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Y7 - D225 - Migraine... Blog
13th August 2015

Developments


General rule of thumb. If you have a migraine, STOP CODING!!

It took me about half an hour of confused bafflement yesterday, to figure out why a simple "Create a line of floor tiles" was completely refusing to work properly.
As it turns out, I was making a completely stupid schoolboy error.
I was doing (Y*Height)+X instead of (Y*Width)+X, when referencing my array, which was causing all manner of tile-based issues along the way.
How incredibly silly of me!

Once I realised my mistake, and was fully aware that "None-Migraine Jay" would probably not have made such a silly mistake, I closed the laptop for the day, and decided to tackle other none-coding things, instead.

Musical



A Choon full of Bass!
Seems that Migraine-Day = No Coding = Music! So there's that, at least.

-=-=-

Daily Doodle : Spring Cleaning



Platdude's doing the spring cleaning (or, August cleaning, whatever) and is finally getting rid of that visitor that's been in his house for the past few months.
Watch it doesn't bite, Platdude!!

Mailbag

Today's mail comes from Baconman

Mucho Exciting! Any idea how you're going to keep level generation fun? I know, looking back at SMB; Levels x-1 and x-2 were about building up players' lives, and x-3 and x-4 were about breaking them back down again; x-4 usually having only a single power-up and less than twenty coins in them.

Baconman



The layout of the game's levels will be entirely down to how imaginative I can make the generator. I'll be working hard to come up with some interesting and unique level styles, but ultimately it all boils down to what the generator can indeed generate.
When I created the original NeonPlat, I skimped on a few corners, like relying on the "fall through the bottom to get to the top" method of movement. I'm not 100% sure if I want to have that, this time around, but again, it'll be down to how complicated and "perfect" I can get the generator to act.

It'll very much be a case of "See what's generated" before I've any firm plans for making the levels any more complicated than they already are, and the game's "feel" will come out of whatever's there.

If you'd like to stuff my mailbag, (please do!) you can do so right here, at https://bit.ly/AGAW_Mail. Send comments, questions, game ideas, thoughts and more, and they'll probably turn up here, eventually.
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