A brand new game
for Windows, HTML5, 3DS Homebrew, iPhone, Android TV and more,
23rd June, 2013
Ever wanted a really insanely high-definition version of the AGameAWeek logo?
Click for HUGE!
22nd June, 2013
Now you can hop from your pocket, as Hoppy Bobby makes his way onto iOS!
The initial release is FREE, so you've no excuse not to grab it.
At a later point, I'd like to make a bigger-longer-better adventure mode, and add achievements and things, too. That'll be a Pay-for edition, but for now the original's there, and it's just as swear-inducing as ever!
You can Download Hoppy Bobby here for iOS.
If you're on Android, you can Download Hoppy Bobby here from the GooglePlay store.
And if you're playing on Windows, or want to try it in your browser, you can Download Hoppy Bobby here for those!
It's Hoppy Bobby Madness!!
18th June, 2013
For the past few years, I've been building and rebuilding a silly little experimental shooter thing called "Horizontal Shooter"
The basic gist is that it's a bog standard horizontal shooter, but with a weird control scheme, and a tail to catch things in.
I also tend to use Horizontal Shooter as a simple testbed, to see what a language can/can't achieve in the realms of simplistic blurry lovelyness.
This time around, since we're also focusing on mobile devices, I've decided to flip things around, and make it a Vertical Shooter instead.
18th June, 2013
15th June, 2013
It's Saturday, and I've not really started a game for this week.
Well, that's not entirely true.
I've actually started three games, this week, but all of them seemed to hit a dead-end pretty early on, so I've not really got anything to show for it.
14th June, 2013
As unplanned as AGameAWeek usually is, I at least have a rough idea of what'll be occurring.
Tuesdays, release a game. Wednesday's think about a game idea. Thursday/Friday start a game. Saturday/Sunday bulk the game out where necessary/possible, and Monday finish things up before we release it on Tuesday and start it all over again.
Along the way, we get trips into the AGameAWeek Gold archive, and there are other oddities like the Uninteresting Wallpapers, and other silly little things.
Imagine my surprise, then, when halfway through E3 week, I realised I'd been posting a new/old game, every single day, onto GooglePlay!!
What started out as a shocking "OMG! It Worked!" event for Hoppy Bobby, quickly turned into me digging through my archive of Android games, and slapping up a different one each day.
13th June, 2013
Time for an update to my Monkey Framework!
This week I noticed that, having upgraded my version of Monkey recently, Android's Back Button was no longer being recognised, so I took a bit of time to figure out why that was happening, and updated the Framework to suit the new methods.
The DownloadJayenkai's Monkey Framework, as of 20th October 2013 | Blog Post
Older versionsJayenkai's Monkey Framework, as of 13th June 2013 | Blog Post
23rd March 2013 | Blog Post
25th February 2013 | Blog Post
28th January 2013 | Blog Post
Also in this update..* The new "Testcard in place of a Credits Screen" stuff.
* A few quick-to-access name based settings, up at the top of the file, because it was starting to wind me up having to keep opening .monkey files, just to change the name of the game!
* URL Data quicky test. You'll want to remove it, but it's in there, and it seems to work ok.
* New version of the Icon Resizer (See below for further details)
* A few tweaks that I've probably forgotten all about.
You can Download Monkey_Skeleton_2013_06_13 here
11th June, 2013
Welcome to the wonderful world of Platform Jumping!
10th June, 2013
Apologies that this post has taken me so long to publish.
I actually wrote most of it about 3 months ago, when I first released SpikeDislike2, but it's been sat on my Mac on a Sticky Note, and I kinda forgot all about it!
I remembered it, the other day, when I submitted SpikeDislike2-Lite to Apple.
What follows is a checklist/guide for compiling your Monkey-coded game onto iOS.
9th June, 2013
I bet you're wondering wtf this one is supposed to be!
You'll have to wait until Tuesday to play "Hoppy Bobby", but in the meantime you can adorn your desktop with this wonderful wallpaper
Click for MAHOOOSIIIVVEEE!! (3200x3200)
8th June, 2013
AGameAWeek Gold looks back on this day in history, and trawls through the Jayenkai Archive to see if I've previously released any interesting games, today, in the past.
It's like playing around with a time machine, but without the risk of destroying the entire universe, simply because you happened to sneeze near a butterfly, or something!
Today, we find two great classics.
4th June, 2013
Another week, another sequel.
This week, we're revisiting the puzzle-maze world of Kee, Bo and Ard (Occasionally spelled "Key, Bo and Ard" due to me forgetting the spelling of the green character's name!)
I also need a couple of features tested, so there's quite a bit of rambling included below this post!
4th June, 2013
3rd June, 2013
Although I am sort of planning things ahead of time, I'm not really doing a good job with the things I'm planning.
In the majority of cases, the better AGameAWeek games seem to be those spur of the moment games that I cobble together fairly quickly.
Anything over-planned seems to die a death, halfway through!
At the start of May, I planned to do two fairly large projects.
Both of those projects have remained untouched for at least a couple of weeks.
1st June, 2013
AGameAWeek Gold is our daily trawl through the Jayenkai Archives, to dig out any games that might have been released, on this day in history.
For the most part, there's some real stinkers in amongst this lot.
But every so often, we'll come across a real gem.Read More
31st May, 2013
AGameAWeek Gold looks back through my archive, digging out any and all games that I've previously released on this day in history.
Occasionally the games are absolute garbage.
Sometimes, they're fantastic.
There are UNICORNS!!!
28th May, 2013
A remake, this week, of a popular old game, but one which appears to have lost it's powerups along the way.
The game plays well enough, but it feels somewhat lacking.
Perhaps a little community-driven inspiration might help bulk it back up again?
28th May, 2013