A Really Rubbish Darts Game!

I didn’t get time to fix this up properly last night, or this morning, either.. Blame Alien Deathmatch!

So, this week’s game is exactly as it was yesterday, when posted over at Socoder.
Wednesday Workshop #180 asked us to create a Darts game, so here’s a quickly made one.

A target is written on the scoreboard, and with your three darts, you have to try to get as close to that target as you can.

Nice and simple.

But not very good!

Aw well..

You can download it here if you can be bothered!
..
Otherwise, you can download this demo of Alien Deathmatch 2 instead..

AGameAWeek.com and DSBrew

Folk who previously visited my DSBrew site will now find themselves plonked into this site.
This is AGameAWeek, and here I write a game a week! Just as it says!

I opened up my own little DSBrew site a while back, and started cataloguing DS games, but soon realised that keeping a DS Homebrew catalogue + writing a game a week didn’t really work that well together, so DSBrew got left behind.

Up until today I’ve left it be, rotting away in an unused corner of the internet..
But.. There have been 4 new members join the site in the past couple of days!
It’s a bit weird, considering no-one’s joined there in the past 3 or 4 months.. The total is now 14!

Very bizarre..
And, really, I’m not sure if they’re spambots or not.

I’m not taking the chance of spambots infecting my otherwise clean server, so.. Off it goes.
DSBrew’s now an officially dead website. What was is no more..

For the regulars, normal Alien Deathmatch blog stuff is inside..

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The other half…

Today I started on the online highscore stuff.
Having sat playing AD2 for a while, again, last night, I figured I’d better get a move on and finish the basics off.

So, into the database we go, and I’ve set up the tables. I implimented the basic checksums to ensure each level is unique enough to qualify, and I additionally added a secondary “Bag” table, that can hold new levels until they’re ready to be downloadable. Always something new, ready and raring to be sent!

Next up, work on the script that handles it all. Should be fun!!

I might also add some kind of web-based system, too, so you can check out the online highscores from your browser. Although I’m not too sure how that’d work, what with there being an unlimited number of levels, and all!!

For reference, this is the previous game’s Online Highscore thing. It’s not all that fancy, but it’s good for checking out the latest scores!
Might be fun to turn that into an RSS feed this time..
Hmmm….

The little things…

Today I did a few fiddly little menu based things..

Things like…
1. The menu->Level switch now plays the “Beeeoooo-weeeee!” sound as the level starts.
2. There’s a progress bar whenever a level is being rendered. (‘cos it takes a teensy bit longer than it should! 160×160 tiles over a 5120×5120 pixel area!!)
3. When you die, you now go splatter, as opposed to the game just stopping, and unceremoniously dumping you back at the menu again.
4. The screen fades to red, then black when you die, and then waits for your name if you’ve got a local highscore..

All those things should be expected, but weren’t in the game until this morning.
But now they are, so the game’s a little closer.

I’ve also been tweaking some other ingame things..

Things like..
1. I was still not sure about the AI, but a bit more tweaking this morning left me a little less alive, more often!
2. The Green and Red splodge weapon was never that great, so instead of being a slow moving blob of blobs, it’s now a slow moving blob of Kabloowee… It leaves the same blast wave as the little red bombas do, making it a much more powerful weapon.
3. Upping the power of the Blue Swirly Laser thing because once you got up to the really tough alien, it was hardly doing anything.. And what’s the point of a “Super” weapon if it’s not doing anything?
4. FINALLY getting rid of that silly mousepointer, ingame, and replacing it with the crosshair.

Meanwhile, I’ve still not added any online components, whatsoever, but I am at least considering some nice new elements for the game itself, which should be easily doable. 😀

A level, selectable..

It’s getting there! Slowly but surely.
I got the levels to doodle themselves, and everything swooshes around quite nicely (if a little blocky!)
I’ve had to implement a menu buffer image to keep the speed up (even if it is still a teensy bit slow) but everything’s looking good for the menu.
At this point, I’ll probably have a “Hold mouse over X object” thing to reveal the scoreboards, or something, because I’m not entirely sure that it’ll all fit in the space available.
Still, it’s nice to have a menu system, and with that, a working editor, and some nice saving and loading, this game’s starting to look more and more like a complete game every day.

Shouldn’t be too long, now!!

.. Now to add the 17,000 possible control schemes that were in the last one..

Uhoh!! I see rewrites ahead!!

A Menu progressing….

The main menu of AD2 is still pretty much a blank screen! Albeit a red blank screen, with a couple of white rectangles sliding into place..

