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15th June 2015

Developments


So, I suppose I'm making a new version of Boxsplodings, then..
I spent most of yesterday coming up with a nice Arena-Generator.
It took a while to get the feel "just right", but it seems to be coming up with nice enough shapes.
Views 10, Upvotes 1  
Daily Blog
14th June 2015

Developments


With SpikeDislike3 out the door ('ish), ChuckABall ready to relaunch (chuck?) and Invisible Munky already getting played by at least one person, it's time to think ahead to what project comes next.
For a while, I've been wondering if I should attempt a newer edition of (URL "https://AGameAWeek.com/GameList.php?ShowJust=325">Boxsplodings).
It's a fun little game, but was quite limited by the number of levels and how they were organised.
(URL "https://AGameAWe...
Views 26, Upvotes 4  
Daily Blog
13th June 2015

Developments


Here's how today should've been going.
"Woohoo! Yeay! SpikeDislike3! YIPPEEEEE!!!"
Here's how today's going..
Views 86, Upvotes 3  
Daily Blog
13th June 2015
You want dislike!?!
Here's your dislike.
Apple have just rejected SpikeDislike3 because within the keywords metadata, I listed both SpikeDislike and SpikeDislike2.
I'm sure if I'd've called my game "Super Angry Candy Saga Warrior Crossy Flappy Bird" then that'd be fine, but got forbid I actually try to include the titles of previous editions of the very same game, MY GAMES, within the metadata of my own frickin' game.
Views 5, Upvotes 1  
Daily Blog
12th June 2015

Developments


Aaah, iTunesConnect.
When Invisible Munky 2 launched, the other day, I noticed something odd in my iTunesConnect pages.
Where there's usually a "Request Promo Codes" link, there was none.
Views 17, Upvotes 3  
Daily Blog
11th June 2015

Developments


After a game's release, half the fun is watching the aftermath, and scrawling the internet for comments.
On this occasion, however, I pretty much know what's coming.
Invisible Munky 2 isn't a game that I'm expecting to be popular, or fondly remembered, (it hasn't thus far, anyway..) so any comments and feedback will be minimal.
Views 11, Upvotes 2  
Daily Blog
10th June 2015

Developments


Well it's about sodding time!!!
After just over a week and a half, Invisible Munky 2's finally gotten through Apple Review, and is now available on the AppStore.
Unfortunately, for some bizarre reason that I've not yet tracked down, the "Promo Codes" button appears to be completely missing from iTunesConnect.
For this game, I was hoping to dish out a few promo codes to folk with different devices, to ensure the game runs as it oughta on those iPhings. Due to m...
Views 14, Upvotes 3  
Daily Blog
9th June 2015

Developments


For my NEXT iOS Release, I present All New ChuckABall.
Completely reskinned with a fantastic new set of sounds and music. The game's taken a bit of a leap from horribly gnatty test game, to slightly less horribly gnatty test game.
Huzzah!!
Views 14, Upvotes 4  
Daily Blog
8th June 2015

Developments


My first thought as I started this mini-project was ...
"Well, at least it won't look any worse!!"
(URL "https://AGameAWeek.com/wp-content/uploads/2015/06/CaB_002.png"><img src="https://AGameAWeek.com/wp-content/uploads/2015/06/CaB_002-1024x597.png" alt="CaB_002" width="604" height="352" class="alignnone size-large wp-image-4701" />
Views 5, Upvotes 2  
Daily Blog
7th June 2015

Developments


Last night, I decided to open up my old projects. Over the past couple of years, my iOS releases reduced to practically nothing, yet I still built up an alarming number of games over the weeks.
Hopefully with the new faster, more usable MacMini in place, I can keep up a better rate from here on, but last night I found myself digging through the archives, seeing what would and wouldn't be suitable for iOS.
At which point, I stumbled upon (URL "https://AGameAWeek.com/...
Views 12, Upvotes 4  
Daily Blog
6th June 2015

Developments


So.. GooglePlay...
I vowed never to return, but am already being bombarded by people meithering about the Android version of SpikeDislike3.
The Story So Far
Views 12, Upvotes 4  
Daily Blog
5th June 2015

Developments


If there's one thing I hate, it's waiting for stuff!!
I'm a very impatient person, and have gotten used to things moving along at a fast AGameAWeek-like pace.
I now have TWO games, waiting for Apple Review, and quite frankly it's doing my head in!
Views 68, Upvotes 3  
Daily Blog
4th June 2015

Developments


(URL "https://AGameAWeek.com/wp-content/uploads/2015/06/IMG_9694.jpg"><img src="https://AGameAWeek.com/wp-content/uploads/2015/06/IMG_9694-1024x768.jpg" alt="IMG_9694" width="604" height="453" class="alignnone size-large wp-image-4688" />
And so ends our journey of creation.
or, rather, HOPEFULLY ends the journey! We'll find out in about a week, whether I managed to click all the settings in an accurate manner.
...
Views 11, Upvotes 4  
Daily Blog
3rd June 2015

Developments


A somewhat eventful day, yesterday, but one that took WAY too long!!
As I finished off the last of the levels, and got the game working toa moderately lovely standard, I figured I might as well start throwing bits and pieces into iTunes.
I've still got a number of days until Invisible Munky (hopefully) passes AppleReview, so I can relax and take my time with all the iTunesConnect gubbins.
Starting with the the description, the screenshots, the icon, I continued...
Views 12, Upvotes 3  
Daily Blog
2nd June 2015

