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26th November, 2013
Today was supposed to be the great big release day, but annoyingly, one or two annoying issues have annoyingly cropped up.
First and foremost.. and quite bizarrely.. My Monkey games no longer appear to be working with Gamepads!!
At first I thought I'd retweaked NeonPlat until my code no longer worked, but upon searching through my archive, it appears that they're all equally as broken.
Either it's my Laptop that's freaking out, or it's my X360 pad, or.. .. More than likely.. Something's screwed up during a Windows update..Read More
25th November, 2013
Nah, not quite.
But for a fair bulk of this year, I did manage to keep up the rate.
2013's not been too bad, considering..
Towards the end of January, I finished off my new Monkey Framework, and set about coding with that.
Since then, I continued to code games at a rate of one a week, up until the first stumbling block struck in April.
I initially intended to code a new word game, each week, and create a huge Stringy Things mega-game during April, but it all went to pot when the Image-Data-Loader didn't quite work well enough on some Android devices.
I'm still quite annoyed by that!
But still, I carried on, and made a bunch of different games, instead.
I continued up until the end of August, then took September off to work on BlastTrax.
That got finished and released, and since then I've spent the past couple of months working on both Sheep Goes Right and NeonPlat Extreme.
One of those will be released tomorrow!!! Ooooh, whichever will it be!!!? (Hint : It's Neovember!!)
AGAW Scoring : 28 games.. hopefully 30 by the end of the year.
Not a bad score!
.. could do better, though!
21st November, 2013
It feels like AGES since I last posted a Sheep Goes Right test.
In fact, it's been just over a month.
October 14th was the last version, and today I'm posting a second test release.
This time, I'm releasing an APK for OUYA.
For testing purposes, this should also work on Android devices, but it's untested, and I'm not exactly sure how Monkey copes with things like that!
..it'll have a great big overscan border, for starters!!!
Anyway, if you've an OUYA, I'd appreciate a quick test, and some feedback.
19th November, 2013
15th November, 2013
Karl's Tiny Adventure was created way, way, way back in March of this year.
You can Play Karl's Tiny Adventure here.
The game was my first true test of proper "Image Data Loading", and my first proper lesson in Android Fragmentation.
Annoyingly, because different Android devices operate in slightly different ways, the Image Data Loading wasn't occurring in an accurate manner, and as a result, the level data was getting all screwed up.
As well as that, I learned that old-skool gameplay doesn't really work well, at all, with an onscreen dpad.
12th November, 2013
Neovember is a month in which I'm taking the engine from NeonPlat Raw, and playing about with it to create a bunch of different gameplay styles.
Once we're done, I'll bundle everything back into a package, and pop it up on all the different systems.
This week's experimental gameplay mode comes courtesy of Blockman. Not the hungry-pellet-eating version of Blockman, the classic platforming/collection form.
You start the game as you normally would, with you, some balls, and some bad guys.
There's also a small round "thing" on the left.
The aim is to grab a ball, throw it at a bad guy, and then smash the leftover bubble, same as always.
The thing is, however, you won't get ANY points for it.
None. Zip.. Nada!!
10th November, 2013
This is a quick and simple tool to take OUYA.tv's "Unique Download.csv" file, and convert it to a raw .html file, which you can either look at and admire, or upload to a server for other folk to equally look at and admire.
This tool is only useful for folk who A) Have an OUYA dev account, and B) Know WTF it is!!!
You can Download OUYA Stats Converter here
You can see the results here.
10th November, 2013
Click for MASSSIIIIVVVE
Haze inquired as to why there's no NeonPlat Raw on iOS. The answer is simply because, a full year earlier, iOS got it's own special little NeonPlat.
In February 2012 (Just before my whole hospital saga!) I released NeonPlat on iOS. It featured tilt-controls, and 3 difficulty levels, and stands out as it's own special little version of the game.
It's different in it's own way, and has it's own unique gameplay features, just like every other version of NeonPlat.Read More
9th November, 2013
5th November, 2013
This month is all about NeonPlat Extreme, as I slowly bulk up a minimalistic game with tons of brand new features!
To celebrate, here's a lovely great big wallpaper!
Click for massively oversized version (3200x3200)
5th November, 2013
Welcome to Neovember, the month of NeonPlat, where I take the original NeonPlat Raw engine, and gradually upgrade it, adding new gameplay elements, features and modes.
By the end of Neovember, we'll have a lovely big Extreme version of NeonPlat, and we can all sit around and play it for days/weeks/months at a time!
