Space Monkeys Go Bananas

And, back to the old routine we go..

This week’s AGameAWeek sees our old friends the Space Monkeys rolling around in balls, through a maze, to get the bananas.. Again!
As with Super Monkey Balls, you needn’t get all the bananas, just reach the goal, and try to get through all 8 available levels.

8 levels not enough? Tough..
I’ve got other things to code! (Like that Countdown game I started weeks ago, but can’t seem to settle into!)
But if you like this game enough, let me know that you want a bigger one, and I’ll probably set about doing it.. Maybe!

In the meantime, enjoy it as it is.

You can Download Space Monkeys Go Bananas here.

Still being lazy…

No new game again, this week, but here’s my New Year’s Resolution.

AGameAWeek

There you go!

I almost managed it for a few months, so I’m going to try and stick to it all year round next year.
If you have any crazy game suggestions, stick ’em below, and I’ll probably get around to them when I run out!

(.. I wonder if I could make a great big Pot of Ideas script, where folk can dump their suggestions… That’d be handy..)

Meanwhile, don’t forget that there’s always something to do in Alien Deathmatch 2, with new levels appearing every day or so. Although, today’s level is an old one.. Not sure why, there’s still new ones in the bag. I might need to tweak the script a bit. But either way, the more you feed it, the more new levels there’ll be. So keep making levels, folks!

And now, I have to stop being lazy, and get back to coding again.
If I can be bothered to start a longer month-long project, I’ll probably start a dev-diary thing again, but otherwise I’ll probably go back to my “One post a week, when I’ve finished AGAW” routine.
So, if I don’t make a post before next Tuesday, have a great New Year!!!

[500 KILLS]

After trying, for ages, to formulate a nice game-wide Achievement setup, Moshboy told me off, and made me just plain put the old ones in, lest I spend the next 8 years trying to figure out how to do the game-wide ones.

So the old ones are back.

They’ll flag when you hit the following milestones.

Kills
50
100
150
200
250
500
750
1000
1250
1500
2000
2500
5000
10000
Time
00:30
01:00
01:30
02:00
02:30
03:00
03:30
04:00
04:30
05:00
07:30
10:00
15:00
20:00
Multipliers
5
10
15
20
25
50
75
100
125
150
200
250
500
1000

So get to it!!
Same link as ever.
(And the bug’s still not there!)

Score Saving Bug Fixed…

*sigh*

I must apologise..

I assumed I was right.

Never assume you’re right!

I tried and tested, over and over, and I couldn’t find a fault.

And then, this morning, I received an email, and through a couple of back-and-forths discovered that, indeed, there was something really really really quite wrong.
Thanks, Nathan..

I made myself a new fresh install, and tried to find the bug.
The bug happened!
I saw it!
I thought “WTF!?!” and then tried again, with another fresh install.

..
And it didn’t happen!

And so I tried again..
No bug
And again..
No bug..
And again and again..
No bugs at all..

ARGH!!!

I must admit, at this point I was truly baffled.

And then, hunting through the code, I noticed why it was happening, and also why I hadn’t noticed it earlier.

To start a game, I’ve been hitting Spacebar. It’s right under my thumb, it’s quick to get to, and I don’t need to find it with the mouse… It’s handy to have..

The bug happens when you, instead, click the start button on the menu.

*sigh*

Techy bit
In order to traverse from “Clicked Start Button” to “Start Game”, I reused a variable. I made editmode=2, because editmode=1 is how the Editor’s button also works.. When it gets to the “Check the keys” bit of the code, it also checks editmode, to see if the buttons have been clicked.
Nice and simple, and a quick way to make clickable buttons work.
Or so I thought.
What actually happens is that the editmode variable doesn’t get reset when the game gets going, and because the game think’s you’re in editmode, it won’t save a score..
Damn and blast!
So, now it resets, and everything’s the way it should be.

Note to self : FFS, check your buttons occasionally, and stop relying on keypresses!!

Same link, now working!

