A brand new game
for Windows, HTML5, 3DS Homebrew, iPhone, Android TV and more,
every week,
unless exhausted!
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Blog
  21st November, 2010
I'm just throwing random things at this game, now, to be honest.
I haven't a clue what sort of game it'll end up as, but I'm pretty sure it won't be an RPG of any kind.
Still, I'll keep trying, and we'll see what comes of it.

Odnetnin46, This is as much of an RPG as you're gettin'!!


Hurray for semi-unused furniture drawn 6 years ago!!

Tuesday : Something!
Views 23, Upvotes 0, 21st November, 2010
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Blog
  18th November, 2010
Am I doing the RPG or not!? Damnit, Jay, make up your mind!

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Views 0, Upvotes 0, 18th November, 2010
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Blog
  18th November, 2010
If you've an idea for AGameAWeek, let it be known in the comments below!!!
Meanwhile, thinking time...Read More
Views 0, Upvotes 0, 18th November, 2010
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Blog
  16th November, 2010
"You just hold right, and jump a bit"
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Views 11, Upvotes 0, 16th November, 2010
Release
Blog
  14th November, 2010
This week's game will be slightly more minimal than originally planned.
I originally was going to add baddies and pickups and progression and all of that.
But then I started playing it.

After about 10 minutes without a single blink, I figured it'd probably be a bit TOO much to add anything more.



At 10:30 this morning, this week's game was "good enough", and I've not touched it since.

I do need to fix the scoring, and I'll probably throw in some online scores, but that'll be about it.

Tuesday : Super Happy Speedy Gerbil
Views 2, Upvotes 0, 14th November, 2010
Daily Blog
Blog
  12th November, 2010
Ooops, THAT's what I'm supposed to do on Thursdays!
No matter, a day late, not to worry!

Here's this week's suggestion box.
Fill the comments with your ideas/suggestions for future AGameAWeek stuffs.
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Views 0, Upvotes 0, 12th November, 2010
Daily Blog
Blog
  9th November, 2010
Right now, we'll call this version 0.5.
The tool is at a working version, and most of the bugs are ironed out.
I'll update it as the weeks go by, and hopefully we'll have something Most Excellent by the end.



Sliders, menus, buttons, etc.
Fiddle about, you might figure it out!

There's a bunch of presets on the left. Click one, and a sprite appears bottom right.
If you click "New" the sprite will change, but still based on the same sprite-building parameters. This means that, even through the sprite is different, it also kindof looks the same'ish.



You can then click the Build menu (top right) to trigger a sprite building event, which creates a 512x512 pixel spritesheet filled with approximately random versions of the sprite created in the parameters.

There's also a size menu, and a palette menu, and if you open up the .png images you can also have a play around, adding more filters and shapes and palettes.

Go crazy!
There's LOADS you can do with this, and I'll try to add more to it later, too.

Download it here for Win/Lin/Mac!

Sourcecode coming later.



---

AGAW Scoring : 4 weeks, 3 games, 1 utility. That still counts, right!?
Views 13, Upvotes 2, 9th November, 2010
Release
Blog
  7th November, 2010
As I've already mentioned, the MiniRPG's on hold whilst I build the sprite maker doohickey. The doohickey's coming along nicely, and make quite a large leap today, but I'm still fiddling about trying to get it to feel "Just Right"
The thing is, although my old sprite maker seemed to come up with nice blobs, the new one appears to be much more random.
Either they're preset shapes, or they're crazily splodged messes.

I'm not really sure why that's happening, but I'm bashing ahead, and seeing if I can smooth things out a little.

Should be here on Tuesday, although I'm not sure how good it'll end up being.

Gah!
Views 0, Upvotes 0, 7th November, 2010
Daily Blog
Blog
  6th November, 2010
I'm in too deep.
I can't stop!
And yet I also didn't plan ahead far enough, and will be spending most of this morning removing a bunch of stuff, and redoing it all.
Gah!



Tuesday's little sprite buildey bobby will be all nice and super, and with any luck, should build some nice sprites and tiles and things like that.
I'll pop in some nice presets for making tiles, floors, walls, baddies and whatever.
Assuming I can get it all working in time!

It's getting there, but I'll first need to redo most of those sliders/checkboxes, because having attempted to use them, I've realised I probably should've done them in a completely different way.

Aw well, lesson learned.
Captain Hindsight will be shouting at me for this one.

Currently the sprites have no shape forming, so the sprawling mass of purely random pixels on the bottom right looks pretty damn ugly. I'll be working on that today, along with the color sliders which aren't quite the way they're meant to be. .. Needs more base, and planning ahead!

