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I don't normally post individual Workshop entries. They're not usually good enough to make it to single-post-worthy status!
This week's workshop is a Jericho-based "Explosive" challenge, and so I made a small puzzle game with Bombs.
It's quite an interesting puzzle game.
Take the basic rules of the classic Puzznix game, add bombs, and score it all on a Golf-style scorechart.
The game looks quite nice, nicking the "chunky" block style from Blockman, and there's some half-assed sound effects.
Essentially though, it's a nice puzzle engine that I think I'd like to build upon.
Quite where it'll end up, I'm not sure, but for now it's got a nice 18-puzzle level set, and a few of them are vaguely puzzley!
Left mouse to move, right mouse to explode bombs, and that's pretty much all you'll need.
You can download Puzzobomb here.
For now it's Windows only.
Last month I got my Samsung U600 phone.
On Sunday I decided to get Java installed, and give it a go.
Today, I'm releasing Centipong Jr.
You should know how the game goes, but this one's lacking in a few features.
1. It's not got any audio, 'cos I haven't figured out how to do that yet!
2. There's no Levels structure, just more and more centipedes.
3. There are no powerups.
Will these features be added?
More than likely.
Will they be free?
We'll have to see.
I might try to make a bit of cash from my Mobile developing, but we'll have to see how good I get at it first!
In the meantime, you can download it here.
It may or may not work well on your phone!
Let me know how it goes, along with your phone type, and any other info you can pass along.
For starters, let me just point out that Alien Deathmatch has still been slowly updating over the past couple of weeks. It's strange that a single game has taken up so much of my time. I guess that once you find the right type of game, you're more motivated than usual.
Still, more weeks playing with 1 game = less time to get some actual new games coded.
As such, there's not really been a whole lot to report over the past week or so.
No new games, no new ideas, nothing.
I had initially planned to do an Asteroids game, after Alien Deathmatch, but once I got going with simple asteroids, it turned out to be a "run around, shoot the bad guys" type affair.. .. essentially it would've just turned out like Alien Deathmatch, only with a slightly different control scheme.Read More
Last year I drew some graphics!
A set of sprites and background tiles for a DS game based on the classic Alien Breed on the Amiga.
The plan fell apart soon after.
Last week I decided to resurrect it on the PC.
Sorry! This is another none-DS game, folks!Read More
Not as many fun little games, this time around, but weeks 61 through 90 brought about a few changes.
For starters, Coders Workshop closed down in week 64, which meant the whole Wed.Workshop thing was without a home. Consequently, I spent most of this period building up the whole Socoder website.. from scratch.. in notepad..
It took a while!
So, I missed a few workshops! As such there's only actually 14 games in this selection. There are some super special games, though.
The "CodersWorkshop" game is a miniature Top-down, Romp-around, Dungeon-esque game, only without much of the needed gameplay elements! There's a decent Picross game, with included Level editor. There's experiments with transparencies, tests with strange window resolutions, and there's even a backwards game thrown in for good measure.
You can Download the Collection here, and for more of the same, check out Weeks 01 - 30, 31 - 60 and my complete entry list.
Imagine if all your favourite Arcade games were in fact Slot Machine games.
Arcade Slots reproduces a handful of games in this style. With games ranging from Frogger to Hogan's Alley, there's plenty to keep your playing.
Download Arcade Slots.
If Centipong was a simplistic looking game with added 3D, Blockman would be the exact opposite. With levels so colourful they'd poke your eyes out, Blockman comes hopping along to rescue all the Blocklets.
It's a rather simple game. Grab the Blocklets, take them to the door. You can bring as many as you can to the door at a time, but the more you get safely home in one go, the more points you're awarded.Read More
Over the past few days, I've been building up Centipong bit by bit, and it's now become a much nicer game to play.
There's levels to beat, pickups to collect, and more centipede pods than you can shake a paddle at! If you enjoyed the previous version, give the new version a try. You'll love it!
Download : Slowly getting bigger! Just over 2Mb
What happens when you take 2 classic Atari 2600 games, and stick them together?
Centipong mixes Centipede and Pong to create a really weird almost-psychedelic game.
Smash the ball at the Centipede repeatedly.Read More
The DrunkenCoders Christmas Compo finishes tonight.
I bothered to enter the new JNKPlat Xmas Special (You can download that here) but it's nothing too special..
So, this morning, at around 8am, I decided to get my arse in gear and actually make something nice and snowy for the compo.
Around 5 hours later, give or take, and Snowman Attack is the result.
Run around and shoot the snowmen before they get you. You have 5 bits of health and a constantly running countdown. There are 4 powerups available, for health, extra time and weaponary.
A nice simple game, made quickly!
No hiscores, no online abilities, and not even any music.
Note : This is much more Game-Specific than my regular posts!
Bombliss is one of my favourite alternate Tetris games. It has all the playability of the original Tetris, and it also has bombs, and chain reactions and things, too.
Last night, I opened up the Tetris sourcecode for the Retro Collection, and started hacking away for it's Xtra Mode. (renamed so it looked more obvious on the menu) For reference, to start a Xtra Mode game, either hit X to start the game instead of A.. OR tap the far right of the menu item, where the new X's are.
