issue with the framework.
When coding the Online Scoreboard component, I added a 5 second timeout to the code.
Unfortunately, as well as that works "in theory", the timeout is completely ignored during the "connect" part of the script.

Views 57, Upvotes 8  
2018 Framework
4th March 2018
So the shooty game (On a Space Shooting Trail) is near enough done.
Today I'll be needing to compile and upload, and then you'll get to play.
I know it's only Sunday, but there's no point in keeping the game to myself, when it's already ready for launch.
So, what's next then?
I've nothing specific in mind for this week, so if you'd like to see me tackle anything in particular, let me know in the comments.
Views 83, Upvotes 1  
Daily Blog
3rd March 2018
Title by RSKGames!

Views 64, Upvotes 5  
Hsx
3rd March 2018
Spent yesterday making the game look and feel as good as I could, but STILL haven't added any pickups!

Views 51, Upvotes 4  
Daily Blog , Hsx
2nd March 2018
Still need those pickups, Jay!
Views 21, Upvotes 1  
Daily Blog
2nd March 2018
Spent about an hour cursing at Android again, last night.
"Hey, why not download out wonderful Android Studio, which makes everything a breeze!"
... Bah, humbug..

Views 31, Upvotes 1  
Daily Blog
1st March 2018
Player goes right, bullets are working, baddies appear, deaths and kills.
All is working well.

Views 38, Upvotes 3  
Daily Blog
28th February 2018
I seem to be making a new Horizontal Shooter.
Thus far, I've got bullets and a trail working, but I'm not sure if I'll be keeping the "Catch a bullet" mechanic of previous versions.

Views 176, Upvotes 7  
Daily Blog , Hsx
27th February 2018
Each time I release a game, the thoughts and comments come rolling in.
Let's take a peek at this week's thoughts.

RSKGames


I find Flappadiddle Doo having the smooth gameplay like its predecessor and the polish found in ''Sheep Goes Right''.

Views 224, Upvotes 25  
Player Thoughts , Flappadiddle-doo
Snowing! Blog
27th February 2018
Awww, the lovely lovely thick snow.

Views 52, Upvotes 7  
Daily Blog , Hsx
26th February 2018
OK, let's get things kicked off properly.

Views 281, Upvotes 21  
Release , Flappadiddle-doo
26th February 2018
In order to cut off previous edition's scoreboards, I opted to change the game from #552, to #553.
Unfortunately, this has resulted in the random number generator changing, and all the levels are now completely different!!
Currently playing through all the levels again, to be sure they're all working.
Release, maybe tonight? Maybe earlier.. No idea!
Views 40, Upvotes 3  
Daily Blog
26th February 2018
I'm fairly happy that Flappadiddle-Doo is ready to go.
Over the next hour or so, I'll recompile, get all the assets redone, and get things uploading.
Meanwhile, last night was spent watching the 3D Printer printing the second test SoCoder ball.

Views 75, Upvotes 11  
Daily Blog , Flappadiddle-doo
25th February 2018
Been playing the Windows edition of Flappadiddle-Doo for most of the day..
.. Playtesting, honest!!
Had to play through the "World" levels over and over, just to be sure they're doable.
Tweaks yet to be done, include making the "Bonus Multiplier" a bit more obvious. I'm not sure how best to do that, but it'll probably just end up being a star-system or a red/amber/green light thing... You'll know what I did, once it's ready!
Once that's done, I'm going ...
Views 72, Upvotes 12  
Flappadiddle-doo
25th February 2018
Today's plan is exactly the same as yesterday's plan.
It's like Deja Vu, all over again.

Views 56, Upvotes 12  
Daily Blog , 2018 Framework
24th February 2018
A bit late in the day to realise you'd only coded half the blinkin' online scoreboard stuff!!
True, the Framework was happy to send the score data to the server, but ... Then what!?
I'd not coded ANYTHING about receiving the data back, parsing the data, popping the scores and player names into internal memory, and then displaying the online scores to the player.
D'oh!
Views 31, Upvotes 2  
Daily Blog
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