A brand new game
for Windows, HTML5, 3DS Homebrew, iPhone, Android TV and more,
every week,
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Blog
  10th November, 2011
This took WAY longer than expected.

Step one, compile the Windows exe.
Click.
Job done.

2. Compile the Mac version.
Click.
Job done.

3. Compile the Linux edition..
..
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Daily Blog
Blog
  9th November, 2011
Today's long, long, long day of development was 100% iOS related.
Having put it off entirely yesterday, I figured I'd better port that level builder doohickey.
I opened TextEdit on the Mac, copied the level builder function from BlitzMax, and set about converting it, line by line, to something that XCode would compile for iOS.

800 lines of code, an estimate of "should only take a few hours, surely!" and then a completely exhausted Jay who just about managed to get the thing working 8 hours later.
ARGH!!

BlitzMax and C are similar, but trying to convert things really helps to point out those quirks!
grrr..

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Blog
  8th November, 2011
I should've spent today doing more iDev.
I didn't.
Already I'm looking at the iDev stuff, and going "uuugh..."

Try again tomorrow.
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Blog
  8th November, 2011
When I launched the original demo of NeonPlat Adventures, way way way way way back in September, I made a complete backup of the game, code and everything.
I thought it might be fun to look at it, and the progress it's made, by release date.

To be honest, I'd mostly forgotten I did that.

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Blog
  7th November, 2011
Oh yeah, iDev annoys the shit out of me..
Never mind, carry on.


Coming up shortly, Jay attempts to reconstruct his level construction gubbins, one line at a time.
But not right now.
'cos trying to get a decent speed on that tilemap (which no longer has nicely associated background tilemaps like the PC version) took absolutely sodding ages, and that's without any sprites floating about.
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Daily Blog
Blog
  6th November, 2011
I wasn't aiming to do the Final Beta until about Wed/Thursday this week.
Today, the Final Beta went out.
A few days early, but there was nothing more I could come up with.
The game is done.

There's been a few tweaks, today, to sort out a couple of beta-player's issues, and I've been fiddling with some of those slightly annoying things that I never got around to fixing.
.. but yeah, it's done.

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Blog
  4th November, 2011
For a while, today, you started the game with 8 lives instead of just 5.
Then a few people on Twitter suggested I should put it back.
If you can't complete it, don't blame me

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Daily Blog
Blog
  3rd November, 2011
And I've still got a todo-list as long as my leg!!!

If I want a few people to beta-test the final-ish edition, that's gotta be done by about Wednesday, I think.
So, I have about 5 days or so to get everything done, now.
After that, hope for the best, and get everything bundled for the coming Sunday.
..
eeek!

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Daily Blog
Blog
  1st November, 2011
Before I headed off to work, I made a new little video.
Or, rather, I tried to make a "little" video, yet it inexplicably ended up at over 300Mb!!!
WHAAA!?!?

So, with an approximate 450 Minutes remaining on the clock, I left for work, and the upload continued.

I'm now back from work, and 2 people have already commented on the video!

Awesome, folk are watching my silly vids
(and not ALL of the subscribers have turned out to be spambots!!)


View on YouTube

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Daily Blog
Blog
  1st November, 2011
I'm sitting here trying to come up with a multitude of silly Badges/Accomplishments/Awards, and inexplicably getting nowhere.
Not sure why.
I DID have a list.
I think it might've vanished during my iOS upgrade sessions.

Silly thing.

Today's task will be to add as many of those as is humanly possible, as well as finally sorting out the Level Builder once and for all..
(maybe!)

*shrugs*

Late night tweaking resulted in a couple of nice new features, and I also got around to semi-starting that End Credit screen.
It doesn't do much, and is far too scrolly and uninteractive for my liking.
Not sure if it'll stay like that, but at least it works, so if I don't get around to any additions, it won't be a big issue.

Other than that, there's nothing else of note that happened.
A few tweaks, but nothing that anyone would probably even notice!
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Blog
  31st October, 2011


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Blog
  30th October, 2011
I think I'm full of the evil man-flu..
.. or rather, I hope that's what it is!

Spent last night in a strange awakened stupor, and then spent a good 5 hours completely zonked out.
eek!

I got a few bits and pieces done last night, though, so that's ok
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Daily Blog
Blog
  29th October, 2011
And I'll be doing nothing again, today.
.. well..

.. I say nothing..

What I mean is, I don't have a great big 12 item checklist to do, and I won't be struggling to type by the end of the day!!

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Blog
  28th October, 2011

View on YouTube

MMMMmmmmm........!!!

(If you're bored, why not look back at previous blog posts, read between the lines, and see if you can spot how much that damn calendar's been ticking me off!!!)
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Daily Blog
Blog
  27th October, 2011
Today, I became a complete and total recluse!

It was the only way it was all going to get crammed into the day.

Let's go through last night's list, shall we?

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Daily Blog
Blog
  27th October, 2011
I've done a LOT of work since yesterday.
All 50 hats are in, 50 chrs are in, and I've stripped out a whole bunch of annoying quirky bugs.

There's one really annoying "Got stuck again" issue that I need to weed out, but I can't figure out the best way to do it, so I'll point it out in the beta tomorrow, for those who are getting it.

SPOILER ALERT
Inside is ALL the characters.
Don't click it if you'd rather not know!

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Blog
  26th October, 2011
Gah!

Extra hats today!
I now need about 3 hats, and annoyingly I think I might need an extra bunch of baddies, which also means more hats!
D'oh!

Still, those can wait until after the Friday Beta.
The things that can't wait, are those annoying things that build and build, until you realise you don't really have a whole lot of time.

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Daily Blog
Blog
  25th October, 2011
Tonight, I started implementing a few of the hat suggestions, from a couple of days ago.
This really is a mad dash, at this point, as I desperately try to get hats and badges all bundled into the game's code, ready for the Friday beta.
There's still going to be masses of things missing from Fridays beta, like a Game Over screen, and an Adventure Complete! thing.. stuff like that.
But for the most part, yet again, this will be a nice release candidate.

..It won't be released, of course, because we've still got 2 more weeks to go after this one, but it's nice to know that at least, ooooh, 3% of the game has been done by this point

Today's random screenshot...
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Daily Blog
Blog
  25th October, 2011
Today's been total utter chaos.

I wrote a bunch of little Badges (Awards?!) the other day, so I've spent today trying to wrangle the code together so that they actually work.

See inside for some oddly missing information.
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Daily Blog
Blog
  24th October, 2011
First up, be aware that these aren't working yet, so the bit where one of the achievements would appear to be mostly impossible without the others, is actually down to the fact that they're 6 items apart, and nothing to do with anything that's been earned yet!!!

.. having said that, here's the first screenshot of the Achievement table that I've been working on, today.

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Daily Blog
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