Platdude Retro – Again!!

Another week, another pile of retro-mania!

You get the idea by now, 6 extra games and the odd bugfix.

I had to redo a lot of Tetris, this week, since I’d ballsed up quite a bit of it last week! But it’s all working rather well now, so you can happily settle down to a nice long game on Extreme modem and it’ll now actually get faster as you head up the levels!

And the T shape’s in it this week, too!

The Joust game’s as good as it should be, without being much more. There’s a great little Parappa-like “Tune Tap” game, and I’m not sure, but the 5-in-a-line game might be more confusing than it should be!

There’s also a Lights Out game which is a lot more fun than I thought it would be, so thanks to Darig0n for that suggestion. Just took me a while to bother doing it!

Speaking of bothering to do things, I played about with the unfinished Donkey Kong game, again. I actually got quite a way through it, this time, but it’s not very “Donkey Kong” like anymore! The main problem right now is that even though the game’s engine is fun to play with, there really isn’t much in the way of a point to it! So I held it back again! Maybe by release #78 you’ll get to play it!

In the meantime, this is Platdude’s Retro Collection v3, and it contains 18 games. (Not counting Racer, which is still hidden away in the rubbish menu.)

Workshop Entries, weeks 31 to 60

All of this Game Collection stuff reminds me of something.. It’s time for another pack of Workshop games, methinks.

Every week at Socoder.net, there’s a little game-making challenge. Create a game with the theme suggested. This collection features all of my entries from weeks 31 to 60. (11th Jan – 2nd August 2006)
As with the last pack, some of these are good games, some are ok games, and most are just experimental pap!


A multitude of games, ranging from the inane to the insane.
Decent stuff like PipeRunners, a 2 player splitscreen Pipeline clone.


Terrible games like Zombie where everything moves way too slowly.


And even games like Typing Arcade, where you have to type what you see to win.


And, of course, let’s not forget Mario’s Fiery Forth.
I’ve included v0.5 of that, which is a Post-Workshop edition, built up a little futher than the original entry.

Lots to see, and lots to do!

Download the Collection
For more of the same, see Workshop Entries, Weeks 1 to 30, or my Wednesday Workshop entry list.

Platdude Retro Collection 12 released

A week later, and I’ve insanely coded a whole new bunch of games!

The Donkey Kong thing didn’t work out, and is so mind-numbingly dull it hasn’t yet ended up in the Garbage heap. But not to worry, Racer’s in there.. So that’ll be keep you occupied!

I managed to fix up the Dot Popping game, so that’s back in the main menus, and I also added a few others, including Pong and Tetris, since the commenters below seemed to really want to have a decent Tetris game. For reference, I modelled it on Tetris DX, but that’s probably not all that apparent!

Anyway, this is the new one, and there’s much to play, so I hope you enjoy it. I really need a sleep now!

Games that don’t quite work..

If you’re following development of Platdude’s Retro Collection hoping for a new batch of great games, then you’re in luck! TWO great games have been added, TWO rubbishy games have been added, and ONE more game is being worked on right now, as I type this..
Games 1 and 2 are listed in the official page, the Missile Command and Extract games. Nice, simple, retro, fast and fun.
Game 3 was also simple and fast. It’s the usual “Things pop up, then you tap them. You get a minute, score as much as you can” type of game. But it really wasn’t all that interesting in the end, so it’ll probably be scrapped.
Game 4 was a Donkey Kong esque game. Rather than jump OVER the barrels, you jump on the goomba-esque creatures (The Space Invaders!) and use the higher-bounce-jump to make your way up the level. Sounds great. Unfortunately it turned out to be a very dull repetitive game. Not too sure why! Oh well..

Game 5, currently in progress, really can’t go wrong. (Hopefully!)
It’s Pacman.
Nice and easy!
Two screens, twice the mazes, twice the bad guys, twice the power pellets.

Pacman - In Development
Kickass!