Now that the code’s opened up again, and I’m in the mood for tweaking, I might as well carry on and play with a few things, so expect another update later on tonight. .. Maybe..

AD2 : Secret Playing Tips!!

You might have noticed a distinct lack of AGameAWeek, this week..
Since I’m getting little or no work done, this week, and.. what with being Xmas and all, I’ve decided to be lazy, and take a week off.

Nothing wrong with that!

If you feel you really need something new to play with, nip to yesterday’s post, and you can grab the WhoSave thing. That’s quite nice.. And you can pretend I posted that today, in time for the Xmas episode in 2 days time. Very festive!!

If you’d like to see something extra special, head inside for super secret Alien Deathmatch playing tips!

Read More

2008…

Blimey!
What a year, eh!

I decided to round off the year with a nice big, old fashioned list, with everything in it.

Except this doesn’t have everything in it, because I’ve forgotten to add the DS games.. I’ll do that later!! (Took me about 3 hours to do this, so I’m not going to tweak it, now!!)

Anyway, here’s a nice great big list of every game (again, apart from the DS ones) that I made in 2008. It’s quite a big list, too..
31 Games.
OK, so maybe not a game for Every week of the year, but considering I only just changed the site to “AGameAWeek.com” in July, that’s not bad going!

Next year, I’ll try to keep up the pace, and get a whole 52 games out.
..
Maybe!

The entire game collection is all wrapped up in this nice big 32Mb file, right here..
And if you want to see it’s contents, along with screenshots, descriptions, and seperate downloads for each game, the great big list is inside.

Read More

OK, Now What?

Next up, Countdown..
Or, it’s meant to be, but I can’t seem to get it started properly..
I’ve grabbed a batch of Carol’s letters and numbers, and I’ve got the vowel/consonant packs ready, the number solver’s working as it should, but so far, those bits haven’t come together to make a full game.. It’s just bits here and there.
Needs work, but with Xmas literally days away, I’m not sure that it’ll get any.

If it doesn’t turn up on Tuesday, assume I’m taking the week off, from AGameAWeek!!

Meanwhile, I’m planning to end the year with a nice big calender, with everything I made this year, all wrapped up, in nice big downloadable packages.. Well, maybe not big packages, but a list, none-the-less…

Next year, (2 weeks away!!) I’ve already got 2 major projects planned.
First is, obviously, a new JNKPlat.. 09 edition will happen, I’m just not sure when, or how, or what it’ll be like, or on what system(s) it’ll run. But it is planned.
As well as that, there’s a Turbo The Tortoise remake that I’d like to do. But again, I’m not sure what form it’ll take.
Right now I’m actually considering a completely different form than the original (Hisoft/Codemasters, C64/CPC/Speccy).. Take what was there, and.. tweak it.. A lot!!
But then, it’s not really a remake if I do that.. More of a reimagining.
*shrugs*
We’ll have to wait and see.

Anyway, that’s my current thoughts, and plans.
If you’d like to push me in any particular direction, or suggest any games, or whatever, stick ’em in the comments. I’d love to hear some or your thoughts.

RC2!

So, I spent a while, last night, playing with the graphics.
Now that the game’s out there, and since so many people are complaining about it’s lack of fancyness, I decided to make nice with the special weapons..


The game’s now officially 75% More Whooshy, with the superweapons looking much more fancypants, and the dead baddies giving off a little red “poof!” as they go.

I’ve also switched the ingame text from Regular Font to Bitmap Font, at the request of someone who’s NVidia card doesn’t like regular text. The bitmap font is being rendered as 3D sprites.. Usually, this is ok, but occasionally, your system might not be able to keep up.
Sometimes Font is good, sometimes Bitmap’s good.
You’ll have to make your own mind up as to which is best for your system, so I left a switch on the main menu for it.

Um, I think that’s all I’ve changed, but you might notice some other differences along the way!
Enjoy!