I did get the color palettes working, though, and it can render sprites in "Any colour/No Palette" or one of the included retro system's colour palettes! The sprite on this screenshot is rendered in ZX Spectrum colours.
Adding a palette is as simple as making a 16x16 pixel image of color (which you can see loaded on the top left of the screen) and popping it into the palette folder.
I haven't, though, accounted for quirky retro display rules, so all are pixel based, not block/otherwise based.. That probably doesn't mean a lot to some of the folk who visit here, though, so! Whatever!!
Views 0, Upvotes 0, 6th November, 2010
Daily Blog
Blog
  4th November, 2010
It's time for our weekly "Post anything in your head" topic!Read More
Views 0, Upvotes 0, 4th November, 2010
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Blog
  1st November, 2010
Keeping with the classic retro theme, here's a nice and simple little 15-screen jumping platform game!

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Views 13, Upvotes 0, 1st November, 2010
Release
Blog
  1st November, 2010
Oops, forgot to post this, yesterday! No matter.

After last week's retro styled "random" game, I decided to go for something similarly retro, but much less random.
I've drawn some supercheap gameboy style sprites, and have been building a batch of quick and easy jumpy platform levels.
I've done 11 levels so far, and am going to go the "Start from level 1, see how far you can get" route, so theres no checkpoints or anything. Just start, and hope you don't die..
9 lives seems adequate, so far, but I might up it if I build too much into the engine!



Tuesday : GeeBee Hop (Nothing to do with the russian photographer!)
Views 0, Upvotes 0, 1st November, 2010
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Blog
  27th October, 2010
I've no idea what I'll be tackling this week, again, so pop a random thought or two below!
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Views 10, Upvotes 0, 27th October, 2010
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Blog
  25th October, 2010
A game cram packed into the space of only a day!

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Views 39, Upvotes 2, 25th October, 2010
Release
Blog
  25th October, 2010
This isn't important..

I just sent off a nice lengthy reply to PixelProspector.com's Authentic Kaizen, all about plans for the future of the site, the possibility of me wrapping my head around Flash, thoughts about new new new new newer NeonPlat, and some kind of unpondered random top down maze thing.
None of that's really important, just yet. It's all forward planning, and it all requires bits of learning all over the place.

Less importantly, halfway through the email, I used the term "WiLMa" when describing the types of games I'm doing, and it suddenly occurred to me that I don't think I've ever actually mentioned WiLMa, before..

So, just to clarify, incase you see it randomly dotted about the site, WiLMa is...

(Wi)ndows(L)inux(Ma)c
..
I started using it as a quickcode when compiling the Archive.

...
Told you it wasn't important..

AGAW : iPod/DS/WiLMa
Views 3, Upvotes 0, 25th October, 2010
Daily Blog
Blog
  21st October, 2010
Have any thoughts? I'm a bit blank, this week.
But then I was blank last week, too, and that didn't turn out TOO badly.
(did it?!)
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Views 0, Upvotes 0, 21st October, 2010
Daily Blog
Blog
  19th October, 2010


Stringy Things is out, for iPhone and iPod.
Slightly annoying that this didn't happen earlier.. That would've let me do a great big "First AGAW of the year, Second iPod release" thing, earlier.
No matter.
It's up, now!
Grab it from the AppStore

Hurray!
Stringy Things!!

And I'll be building it up as I go, so. .. If AGAW suddenly becomes a bit Wordgame biased.. .. um... that's purely co-incidental!
Views 0, Upvotes 0, 19th October, 2010
Daily Blog
Blog
  18th October, 2010


An ever so slightly shorter edition of this week's intended game, which almost didn't happen!! Nice and playable, although it's probably much more playable on Hard than on the other two levels!

This week sees the return of silly-name favourite Ted Bob, as he grabs an Amy Rose style hammer, and attacks oncoming crates.

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Views 17, Upvotes 2, 18th October, 2010
Release
Blog
  18th October, 2010
This week's been super jolly.
First, I couldn't settle back into the AGAW mood, then when I finally started a proper game, my Neck decided to completely screw up again, and I spent the next day and a half doing a kind of "1 line of code, 3 hours sleep" type thing.

Today, I'm coding better.

Which is probably just the right time for my PC to crap it's pants.

The world seems to be throwing everything it's got at me, in an effort to stop me from starting AGameAWeek Year 3!!!

I'm going to attempt to reboot the PC in a jiffy, and will do my best to backup all of today's work over to the other two systems.
Hopefully I get enough time before it detonates, or it's a case of opening the thing up and manually plucking out the HardDrives... I'm really not in the mood for that, right now!

Time : 15:44
AGameAWeek : 10:00
Time remaining : 18 hours, 16 mins.

Gah!!
Views 4, Upvotes 0, 18th October, 2010
Daily Blog
Blog
  16th October, 2010

This week I'm working with boxes, animals, and Ted Bob.

Not entirely formulated this game, yet, though, so... Could be anything!!
Views 0, Upvotes 0, 16th October, 2010
Daily Blog
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