For those keeping track, I’ll probably dump all the failed games together into a super-secret menu, so you can at least get to try them out. And at this rate, I’ll probably need more than one!

Green’s Collection – Step 1

And so it begins, the long boring task of making lots and lots of games 😀

I lie. It’s not boring!
Centipede took shape, gradually, over the course of a day. Most of the tweaking was in the main engine, as opposed to the game itself, since I had to be sure of all my different variables, and how all the pieces of the menu system would fit together.

Now that the main code is mostly sorted I should be able to get things done at a much faster pace. The actual menu design hasn’t yet been decided upon, and to be honest I’m even starting to wonder if it’ll even be a “Greenie” collection. I guess we’ll have to wait and see.

In the meantime I threw in a small second, slightly related game. Snake.
You know the drill. Run from side to the other, grab all the blobs, and try not to kill yourself.
It’s a bit slow. But then, every Snake game is. So it was whilst creating this game that I decided to add Difficulty levels into the mix. I’m not sure where the level will be chosen, but all the games in the pack should use a standard “Easy, Normal, Hard” setting in the main menu, somewhere.
Set it to Hard, and Snake becomes a much more enjoyable game.

More games to come, and suggestions for gameplay mechanics, or additional games are welcome.

Green’s DS Collection

Having started and given up on a fair few projects over the past couple of weeks, I’ve decided to go back to basics. It’s time to bring return to the 8-bit Tiny collection, and get things started once and for all.

So today I got working on a base program that can use a series of includes to incorporate a bunch of games. I’ve designed a neat collection of generic looking graphics, and started listing games that may or may not be included. I’ll try to make all the games as Repeat-Play-able as I can, but obviously some games will need to use preset levels and things, so that might be something to avoid for the meantime.

If all goes well it should be quite a little collection once its all finished. (if it ever IS finished!) I’m going to challenge myself to produce at least two games a week, and hopefully I can work quick enough to do more. I’ve recently enjoyed doing some super-fast coding, getting as much done in a couple of hours as I can, so I might even attempt to do some small games in that space of time, too.

I’ll be releasing occasional versions of the game, as the amount included builds up. Depending on how the menu ends up looking I’d expect each release to include about 5 new games, so the first one should be up and running within the next couple of weeks.
In the meantime, if anyone has any suggestions for games they’d like to see/play on the DS (albeit in a tiny form) list them below.

My only worry, right now, is how to make use of the second screen…..

(If you’d like to see a list of possible games, you’ll find it here.)

Greenie’s Something Something….

Retro Remakes are holding a Top Down 2D Dungeon challenge.
Socoder are holding a Remake a Workshop Game challenge.

In a way, these two coincide, since I’d already decided to remake Greenie’s Gameboy

Adventure for the Socoder, before the Retro Remakes challenge was finalised.
So that’s what I’ll be working on for the next couple of weeks, a larger version of Greenie’s Gameboy Adventure, complete with a proper storyline, a few more enemies, and more than just Jelly Babies for Greenie to collect!

Or at least, that’s the plan, anyway!

Oh No, More Mummies!

I decided to do things the easiest way, code wise. To unlock the exit to a level, you need to open all the boxes within that level. Nice and simple.
There are 10 level layouts currently in the game. I might add more, I’m not sure. So far the largest level only uses up about 1/16th of the available map size, but if I make them too big they get a little dull.
So, 10 levels, and then it loops back with a higher difficulty, going right up to level 100.
There’s plenty of pickups, 3 types of enemies, and even a stash of TNT to blow ’em all up with.
I’ve also played about with the colourings a little. There are 6 Background colour schemes, and the engine picks out one colour for floors, one for buttons and one for blocks. It keeps things a little more interesting instead of it all being drab sandy yellow throughout.

The game, as it stands, is pretty much what I’d aimed for when I started. It has all the elements I’d planned and a fair few more.
But I’ve two more weeks before the Monthly Challenge’s deadline.
What more could I add?
I’m sure I’ll think of something!

Greenie – The Eccentric Egyptologist – Coming soon!