So is the addiction of the game at this point, that it’s quite easy to click the mouse, and accidentally play for 20-minutes.. whoops!

I have managed to tweak a few ingame things, though. And the Menu -> Game -> Menu transitions are more or less working, except for one small thing.
I’m not sure how to fade in a level, at this point.
The last game started off with the small image of the map, it scrolled to the center of the screen, and then zoomed in to become the real map.
This time, that can’t happen.
Unfortunately, the switch from 3D background to 2D background has killed that nice little effect, so I’m going to have to come up with something nice, and fluffy, in a vein attempt to beat it..
I’m not sure what that is, though!

Last time in the main menu, you had lots of little maps to flick through. This helped you choose which map to play at a glance. Unfortunately, this time, that probably isn’t going to work, since each map can be 160×160 pixels.. Unless of course, I only show a couple of maps onscreen at once.. Which I’d rather not end up doing..
I’m currently considering an on-the-fly map doodler.
The player clicks a level name on the left, the previous map slides out, and the new map slides in..

This way, not only do I limit how much is onscreen at once, but I can also redraw over the same map image, over and over again.. That’s SO much easier to do, since we’re not holding every single map in memory, all the time!!! (yikes!)

Also, I’m thinking that I might leave the map in memory.. I haven’t added any real changes to the level at this point.. So, a level layout is always the same, even if you splatter it with blood!
What this means is, if you start the same level again, I can quickly get it going without then having to sit and re-render the whole map each and every time.
Obviously, picking a different map will require the re-render, but I’ll probably be able to do that during the map doodler thing, and keep everything up to speed..
Maybe!
Either way, it’ll mean you can restart the same level quicker this time, which is always handy.

Now, less of the typing.. time to get back to that menu.. again!

(Oh, and the editor now loads and saves without any issues.. I’ve been playing 3 or 4 different levels 😀 )

[DS] Experimental!

Another week working on Alien Deathmatch means another week that I’ve not done AGameAWeek, so it’s back into the big bag of failures to see if we can dig anything new out.

No..

But, the lack of anything new, and finished, doesn’t always mean nothing on this Blog.. Let’s bring back the old “Experimental” tag from way back when, and show off a few random bits of unfinished garbage.

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Menu Fail!

Today, I really need to buckle down, and pad out the menu a teensy bit.
As you can see, it’s… a little bit empty right now!

I’m still not sure how everything’s going to fit onto the screen, but I found a nice font last night so it shouldn’t be too hard to get everything nice and padded out, whilst still being jam packed with menu-style goodness.

After that, I really should start to add some kind of scores into the game! I haven’t yet bothered to do that, what with all the testing and stuff, so it’s about time it went in there.
Menu, scoring, multipliers, super-weapons. That’s the main 4.

Once those are in, it’s time to throw up a small demo edition for people to try out. With any luck, the game should work!!

Then I’ll carry on building the editor, finish off the online highscores, and get everything neatly packaged for a proper release.


I’d say it should take no more than about a week, but then I also have to be 100% sure that the game’s “DONE” before I upload it with the highscore system attached.
There’s nothing worse than finding a stupid silly bug that people can score millions of points on, just after the thing’s been uploaded!!

Nada…

Yesterday was my long work day, and since I didn’t get up until about an hour before I was meant to go, I didn’t really get much work done!
Still, no matter, today’s a longer day..

Unfortunately, most of today was spent playing GTAIV
Oops!

… Note to those who are getting used to my “Play it, now make it!!” habit… I’m not going to make a GTA game!! That would be nuts!

So, there’s nothing to report today, other than the fact that I’m enjoying GTAIV.
I’ll get back to work tomorrow!

What to do…

With the editor in, pretty much, full swing, I’m heading back to playing with the bugs again..

Update
Having been undecided for a while, I eventually decided that the green bad guys should explode with a nice little puff of green smoke..

This is what happens when you turn off the death routine, fill the screen with Greenies, and then touch a Bomba..

Obviously that won’t happen in the real game, because the Greenie’s would’ve killed you minutes before this situation arises, but even still, the framerate’s holding on at 37fps.. That might not seem a lot, but this is running on my rubbish “Let’s check it works AT ALL!” Celeron system, whilst Winamp’s playing the Sonic R soundtrack in the background…! (Winamp takes a lot out of a Celeron, these days!!)

So, I’m pretty happy that the game will keep on ticking.. Nice to know!

More to come!