A dude on a brick

Nothing Alien Deathmatch related today (since Saturday’s the day I work the most, and get the least actual coding done.. and sit and watch Stargate a lot.. 😉 )
However, today, a Spanish fellow named Adael made me a level editor for JNKPlat DS 08!
It’s online, it’s Javascript based, and it’s right here.

You can use it to build up levels, and then post the formatted data into your JNKPlat/mylevs.lev file for playing in the game.
And I’m sure Adael would be happy to tweak it with all manner of updates in the future, too.

Great stuff! Keep it up!

And if you make any levels, you know where to send ’em!

A man on a grid – part 2

No need for a screenshot tonight, as there’s not really anything worth looking at!
Everything I did today was invisible background coding stuff! So nothing fancy to look at, but still some nice new things.
I started off by squeezing the whole pixel by pixel arena out into a great big map array. I’m hoping (!) that it’ll make things that bit more precise once I start adding in some walls (probably tomorrow)
Basically, rather than having the player walk past/into/occasionally through blocks of wall, I’ll have approximate pixel based collision.. Obviously, I can’t do PERFECT pixel collisions, because I’d rather not get into “Can’t turn around.. there’s a wall in my way!!” type issues, (gameplay’s always bigger than accuracy!) but it should give the player a bit more freedom when he gets near a wall… Every pixel of running area counts, and this should hopefully make a difference.

Still, as much as it’s in there, it’s as yet untested! Mostly due to the fact that I’ve not added any walls yet.
As I went to place the regular blocky walls in, I wondered if it would instead be possible to build up a Polygonal area, instead. You’d be able to have lots of nice angled corridors, and cubbyholes and things, and it’d add a lot more interesting variety, so far as the levels are concerned..

But I’m not sure if it’s entirely do-able.
Mostly because, the walls have to be nice and thick, to reproduce the previous games style. And, as good as Blitz is, I’m not sure if it’s up to speed as far as rendering a bunch of walls in a variety of angles is…
We’ll have to wait and see.
Tomorrow I’m going to be sitting and playing about with some walls, and I’ll see what I can come up with.
But don’t be too disappointed if we revert to standard grid based walls instead!!

Oh, and I started playing with a bit of Alien AI stuff, but I can’t really test that out properly without the walls, so.. Didn’t get too far with that, either!

Still… Progress is Progress, right?!

Wheel of No Prizes!

Another quicky, today.. In fact, it’s a little later than usual, but that’s only because I’d only just thought of it, this morning!! Panic coding at it’s best..

Wheel of No Prizes sees you spin the wheel, guess the place name, Hangman style, and carry on as much as you can until you’ve run out of lives.

Neat!

Nice and simple stuff, but with obscure image sizes, and really meant to stress test what I can and can’t do with my 2D-in-3D engine..
If this all works, I’ll be quite happy!!

You can Download Wheel of No Prizes here, and try to guess some of the places!
(They’re all Cities and Towns from USA, England and Wales, and are all gleamed from Wikipedia, so if there’s something really really obscure in there, you can blame the wiki!!)

And a smidgeon of vaseline..

..I got an X360, and I’ve really been playing the heck out of it, lately.
It’s fun! I’m worried it’ll RROD at any minute, but while it’s still going, it’s still fun.
And last week I bought Geometry Wars 2, for 800 points, as well as Geometry Wars 1 for 400 points.
Lovely stuff.
Except, there’s something annoyingly wrong with GW2.
It’s all nice and glowy, but the “lovely glow” is also really really annoyingly blurry…

I bought a VGA adaptor for the console, and have it hooked up so that everything’s nice, and crisp, and clear. When playing GW2, it looks like someone’s splodged a ton of Vaseline all over the screen.
It’s really annoying!

More than anything, I keep reaching for my glasses and trying to clean them. It’s a basic reaction that I use whenever things look a little too blury.. Only it’s not my glasses. It’s the damn game! And the more I play it, the more irritated by it I get. It’s a shame, because it’s pretty much ruined the game for me. I can’t play it for more than ten minutes without getting another eye-strain related headache, as my eyes struggle to unblur the image.