In this first week, I've decided to tackle the task of bringing over the NeonPlat Adventures enemies, and popping them into the new gane.
So far I've managed the first 35 enemies, ranging from Bat to Elf, and everything inbetween..
To test them out, I've implemented a new "Wave" mode, which creates little waves of baddies, all spawned from the same place.
Can be tricky!
You can Play "NeonPlat Extreme - Test - Waves" here. It's currently HTML5/Browser, at the minute, I'm afraid. It's quicker this way!! The final release, at month's end, will group all the new stuff together, then see it properly released to all available targets.
New enemies, lots of!
New spawn method.
Resolution upped from 640x480 to 800x600. More screenspace, but might not scale down to small devices very well. I'll be doing extra tweaks, to account for that, along the way.
Glow method has been tweaked, so the graphics look a little crisper.
Not Yet Done
I haven't added "Hats" into the mix, yet. Not sure if I will. They make things even more chaotic!!
Multiplayer. I'm quite surprised how much Multiplayer stuff I'd bothered to implement, the first time around, given that I never actually used any of it. Not sure how I'm going to account for different controls, though. Hmmm...
"Progression" .. The enemy currently spawn completely randomly. In the future I'll given each enemy certain stats, so the game spawns easier enemy first, and gets progressively harder. For now, however, that's not happening... Chaos ensues!!
Menu.. The current old "just a button" menu is all you're getting, so far. I do need to figure out a nice new menu system, and I'm sure that alone will probably use up an entire smegging week! I really do hate doing menus!!
You can Play "NeonPlat Extreme - Test - Waves" here.
1st November, 2013
Right, time for a new plan.
The last plan fell apart, and I'm struggling to come up with new games that work with all the possible targets, nicely.
So, instead, I've opted to do something that I initially planned to do months and months ago.
When I created "NeonPlat Raw" back in June, I purposely gave it the name "Raw" so that a future (premium?) expansion could be called "Extreme!"
For Extreme, I'm thinking something along the lines of how NeonPlat 2 was a HUGE leap from NeonPlat 1. Different modes, multiplayer, that sort of thing.
Obviously, not all of that will work on all targets, Multiplayer on a Touchscreen device being one of them, and it's going to take me a little time to figure out exactly what things will work on what devices/targets.
So, I've opted to turn November into "Neovember".
Over the course of the month, I'll be releasing little test versions, each with their own little rulesets, but all running from the same engine. Then at the end of the month, I'll release a nice big full awesome edition of the game.
Or at least, that's the plan, anyway!
As with all my plans, it'll probably fall to pieces along the way.
Still, worth a try, eh!?
You can Download NeonPlat Raw here for Windows and Android. It's also HTML5 enabled so you can play it in your browser, and there's also a version of it available on OUYA, too! It's EVERYWHERE!!
Go grab it, give it a play, and if you've any suggestions for modes/otherwise, now's the time to let me know about them.
Happy Neovember, everyone!!
30th October, 2013
During most of October I've been building up a lovely little "Compendium".
The idea was to make a collection of 25 little games, and pop it up as a sort of Advent Calendar type thing, but without it being thematically Christmassy, so that you could happily enjoy it at any time of the year.
It's been about 2 or 3 weeks since I started the project.
I got a lovely menu system working, and managed to fit all the usual scoreboard/icon/etc elements in.
Then I started making games.
.. and that's when the plan started to fall apart.
Making little mini games isn't a hard task, especially when you're used to doing fast-paced development, but when you also have 3 DRASTICALLY different targets in mind, it all gets a little bit harder.
Each and every game has to allow for the following.
1. Phone in Portrait. : Requires game to play vertically. Requires Touch Control.
2. OUYA in Widescreen : Requires game to play horizontally. Requires DPad/Analogue & Button control.
3. Windows in Any Bloody Resolution : Requires games to be typically horizontally. Requires Keyboard and Mouse control, and should also have Gamepad Support.
Over the last 10 months, building up lots of games with Monkey, I've learned a lot of little tricks and methods to ensure these all fit together nicely. And, indeed, I can generally manage to get all of these little bits and pieces to work nicely together. My giant Framework takes care of most of the problems, leaving me to deal with just the actual gameplay to worry about.
But 25 of them!?
All at once!!?
Having plowed ahead with the plan for a good few weeks, it's finally time to take a look at what I've achieved, and.. Honestly.. It's not good.
5 little rubbish games that aren't really all that good at all.
Well, that's not entirely fair. Two of the games are good and fun, but they're both rehashes of things I've done previously, and in all honesty, are worse examples of both.
