My cookie work’s kicking off, now. With a fully working keyboard, and sprites flying around the screen, I’m ready to start building games.
I’ve a few games in mind and am hoping to get some work done during the week.
But what does that mean for AGameAWeek?
Well, A Java game is still a game! So, if I get anything nice working, that’ll be this Tuesday’s AGameAWeek release.
Sorry for all if you’d rather complain about that! But I can’t work on 100 things at once.
Or rather, I can’t get the 100 things done within a week 😉
If I can get Blitz + Java games done, I’ll probably post them here, too.
But then I also have to get the PRC2 DS thing done, too!
Yikes.. So much!!
With all the time spent playing around with Java and MidletPascal, this week, along with the time spent on H~S~R, we seem to have hit a bit of a low point.
Still, no matter, here’s a “fun” game!
Take lots of dust, push it around by clicking on the screen, and try to get all the dust into the red area.
You’ll have to guess where the red area is, ‘cos it ain’t labelled!
Wherever the dust becomes red, that’s where it’s at.
There’s a timer.
And, to be honest, there’s not much gameplay.
This is really just a quick test to see how much fun this game might be on my phone. I’ll probably do that version later today, but with chunkier paper/dust, and a few other rules. Who knows! Look out for that.. But, either way there’s only taps required, and since the Cookie seems to like that, it’s definitely a possibility.
Anyhoo, back to this..
You can Download Dusty here, play it, and maybe even rummage about inside the included sourcecode!
Weird note of the day..
FFS, Boyle’s even getting in my Blog’s Spam now!!
“That was moving when straight some wierd looking lady started to chorus like an angel! Susan Boyle was a heartfelt throw for a looper for millions!! WOW!”
I’ve added bloom, and a few more tweaks here and there.
The complete list of changes can be seen inside.
Otherwise, the usual two things.
Same download link, much bigger file!
1st attempted Java App.
It’s a nice quicky program.
Pick a time, click start, when time’s up it plays a tune.
Yeah, it’s not much, but surprisingly the LGCookie (KP500) doesn’t have one.
So here’s one..
Quicky Timer < -- about 70Kb
I’m taking a day off from H~S~R today, thinking ahead for next weeks game, which may/may not be a word game.. not sure..
Anyhoo, there are bugs, and Swarmer found a couple, so head inside to have a good read about ’em.
Yeay! It’s Horizontal Shooter Redux!!
In this first release, there’s a few pointers. Read inside for those.
Otherwise, nice and quick, here’s a picture.
And you can Download H~S~R here! yeay!
No scores, No End of Game, No Badges, and to be fair, nothing really new, either!
Can Jay complete about 75% of a game within a day!?
Find out tomorrow, when a probably incomplete H~S~R turns up, at AGameAWeek.com!
Vaseline gives me migraines
Anyway, we managed to go, what, 30+ years of gaming without it, so I think we can manage!
Even more extra lovely glow, today. With a few tweaks, the background’s starting to smear! Not sure why, but damn if that doesn’t look cool!!
You’ll be playing away, and the background colours all start to smear outwards, as if puddles of colour in some water.
And completely inexplicable!
Anyhoo, onto badges.
Badges = Achievements!
I’ve implemented a nice multi-game-save system, so you should be able to keep your username throughout all future games. Nice and simple method of doing it, hopefully it doesn’t go tits up!
Unfortunately, with the Badge-Display things only about half coded, and this game really needing to be done by Tuesday, I’m in a wee bit of a rush.
If the badges aren’t finished up by tuesday, the game will be released, with an impending secondary “+ Badges” version coming soon afterwards.
But at least it’s coming!
H~S~R’s coming along, nice and slowly.
As I add each new little thing, I spend about an hour playing with the lovely swooshy swirlyness of it.
The whole Texture-Buffer-Blurry thing has really added some niceness to the game.
And, just for good measure, you can turn off the texture section. So, if the game’s not quite up to speed, turn off the blur, and the game carries on without it.
Every element in the game has 2 layers. The Sprite, and the line.
Lines are left in the background, to swooshy away, whilst the sprites are overlaid on top. (but, not actually on top, due to the complexities of my buffer system!) It means that whenever you add the blurryness, only the lines and swooshies are actually blurred.
You still get nice crisp clear game gameplay, but you also get a nice blurring background, too.
And with all the overly blurryness of it, it all blends together, a bit like how the old Geiss screensaver does it, with single pixels lines slowly blending into the overall niceness of the background.
It’s been 30 weeks since I last tackled Horizontal Shooter.
The last time, I used BlitzMax.
It was wonderful, and gave me all manner of nice swirly effects for those lovely background lines.
Until it came to running it on other systems, whereby a huge amount of incompatibilities arose, and the game kinda fell on it’s arse and died.
30 weeks on, let’s give it another go!