A brand new game
for Windows, Linux, Mac, HTML5, 3DS Homebrew and more
17th January, 2019
Yesterday I started work on a Puzzobomb Level Generator.
17th January, 2019
Since I created Foldapuz, I've been posting all the updates to a single updates.html file, and.. As much as that's been functional, it's also been growing and growing and growing.
JNKsg (The unnamed Sprite Generator thing) has been created in much the same way, with a similarly expanding updates.html file charting the progress of the site.
Today I decided that's probably not the best way to do it, and so I've taken the contents of both of these update pages and (with a lot of database hacking to falsify their dates!) have archived them into this very blog.
From here on, any interesting additions to either sites will appear at the top of this site, much like any other regular update, but with the addition of specific tags, can easily be accessed directly from either the Foldapuz site or the JNKsg one.
You can find the Foldapuz Blog posts here, and the JNKsg Blog posts here.
Sorted, and with the added ability to comment on the updates, which wasn't possible with the previous basic .html file. Hurray!
24th January, 2015
Today, I added Barrels into the mix.
I figured it best to hide the disks somewhere safe, so I put them inside barrels.
A pile of barrels will appear in each and every room, so you'll have to do a lot of blasting to try and find the three disks.
I'm also considering putting other items in the barrels, such as extra lives, weapons and even randomly spawning baddies, and more. (The engine is ready to go, for most of these!! Woot!!)
Next I need to figure out how best to Store and Respawn rooms, due to the quirky way that I've decided to store them.. .. D'oh!
Each room is it's own little area, so if you watch the video, you'll notice the bullets are "hitting" when they try to enter a different room (noticeable around 25 seconds or so)
This is intentional, so that the game keeps its "Screen-sized room" methodology, even though I have to cater for all the different bloody screen resolutions. (grrr!)
But this means that if you're bobbing in and out of a room full of enemies, I'm going to have to freeze them, store them somewhere, and respawn them if you return to the room.
.. Could be tricky, but I'd rather not end up cheating and simply respawning a room full of death, just because you happened to fall out of the bottom of a room!!
Plenty to think about, tomorrow.
16th January, 2019
So, what game's next?
With all the Foldapuz development, my head's currently full of little puzzle game ideas that don't quite work (literally) on paper, so I expect the next game to end up being something to do with one of those ideas.
14th January, 2019
At around 1am, I was starting to drift off to sleep, when suddenly..
"POUNCE!" A late night idea popped into mind.
14th January, 2019
Today's the day I have to go for my medical, and talk about how bitterly depressing it is being stuck in the house all day, every day.
Everything's been posted early, all daily chores are done, and I'm now going to get a few hours sleep before having to head all the way into the center of Manchester.
13th January, 2019
Most of the game is now functional, and I'm fairly happy with how it's turning out.
Today will be about Balancing the game, to make it so that I can get further than Level One in Hard Mode!!
2nd October, 2018
12th January, 2019
I got a fair amount done, yesterday, and am now nearing the stage that the game's ready.
29th October, 2018
My mind is running all over the place.
With so many tasks to complete.
And yet I'm piling on even more.
Like I'm some kind of typing athlete.
25th October, 2018
I didn't code a new game, yesterday!
The first time in a good number of days where I didn't actually start a new game.
4th September, 2018
9th January, 2019
I ended up putting the three floppy disks back into Futrino, last night.
As much as the game has a different sort of "world", the idea of collecting the three disks to complete a level is still simple enough to understand, and provides the difficulty of having to destroy all the barrels in order to find those disks.