The fact that I can no longer be bothered to play any of the 5 games I've made, is a sign that they're pretty much just bad games.
So, I'm going to stop.
With just 4 weeks left, no real plan of what games would go in, and not much motivation to get it all done, I'm going to abandon the plan.
Sorry guys, there'll be no Xmas Calendar this year.
Next Week : AGameAWeek returns.. A month later than scheduled!
29th October, 2013
Yesterday saw the launch of BlastTrax on OUYA.
Since I've yet to figure out all that nasty Tax gubbins (I know, I know!!... eventually!!) I've not yet managed to add any IAP stuff to any of my games.
Since an OUYA game is freely available as a download, and then the .apk gets reproduced all over the entire internet via robot-spammy-feed sites, you either have to do 100% free, or buttloads of IAP stuff. There's no mid-point, no way to create a "Demo vs Full version", or anything else like that.
Since I haven't sorted my Taxes out, this means each and every OUYA game of mine is currently 100% free.
BlastTrax is testing the waters, as far as "Freeware-Console, Premium-Mobile" is concerned, since the version on OUYA isn't actually the entire game.
Those who got the recent Android/iOS update will be aware that there's now 2 new gameplay modes available.
BlastTrax on OUYA, meanwhile, strips it back to basics, and leaves only "Classic - Easy/Normal/Hard" available on the main menu.
Anyway, if it proves popular enough I'll probably ramp up the OUYA version a bit, but we'll have to wait and see how it does, first.
Currently, AGameAWeek on OUYA looks like this..
1. NeonPlat Raw
2. Hoppy Bobby
You can also check out the up-to-the-minute stats, at Ouyalytics, which shows how many likes, and how popular, each of the games are.
28th October, 2013
The internet is a place for trolls and complainers (like me!) who like to gripe at every opportunity.
For the most part, we tend to ignore these types, which generally means that comments sections have become largely ignored.
Here at AGameAWeek, the opposite has happened. There are apparently no trolls daring enough to even attempt to play my games! I seem to have scared most of them away.
As a result, there are no trollers or complainers here, and since those are the types that make up the 99% of the commenters, we generally end up with nothing at all.
Still, whinging about BlastTrax appears to have pulled a few commenters out of the woodworks, and in reply to yesterday's post, "M" has decided to voice his opinion on the game.
And it's a GOOD opinion, full of detail, and proper complaints about the game, instead of the usual "Oooh, pretty colours!" stuff!!
27th October, 2013
BlastTrax is currently (27th October 2013) free on the iOS AppStore
I really do find myself in a bit of a baffled state over this one.
As the AGameAWeek guy, I'm certainly used to shrugging off failed releases, and in many ways this one should be exactly the same.
This is simply one of many releases that I've made this year, and over the course of the year, pretty much all the games have had a day or two of interest, and then quickly vanished.
C3ntipong, SpikeDislike2, Hoppy Bobby, NeonPlat Raw, Blockman Gets Hungry, even Cardagain!
They've all spent a day or two gathering interest in the twittersphere, then swiftly disappearing back into the world of obscurity.
In reply to yesterday's post, Voxel suggests that it could simply be a case of publicity..
"Sad times. Did BlastTrax get onto any review sites? I know it???s obvious and cliche to say, but if nobody knows about the game, nobody will buy it."
I agree wholeheartedly.
If the game doesn't get "spotted" by the reviewers, then it'll never get noticed by the players.
26th October, 2013
Over the course of the past 5 weeks, BlastTrax has sold 16 copies.
That's just bloody well shit...
I've made the game free for a couple of days. Grab it while you can, and don't expect any more damn updates.
Sod that shit!
Grab it Here
22nd October, 2013
Do you need maps for BlastTrax!?
Still, here they are!
BlastTrax : Maps
There's a map for each of the first 15 levels of each of the 9 gamemodes in the current (V1.1) edition of the game.
They're bloody useless, but there they are!
Enjoy looking at the squiggles!!
21st October, 2013
Since I just answered this on the Monkey Forums, and created a nice little image to illustrate it, I thought it might be useful to repost my description here.
Here's roughly how I achieved the Glow effect on NeonPlat.
First, draw your sprite in a RAW form, then make a copy, make it bolder, then blur it all up a bit.
Finally, load both the RAW and the BLUR into your game, draw the Raw first, then draw the blur over the top.
It really is a simple effect, and depending on how large your blur-sprites are, you can get a really decent amount of glow coming off your sprites.
Simple, but effective.