Developments


Yesterday was spent tweaking a few odds and sods that I never really got around to doing previously.
I, of course, added a few extra levels, and I added "OUYA Controller Button Icons" to the main menu, so it's marginally more obvious that you can use the shoulder buttons to open the Options menu and Scoreboard.
(URL "https://AGameAWeek.com/wp-content/uploads/2015/06/HeavilySubtle.png"><img src="https://AGameAWeek.com/wp-content/uploads/2015/06/HeavilySubtle-102...
Views 28, Upvotes 3  
Daily Blog
1st June 2015

Developments


A busy day, yesterday, as I set about building more of those Mission/Level things for SpikeDislike3.
I've now got marginally different Mission modes for 10 of the 13 themes, although "Super X!" seems to appear a fair number of times!
With only 3 more sets of levels to create, I'm pretty much nearing the end of development, although there's a bunch more extra bits that I might end up throwing in.
Anyway, I figured now's about as good a time as any, to give you a...
Views 13, Upvotes 1  
Daily Blog
31st May 2015

Developments


Guess who forgot to hit the "Submit for Review" button on Invisible Munky 2!!?
That's right!!
I blame Apple.. It used to be that you'd have to have iTunesConnect open at the same time as Application Loader, and juggle the two until it did what you wanted to.
Recently, though, they've completely overhauled iTunesConnect, and I found myself doing 99% of the tasks via the Windows Laptop. By the time it came to uploading the release, I was using the Mac, and stup...
Views 95, Upvotes 2  
Daily Blog
30th May 2015

Developments


OK, I *think* I managed to post Invisible Munky 2, correctly, to iTunes Connect!
Unfortunately, due to the world in which Apple operates, we're going to have to wait just over a week to know for sure, as we wait for it to get through the stringent Apple Review gubbins.
No doubt, even if it's as broken as Cardagain is, it'll still get through, so I'll be counting on the masses of Twitter-folk to let me know if it works on all the different types of devices that are ou...
Views 16, Upvotes 6  
Daily Blog
29th May 2015

Developments


RAWR!!!
Wednesday went swimmingly well, with all the pieces falling into place, and everything being awesome and cool.
It stands to reason, then, that my Thursday didn't go quite as well.
Views 59, Upvotes 1  
Daily Blog
28th May 2015

Developments


A quick video..
( width="560" height="315" src="https://www.youtube.com/embed/SUFKcQothYI" frameborder="0" allowfullscreen>>
About a week ago, I booted up the MacMini to test compile SpikeDislike3 onto my iPad.
Views 12, Upvotes 3  
Daily Blog
27th May 2015

Developments


A lot of yesterday was spent fiddling about with new Challenges. In actuality, I only ended up adding one single challenge type, but I also spent a LONG time ensuring that the challenge was indeed do-able.
I'm going to be honest, and say that a lot of these challenges are going to be tricky for newcomers, but hopefully the fact that the "3 fails = unlock" mechanic's in place, will help that, somewhat.
(URL "https://AGameAWeek.com/wp-content/uploads/2015/05/SD3_025.p...
Views 12, Upvotes 3  
Daily Blog
26th May 2015

Twitter Rant


This morning, I'm battling with Twitter.
A short while ago, Twitter introduced a new "Easy to use!" way to reply to things, which is less messy and leaves more space for your reply. Essentially, the "New Reply" strips away everybody's @names, leaving just a single link back to the previous post.
In many ways, this is a nice thing, as when you're in the middle of a conversation with 5 or 6 people, it can typically leave about 3 characters for your reply to fit in!!
Views 19, Upvotes 2  
Daily Blog
25th May 2015

Developments


Yesterday I started playing about with all the different gameplay styles that'll make up the majority of the levels in SpikeDislike3.
If you're keeping track, you'll remember that WAY WAY way way way back in (URL "https://AGameAWeek.com/GameList.php?ShowJust=221">SpikeDislike 1) (Made in 2011, still works on most/all iOS devices!) there was a nice little Challenge mode to keep you entertained. Unfortunately, it didn't have a whole lot of levels. 36 levels were more or...
Views 13, Upvotes 3  
Daily Blog
24th May 2015

Developments


Just when you think you're done with your menu system, you suddenly realise you've not got any options on the titlescreen!
Whoops!
(URL "https://AGameAWeek.com/wp-content/uploads/2015/05/SD3_024.png"><img src="https://AGameAWeek.com/wp-content/uploads/2015/05/SD3_024-1024x597.png" alt="SD3_024" width="604" height="352" class="alignnone size-large wp-image-4649" />
An hour or so later, and I'd half-wrangled old c...
Views 11, Upvotes 5  
Daily Blog
23rd May 2015

Developments


Yesterday I planned to do one thing, but ended up doing something completely different!
I'm not entirely sure why, but it might've had something to do with me listening to an 80s compilation at the time.
WARNING : Listening to music can seriously damage your planned development schedule!
Views 9, Upvotes 3  
Daily Blog
22nd May 2015

Developments


Lots of background work, yesterday, as I continued to work on the menu system.
(URL "https://AGameAWeek.com/wp-content/uploads/2015/05/SD3_023.png"><img src="https://AGameAWeek.com/wp-content/uploads/2015/05/SD3_023.png" alt="SD3_023" width="640" height="480" class="alignnone size-full wp-image-4641" />
The two circles on the right currently show the topmost highscore of the level selected, as well as the last score.<...
Views 11, Upvotes 4  
Daily Blog
21st May 2015

Developments


I spent some time, yesterday, playing around with the menu system for SpikeDislike3. It's starting to look fairly usable, now, with it's little bouncing "Next Level" thing, and all the spikes and stars in the right places.
I still need to add some sort of boundary to the left, so that the "Infinity" levels are more apparent, but for the most part, the menu is nice enough, and actually functions the way it's supposed to!
( width="560" height="315" src="https://www.yo...
Views 7, Upvotes 1  
Daily Blog
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