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22nd April, 2010
We're not done yet!
In order to further our quest to redo DS08 in Bigginess, we've also got to redraw all of SirVoe's wonderful alternative graphics that he designed for DS08.
There's 3 extra sets of sprites, and it's taken me about 2 hours to redraw about 1/4 of the first sheet.
Here's what I'm thinking. Each level pack is split into 4-level "parts" so, I might as well change the graphic set for each part. Give it a bit of progression..
(the splits are those "starting point" things on the menu!!)
Meanwhile, I've got the number of levels up to 99 (bah!!!) and once I've come up with a 100th, I'll start making Trailer #3. Because "100 levels of JNKPlat2010 in 10 minutes!!" would make quite a nice little trailer.
Now, Gimme More Levels!!!!
21st April, 2010
DS Converts : Part One
As much as I tried to make the 2 versions compatible, I did mess a few things up along the way.
Plungers and Darts move at a slightly different speed, and even Platdude runs at a different "steps-per-block" speed, too.
It's not a whole lot of a difference, but there's enough changes to have broken some of the levels.
So, rather than having a "Load my Levels" option, I'm doing things bit by bit, and tweaking them as I go.
Apologies to folk who made DS levels.. If you have, though, send 'em over and I'll shove them through the mountain of blitz code I've got, and see if I can make 'em playable again!
There are 39 levels in this pack, all from the first 4 level packs in the DS08 edition.
Plenty to play!
I'll carry on doing this some more, another day, so watch out for more Bonus Round material.. However, it's taken me about 5 hours to do these Simpler levels, so who knows how long it'll take for the tougher stuff!
20th April, 2010
It's Platdude Time!
Guide Platdude through 45 puzzling platform levels, dodging darts, fleeing flames and always being mindful of mines!
View on YouTube
A nice and easy game, with more buttons than you'd probably care for.
Cursors to move, Z to hold, X to jump left, C to jump right, and V for one single purpose!!
How many levels can you get through?!
Download JNKPlat 2010 for Windows and Linux here.
AGAW Scoring : 34 weeks, 38 games. Yikes, that soon caught up!
19th April, 2010
It's been three whole weeks since I made a post with that title, but we're ready to get going with the whole JNKPlat 2010 thing, and nothing short of a complete hard drive failure could stop it, now!!
*Jay quickly does a backup*
Mmm.. Luvly big shot!!
Hi-Def JNKPlat, Tomorrow!
Send in your levels, guys!
18th April, 2010
Woot! He's on his way! Everyone excited? Probably not!!
JNKPlat 2010's first release will be right here, Tuesday morning.
There's a handful of bits and pieces yet to be done, but as it stands it's entirely playable. Tomorrow I've got to set up lives and midpoints, but other than those there's nothing too "missing" in the game. I've even enabled one-button-method. Euwww!
Level makers should be preparing to send in their packs, for the end release, and I'll get strapping everything together nicely.
Here's hoping it's liked!!
15th April, 2010
On Sunday we had a new bathroom fitted, during which time we discovered an old leak which had previously gone unnoticed. In what can only be described as "Water Timing" the leak decided to smash through part of our kitchen.
So, this week, we've been busy doing house destruction, removing part of the ceiling, and preparing to get a whole new one.
Although I've not really been doing too much towards it, the ceiling coming down isn't the big job, that's coming soon when we put the new one up.. It does seem to have soaked up oodles of my time, this week.
I've spent two entire days trying to get a small box on the titlescreen to list the names of the Level packs.
It's hard to concentrate on your coding when there's so much more going on around you.
I'll keep plodding on, though, and with any luck JNKPlat 2010 will be with you on Tuesday morning.
Meanwhile, there's been hundreds of little fixes all over. From a bizarre string-based memory issue, to a slightly quicker framerate-tracker, and more.
In fact, this game appears to have upgraded quite a few of my framework's abilities, so that's nice, and with any luck I might use the spare week at the end of April to rebuild the rest of this years games, and pop 'em all online with sources.
That oughta keep a few people happy.
or maybe not!
pic of the day
Might not be super impressive, but it's a start!
14th April, 2010
Folk who currently have the editor should be aware that there's a slight bug with the far right, and lower sides of the levels! Try not to go too far!! Thanks! I probably mis-counted something, somewhere, and it's all gone a bit pants!
Otherwise everything should, hopefully, be working just fine. Although I'm a little disappointed that I didn't test that. It popped into my mind a couple of days ago, but I was too busy trying to get the encoding to work that it then popped right back out again! Bah.
It'll be fixed by Tuesday!
Meanwhile, another little bit for editing folk.
If you're making a larger level pack, and want to spread things out a bit, place a "[Checkpoint]" before the next "[Level]", (inside the raw file in notepad) and once the final version's released, these will act as restartable points that the player can begin from. As opposed to always starting from level 1 in your pack, they can pick checkpoints once they're reached that level.
And I should probably point out, the player will be getting three lives again, just like the DS version.
13th April, 2010
To the 7 people who asked, the editor has been sent.
This kinda counts as a release, but since it's not a public release, it also kinda doesn't.
2 weeks in, and the game's coming along in leaps and bounds. There's a couple of DS08 tiles that aren't in there yet, but otherwise it's about the same game.
With 1 week left, I need to..