Alien Deathmatch 2 (Release 2)
Just plonk it over the top of your last one.. (And use Alien Deathmatch 2.exe .. I decided not to bother number/labelling each release, since it’d only annoy folk who’ve taken the time to add it to their start menu/make Bat files!!)

Note : This is the same link, and although it’s newer+nicer, it’s purely cosmetic changes, so no need to go telling everyone, since nothing major’s happened gameplay-wise.

Alien Deathmatch 2!!!

A sigh of relief, as the game is finally in an upload worthy state.
I’m sure there’s plenty of bugs, mounds of forgotten features, and odd little untweaked things that aren’t quite right, but what’s here is plenty enough to be counted as Release 1.


Download Alien Deathmatch 2
3Mb!!!

The game, in it’s current Release 1 state has quite a few new features from those in AD1.


Of course, the Breeds are more pronounced. Faster breeds, exploding breeds, and even breeds that drop pickups are all strewn around the world, ready to be blasted away..


Teleporters are in, and fun to run through! Step on a Green tile to be flung to another Green tile, randomly on the level! (Assuming they’re there, of course!)
Once used, all teleporters are disabled for a short while, so use them wisely.


Highlighted levels, (once you upload your highscores!) will display today’s newest level, along with yesterday’s, and the day before’s.. My guess is, if anyone’s going to playing a level, it’d be one of those!!

And, of course, the greatest new feature of them all..

Hmm….
?

And there’s an Editor!!!
Go nuts
Draw the level, fiddle with the sliders, Hit B (or click the joystick icon) to test it out, make sure you give it a name, and then save..
Next time you upload your latest highscores, the game will magically upload any new levels you have, too.. (one at a time, of course, we don’t want the server exploding!!)
Share the .lev file with a mate, and you can both play peacefully.. Or, give it time, and it’ll pop up on the daily download list, for everyone else..
Sorted!

What else?
The new stuff might be fun, but I’m sure there’s plenty more..
If you have ANY ideas, pop ’em into the comments, and I’ll see what I can do.
This is only Release 1!

Things to do in a day…

A more accurate title would be “Just like Windows Vista, here’s a list of things I told you I’d be putting in, but haven’t yet bothered to, so will be missing when I release the game..”
Except I’m one person, and have spent four weeks doing this.. Not 100 people working for 4 years…

*sigh* Vista sucks..

1. Achievements, Good, bad, Pwnage, Suckage, any and all.
I just haven’t gotten around to adding these yet.
There’s a gap on the titlescreen, that’s where they go, but they aren’t quite there yet!

2. Extra Weapons.
Like it or not, the old weapons are pretty much the current ones!
Although each weapon’s had a few tweaks here or there, they’re all pretty much as they were..

3. Pause.
FFS, I still haven’t put a pause button in. This should really be #1 on the list!!

4. Delete Levels
If you don’t like a level, you can remove it from your directory. Nice and simply, the level will vanish, and you won’t be bugged by it again.
That is, unless the day’s downloadable level IS that level, and then it’ll pop right back up again, over and over, until it’s filtered from the list…
Still, that’s progress for ya!
What I haven’t done yet, is allow certain levels to be disabled server side.. So, I can’t really kill off levels entirely. Should be easy enough to do, but like the other things in this list, I just haven’t gotten around to it yet.

There’s also an “Updated Edition” thing that I really oughta add before I upload the first proper release.. Releasing without it would only complicate things later on, when folk have all kinds of different versions.

All of the above might yet miraculously appear, but we’ve got some guys fitting us some new windows tomorrow, so I probably won’t get around to popping them in at the last minute.
..
Hopefully the new windows aren’t Vista..

Additionally, I really hate Sorting things! I’m not sure why, but every time I code a sort routine, it never works first time around.. By this point I really should know how to do this, and am always amazed when it doesn’t work again!! The Level Sorter is currently stuck in an infinite loop, apparently swapping two levels around, over and over again. Bloody thing.. That needs fixed, and I’m off to go do that now.

Release Tomorrow!
Literally Hours away!!
Super-Hyping-Mega-Happy-Gets!!!