On the plus side, I can now head back to GW1 and get much better highscores, because I can ACTUALLY SEE IT!!

Bah, humbug.

400 points > 800…

Whenever I fail to enjoy a game to it’s fullest, though, I usually find myself wanting to “Do the game myself, only without that annoying feature”, so it’s with this in mind that I’m planning on creating Alien Deathmatch 2.
I’ll fix the issues with the last one, add some new features, work out a bit more of a structure to the game, and try my best not to rub vaseline over everything.

Nice, crisp, clean graphics!
That’s the way to do it!!

The Gear That Works

If you’re slightly above the age of people who are still meant to be pissing about playing silly games, like I am, you probably remember Gearworks, from the Amiga/C64 era.

I don’t know why, but the game suddenly popped into my head, this week.
So I made a quicky clone.
It’s not perfect, there’s loads missing, and there’s no editor in sight, but as a testbed for my still growing 2D-in-3D engine, it does the job.

Basic rules.
There’s a red and a green cog onscreen, and you’re given a random selection of cogs to place onto the grid.
The cogs won’t all fit together perfectly, so you need to dot them around so that they will..
The red cog spins, the green one sits. Get the green to spin, and you beat the level.

Nice and easy!

If I can be bothered, I’ll add more later. For the meantime, there’s 9 levels to play through.

You can Download The Gear That Works here.

Another empty week…

In what can only be described as a complete disappointment, I’ve given up with BlitzMax.
Technically, the engine’s great, the language runs fast, and things are good.
But.. It doesn’t run on some systems..
And some of the features I’d really like to use run really stupidly slow on certain other systems.
It’s a big downer.
And it’s certainly most notable with Horizontal Shooter, and it’s need to have a background that can be (shock horror) turned off!

It’d be less annoying if the Slow systems were the ones turning off the background.. Less processing power = less features.
Annoyingly, though, in most cases it’s actually the BETTER systems that end up having to turn it off.
Very curious issues, and not the type of thing that I like to have to deal with.
I’ve always coded games fairly quickly, and like to imagine that when I’m done, they’re going to work!

With BlitzMax, that’s not always the case.

And it’s a shame.

So, this week I’ve headed back to basics, and am currently playing about with my 2D-in-3D engine. For those keeping track, I created Centipong and Alien Deathmatch using this technique.. It’s certainly capable, and I’ve not had any complaints about it not working.

Good stuff.

Unfortunately, since I’ve spent pretty much all week trying to get a nice Tile Engine up and running (with no working end results, might I add) I’ve not really got any games going.

Which is a shame.

But I’ll carry on playing about, and hopefully by next Tuesday we should have a nice new game up and running.
I’m tempted to recreate an older game.. And, honestly, I feel like I might re-re-redo Horizontal Shooter, just to make a nice happy fully working version.
But we’ll see what happens.
I might come up with something a little crazier by then!

Ball Up!

This week’s Wednesday Workshop #173 was a redoing of an old one. Wednesday Workshop 1 asked us to make games using only 5 objects onscreen.
Rather than doing that, I opted to take my original 5 object game, and remake it, turning it into a slightly more interesting game.

It’s still not anything amazing, but at least it’s something!

Hit Z/X to bounce the ball, and use the cursors to move it left and right.
Then keep heading upwards.
You get bonus points if you keep hitting the same coloured blocks, but as you get higher there’ll be more colours to get in your way.

Nice and easy.

You can download Ball Up here

No Game! Highscores!

I spent most of this week rebuilding a few of my older games with the new Highscore stuff, so there’s a couple of nice new-ish games to play.


First off, we’ve the 3rd version of Horizontal Shooter.. Get it here. It’s pretty much the same as ever, but with Mr Scouter from the original, thrown back in for good luck.
The new highscore method should help ward off nasty hackers from the scoreboard system.. Or at least for a little while, anyway.

There’s 3 more inside!

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