1. Add more tiles!
2. Do the entire frontend, 'cos it's a bit pants right now.
3. More niceyness
4. Levels! Must remember to make levels!!!
5. Probably more stuff, but nothing else written down!
If you asked, but haven't received, check your spambox, and if you definitely don't have it, let me know.
AGAW Scoring : 33 weeks, but still only 37 games. Still not bad, but I'm definitely slowing down!!
10th April, 2010
Think you've got what it takes to make JNKPlat levels?
Want to get your name into a game before the game's even finished yet?
Want to even get to play the game before it's even finished?!
email me, NOW! Jayenkai@Gmail.com
or post "Me!" (or otherwise) into the comments below.
A limited selection will receive the pre-pre-pre edition of the game, with a very simple batch of test levels, and the fully formed level editor, ready to build some kick-ass new stuff.
Pre-pre-pre edition will be sent out on Tuesday, so get your name in the hat before that happens.
Each person will be expected to build at least one fantastic level, and it'd be nice if you could build a couple more to bulk up the numbers a bit!!
The full release will probably be the Tuesday after, so you won't have a lot of time, but it only takes a few minutes to bodge something half-decent together.
Let me know if you want in!
10th April, 2010
Things aren't going too badly in the Level Editor.
A nice bar, Selectable objects, Test button, Tabs..
In many ways, things are about the same as they were before, and that's exactly how Platdude likes them!
Keen observers might notice the lack of lights and switches. The whole purpose of the lights was to limit what the player could see, but when you've got an option to zoom super-close, the game already has that limitation. As a result, I'm not 100% sure it'd be worth spending the time implementing any "darkness" to the game. Maybe later, but for now, having the ability to set super-close in the level's settings does all that it needs.
Speaking of which, I should probably make a Level Settings thing in the editor!
8th April, 2010
(note, this is a bit waffley, and tends to jump about from point to point!!)
Today I've been working on the editor.
It's been a bit of a challenge, trying to think of every little think you might use, and also the keys for all of it, but I think it's coming along quite well.
Draw with the mouse to draw, left for the selected tile, right for blank.
WASD will scroll the screen around
E picks the tile under the mouse
Q allows you to draw a rectangle using either Left or Right mouse button.
For those familiar with the DS edition, that's pretty much the same, except with left and right scrolling.
8th April, 2010
It's amazing that, a week and a bit later, there are still loads of old things that must be put into the game.
I completely forgot about those little mines, and the TNT Plunger based mines, too!
Then getting them all working on Travellators, too.
Plenty of work.
6th April, 2010
Yeay! Platdude's on his way!
Here's the first teaser..
View on YouTube
Odd things to spot.
1. Framerate's a little quirky, because my screen-capture STILL sucks, even on the new fancy PC. Dangit.
2. No ingame audio, same reason.
3. Those aren't real levels!! Those are just made up to show off different things.
4. I made the music WAY too short, and couldn't fit all 8 video that I'd captured. Oh well, never mind, there's always the 2nd teaser!
5. The exit doesn't work yet, so I had to very very carefully stop, right beside it!!
There may be more odd things, but I've forgotten the rest!
I'm now up to the "Make a bunch of levels" part of development.
This usually takes the longest!!
6th April, 2010
No release yet, it's nearly ready, but still so far away!
Not to worry, it's Platdude's month, so let's carry on.
By the end of this month there'll be a PC version, and a Linux version, too.
That's hopefully apparent by now.
What I've not mentioned, yet, is my hopes to recreate this game onto other platforms. So let's talk about that, now.
3rd April, 2010
Blocks and Spikes are in the engine now, as are the default sound effects!
Seems a bit of a long time for Blocks and Spikes, but those Blocks are always more complicated than they oughta be!
Work is coming along at the regular rate, but I'm now starting to think about the frontend of the game. Not entirely sure what I'll be doing for it.
I might try to replicate the DS's menu screen, since that seemed to work out nicely.
We'll have to wait and see!!
Tuesday, if I can get it done, I'll release a "Trial" like I did with the 09 edition.
Hopefully people won't whinge their asses off, this time.
2nd April, 2010
I've spent ages working on the whole Music Engine thing, and so far it's not sounded 100% great.
Today's work got it up to about 75%, or thereabouts.
As Background music, it does it's job. As anything more, it's a little lacking. So I think I'll just say "That'll do!" and carry on.
JNKPlat 2010 + random'ish music, coming soon!
I'd post a new High-Def screenshot, but you can't really screenshot music, and I've not really done any new graphics since yesterday.. So, instead, here's an mp3.
Note : The bass gets WAY too low about 20 seconds in! I might have to fix that!
1st April, 2010
I haven't really been updating this like I oughta be, so here's the "So Far"
Day one (Tuesday 30th March 2010)
Make it Big
Decided to go with the "upped size" style, so set about redrawing all the old background tiles at a higher resolution.
I considered making 50-odd brick tiles, and give them all a slight texture, but figured that'd kill your memory, so instead created an overlay texture that would be added to the screen once the game's done it's frame drawing.
The result was a "Fuzzy Felt" style JNKPlat.
Looks kinda neat, but also helps the game keep it's retro style.
30th March, 2010
Today I've made a start on the next JNKPlat.
Everything will be sprite based, but MASSIVE compared to previous outings.
Where previously they'd been 8x8 pixel tiles, this time around they're going to be 64x64 pixels.
That's a 6400% size increase! (Assuming I did the maths right!)
Look inside for the super high-resolution mock-shot!