PRC2 : Day 5 : Still working on Sokoban!

I’m still building up the basic reusable map functions!
Had some crazy memory issues, yesterday, but everything seems ok, this morning, so it’s time to move from silly map things, to actually building the game up.
Starting with a strange grouping of maptiles, I’m going to have to add crates, and a player, and get the movement up and running.
It should be pretty easy to do, though, as all the arts ready and waiting.
good-good!

So with all that being done today (hopefully) I should be able to move on to game #2.
I’m not really sure what Game #2 will be, just yet, though.
Something simple, methinks..

I should probably point out, that there’s still one issue I’m having, though..
Sokoban’s on the bottom screen.
Since the game uses a nice neat scrolling screen, it’s really difficult to warrant the use of both screens.

I’m not sure what I’m going to do about that..

Mini Sokoban

As mentioned the other day, whilst sorting out all the PRC2 stuff, I first created Sokoban for windows, using Blitz.
So here it is.
Nothing special.


A is the hard pack, B is the easy one.

or as I like to think of it..

A is really hard..!
..
And so’s pack B.

B’s meant to be “For children and beginners”, but I could only get up to level 11!
*sigh* I suck at sokoban!

All levels are from David W Skinner’s Sokoban Level Site, and there’s plenty of ’em.

You can Download Mini Sokoban here, and get in some practice before PRC2 turns up.

PRC2 : Day 4 : Making the Same Game Again!

Yesterday was spent getting Sokoban to work in BlitzBasic for Windows. It ended up reasonably well, but there’s a few things that should be tweaked, including one persons complaint that bundling all 600+ levels into a single pack kinda kills the fun of it.. A dull trek through a long list of simple levels before you even touch on the slightly more difficult levels, does not a fun game make.

So, I’ll split them back up into their seperate packs, and give folk a nice selectable menu system.

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PRC2 : Day 3 : Sokoban

I’m yet to start coding anything gamewise, yet, but I’ve made my first start on the first game.

Gerinych over at GBATemp suggested a Sokoban clone.
Usually, I avoid Sokobans. They’re kinda dull, generic and boring after 5 seconds, but there’s something in Sokoban that’s really useful right now.
Sokoban has a LOT of levels, and since one of the Socoder members (JL235) is making his own Sokoban clone, he knew where I’d find a whole big bunch of levels for it.

So, in rapid succession, here’s what happened this morning.

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PRC2 : Day 2 : Titlescreens

This time around, every game will have it’s own quickly made titlescreen.
Not wanting to spend too much time doing each one, I figured I’d get away with doing NES style titles. They’re simple, but effective.

I’m deciding all this, now, because it’s so much easier than having to frantically throw it all together, later on, with 10 or so games all needing to be worked out!

So, the style right now is, Title of game at the top, highscores below, and “Press Start” below that.
Nothing fancy, just enough to say “And now, here’s…..”
I also figured that, if that were on the bottom screen, then the top screen would probably do for placing the nice subtle control scheme icons, from last time.

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PRC2 : Day 1 : Music

For DS Development, I use PALib and DevKitPro.

DevKitPro compiles everything nicely for the DS, whilst PALib is a set of functions that makes everything nice and usable, as opposed be being a baffling chaotic mess!

However, if you try updating it, a whole fleet of incompatibilities arise, be it because of DevKitPro changing, or PALib. And, it’s not just little things either. A simple PALib upgrade will mean that pretty much all of my old games start getting little breaks in them, and it’s a whole big bunch of work to fix ’em all.
So, for that reason, I’ve stuck to an old edition of PALib and DevKitPro (They’re both here, in my Quick-Learn DS Jumpstart guide.)

The two I’m using work well enough that my games will run well. And that’s the important bit.

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Storm Of Idigidragon

A nice and simple game, this week.

Since I’m trying to decide what style Platdude Retro Collection 2 should have, I decided to try out a style in Blitz first, and see how it looks.
You might notice it’s still a little Atari 2600.
..
I’m not sure if I’ll stick with that.

But I do like the nice big chunky sprites, and the whole thing feels much more retro than PRC did, originally..
So..
I dunno, still unsure right now.

In the meantime, You can Download Storm of Idigidragon Here.

It’s a nice little mouse based shooter. And it’s quite quite difficult!
Just avoid everything, and keep shooting Idigidragon, until he inevitably kills you.

For the record, my highscore’s been about 131.
Probably easy to beat!

The next “BIG” project

I say “Project”, but of course, being me, I mean projectS..

#1
PRC:2 – 0%
I’m restarting Platdude’s Retro Collection from scratch, and building it up a bit bigger than last time, with nicer per-game spritesheets and things like that. Bigger = Better, usually.. .. I’ll make sure that’s true, don’t worry!

So far the selection’s getting too big for it’s boots, and at current rate it’ll take about 3 years to finish the project, so.. going to have to whittle it down, and remember the “Keep it Simple” rule that I used the last time.

If you’d like to contribute some crazy game ideas, you can either post them in the comments, or head over to This GBATemp Topic where there’s already a bunch of wild ideas formulating.

#2
Centipong XNA – 75%
The main issue with this game, right now, is that I’ve no idea how good/bad the control scheme will end up being. I’ll be getting a X360 Wired Controller on Monday, though, so it’ll all be tried and tested, and ready for the next batch of gaming to be added. I’d rather not impliment the whole game, and then find out the controls are impossible on the 360!!

#3
JNKPlat 360 – 0%
Again, this is a thought only at this stage, but one I oughta start working on soon.
JNKPlat with wraparound-cylindrical levels, with each level being a seperate layer within a tower.. Work your way inwards.. No idea how that’ll look, might be a bit too much visual stuff, and will probably be reduced quite a bit!

Other than those, I’ve got AGameAWeek to be working on, too.
And a bunch of Socoder website stuff that I seem to keep putting off.

Yikes!
Busy-busy-busy!!

[DS] JXW : Jay’s XWords

You can Download JXW here

This one’s for me!!
If other folk enjoy it, then so be it, but I made this for myself because I was getting really ticked off by the lack of decent crossword games* on the DS.

There’s 3479 crosswords in the game.

Each one’s selectable from the very uninteresting title screen, and playable whenever you want.

Pick a level, play it, done.

If you want to save midway, hit start to return to the menu, then quit. When you come back, it should be right where you left it.
Only one save is available, though. It only saves the last puzzle you were playing.

Other than that, it’s nice and simple.
Reds show up where you’ve got a letter wrong, and nothing fancy when you’re right.

There’s no “COMPLETE!!!!!” screen.
If you’ve got it all right, you should be able to tell… it’s a crossword!!

So, enjoy it for what it is.

* Not that the crossword games on the DS don’t have good crosswords.. They do.. It’s just that stupid UI that they all use is really really really shit..