So, starting off badly, things got progressively worse! First up, not only did the blocks have to rotate shapewise, but they now had to rotate "bit"wise, too. That is to say, once you start adding bombs to specific parts of a Tetris block, those bombs have to rotate into the right places as the pieces spin. That was awkward enough, and took quite a rewrite of my spinning routines to get it going right.
Happy that it now worked, I started adding the bombs into the play area. That was easy enough, since they're just layered over the standard array, and drawn on a foreground layer. Nice and easy to keep track of. Unfortunately due to the fact that I have no "Big Circle" sprite, I haven't added in the "2x2 Big Bomb" object. If I can figure out how to do it in the next few days I might add it back in. For the meantime, it's MIA.
Then came the time to add detonations. At this point I had to play Tetris Blast on my old Gameboy several thousand times to work out exactly how it all worked! I think I got things pretty similar, although minor differences will probably be noticable.
Detonations over with. I was starting to feel proud of my tweaks, and replayed the game in classic mode to be sure I hadn't broken the original Tetris game in the process.
Next up was the new falling mechanism. Since there are explosions throughout the playfield, the remaining bits no longer fall Line by Line, but instead Clump by Clump, with each seperate grouping dropping as it should. This bit has taken by far the longest time, and probably much longer than it should've done! In the end it was easier than I thought it would be.. (I was over thinking things again!)
If anyone else is recreating Bombliss, perhaps this might help. Do the checks line by line. For each line, find each group of blocks. If any block in a group has a block under it, hold the group up, otherwise drop the group. Much easier to do it line by line, than having to check every possible "under" block of every brick within a whole multi-line group!
And so, there it is.. Bombliss. It's done and dusted, and I'm pretty happy with it. I still have to tweak that 2x2 Bomb in, somehow, and I'm sure the scoring's totally off by this point, but it's at least playable the way it should be, and I'm happy that I can finally play a decent Tetris AND Bombliss on something other than my aging gameboy! Long live Tetris+Bombliss!
Oh, and I got ship-diving and power ups in the Invaders Xtra game, so it plays a bit more Galaga-Like.. Yeay!
Not sure when this next release will appear. Maybe once I've added plenty of Xtra modes.. But more than likely once I've added another 6 brand new games, instead!
The whole Gabby Gets a Turkey (logo on last week's post) game is being scrapped due to bizarre scale issues!? A white cat in white snow is a nice idea, except when you realise that a 16x16 pixel head is going to need a huge non-existant body behind it!? The whole thing just felt really odd, and I decided to just scrap it instead.
I know that the Drunken Coders people hate entries that are "X game + Xmassy theme added on later", and I came up with the Gabby game so's it definitely didn't feel like a tacked on theme.? ? That didn't work out, and for some reason (probably "18 games in 3 weeks" related) I'm all out of ideas.
So, if I want to do something for their compo, I'm going to have to go the "Tacked on" route, no matter what.? And if I'm going to do the whole "Tacked on" thing, I might as well do it in a way that most people would still enjoy.
JNKPlat + Xmas = JNKPlat : Xmas Escapades
Not sure exactly how to make everything super-xmassy, but there'll be presents involved somewhere along the line!
In the meantime I've added the first plus_mode to the? collection, with Invaders now occasionally dropping down ala Galaga.? I'm about to start adding some powerups, but am unsure what sort of powerups to add..? I think Double+Triple shots might be TOO powerful..? Hmm..
Those expecting another Saturday filled with happy retro memories have a long wait.
I took the week off!
Mostly because coding 18 games within 3 weeks takes quite a lot out of you, but also 'cos my DS finally gave up trying to hold onto the tiny shred of hinge it had remaining. (ie, it did that whole "R-trigger side snap" thing that DSLite's tend to do!)
During this week, though, I've been thinking about Galaga.
On the one hand, it'd be nice to make a tiny retro version of the Amiga classic "Deluxe Galaga" along with attack waves, and powerups and all that jazz.
On the other hand, I could just add powerups to Invaders, and quite frankly that'd be decent enough. There's already Invaders, Asteroids and Centipede. Surely that's enough shooters, right?
But then, if I add powerups to Invaders, you lose the plainer version of Invaders.
What I'd need is some kind of extra option in the menu, somewhere, to let you switch between "Invaders" and... .. "Invaders Plus"
"Platdude Retro Collection : 18 Plus!"
That sounds a bit of a dodgy title! But I think that's what I'm going to aim for.
So, over the next few days I'm going to be jotting down a few ideas, (I have my pad at the ready) and seeing if I can impliment some of those into the already existant games, to build up a collection of "Plus" versions for each.
Invaders, Centipede and Asteroids will be basic Powerups. As will, probably, Extract. (Hmm. Didn't I already make Extract with power ups on the DS?! Why, yes I did!!)
Tetris's "Plus" mode will more than likely be Bombliss, because I've been saying for a couple of weeks that I should make that.
As for Snake, Tron, Pacman, Frogger, Pong, Joust, Qbert, Spike Dodge, Missile Command, DotPop, Lights Out, 5-in-a-Line and Tune Tap....
Well, lets just say that Suggestions are welcome!
And, so's nobody gets too upset. This is only an idea, and it could still fall apart.. If that happens I'll just add some more games ;)
Oh, yeah, and here's the logo from my Drunken Coders entry, if I bother to finish it..