A brand new game
for Windows, HTML5, 3DS Homebrew, iPhone, Android TV and more,
2nd May, 2009
Stupid spambots are taking the smeg, so I've added a fake captcha thing to see if it does anything.
Like it says, just ignore the thing, and it'll ignore, too.
30th April, 2009
My cookie work's kicking off, now. With a fully working keyboard, and sprites flying around the screen, I'm ready to start building games.
I've a few games in mind and am hoping to get some work done during the week.
But what does that mean for AGameAWeek?
Well, A Java game is still a game! So, if I get anything nice working, that'll be this Tuesday's AGameAWeek release.
Sorry for all if you'd rather complain about that! But I can't work on 100 things at once.
Or rather, I can't get the 100 things done within a week
If I can get Blitz + Java games done, I'll probably post them here, too.
But then I also have to get the PRC2 DS thing done, too!
Yikes.. So much!!
28th April, 2009
With all the time spent playing around with Java and MidletPascal, this week, along with the time spent on H~S~R, we seem to have hit a bit of a low point.
Still, no matter, here's a "fun" game!
Take lots of dust, push it around by clicking on the screen, and try to get all the dust into the red area.
You'll have to guess where the red area is, 'cos it ain't labelled!
Wherever the dust becomes red, that's where it's at.
There's a timer.
And, to be honest, there's not much gameplay.
This is really just a quick test to see how much fun this game might be on my phone. I'll probably do that version later today, but with chunkier paper/dust, and a few other rules. Who knows! Look out for that.. But, either way there's only taps required, and since the Cookie seems to like that, it's definitely a possibility.
Anyhoo, back to this..
You can Download Dusty here, play it, and maybe even rummage about inside the included sourcecode!
Weird note of the day..
FFS, Boyle's even getting in my Blog's Spam now!!
"That was moving when straight some wierd looking lady started to chorus like an angel! Susan Boyle was a heartfelt throw for a looper for millions!! WOW!"
27th April, 2009
26th April, 2009
22nd April, 2009
I'm taking a day off from H~S~R today, thinking ahead for next weeks game, which may/may not be a word game.. not sure..
Anyhoo, there are bugs, and Swarmer found a couple, so head inside to have a good read about 'em.
21st April, 2009
21st April, 2009
20th April, 2009
No scores, No End of Game, No Badges, and to be fair, nothing really new, either!
Can Jay complete about 75% of a game within a day!?
Find out tomorrow, when a probably incomplete H~S~R turns up, at AGameAWeek.com!
18th April, 2009
Vaseline gives me migraines
Anyway, we managed to go, what, 30+ years of gaming without it, so I think we can manage!
Even more extra lovely glow, today. With a few tweaks, the background's starting to smear! Not sure why, but damn if that doesn't look cool!!
You'll be playing away, and the background colours all start to smear outwards, as if puddles of colour in some water.
And completely inexplicable!
Anyhoo, onto badges.
Badges = Achievements!
I've implemented a nice multi-game-save system, so you should be able to keep your username throughout all future games. Nice and simple method of doing it, hopefully it doesn't go tits up!
Unfortunately, with the Badge-Display things only about half coded, and this game really needing to be done by Tuesday, I'm in a wee bit of a rush.
If the badges aren't finished up by tuesday, the game will be released, with an impending secondary "+ Badges" version coming soon afterwards.
But at least it's coming!
17th April, 2009
H~S~R's coming along, nice and slowly.
As I add each new little thing, I spend about an hour playing with the lovely swooshy swirlyness of it.
The whole Texture-Buffer-Blurry thing has really added some niceness to the game.
And, just for good measure, you can turn off the texture section. So, if the game's not quite up to speed, turn off the blur, and the game carries on without it.
Every element in the game has 2 layers. The Sprite, and the line.
Lines are left in the background, to swooshy away, whilst the sprites are overlaid on top. (but, not actually on top, due to the complexities of my buffer system!) It means that whenever you add the blurryness, only the lines and swooshies are actually blurred.
You still get nice crisp clear game gameplay, but you also get a nice blurring background, too.
And with all the overly blurryness of it, it all blends together, a bit like how the old Geiss screensaver does it, with single pixels lines slowly blending into the overall niceness of the background.
16th April, 2009
It's been 30 weeks since I last tackled Horizontal Shooter.
The last time, I used BlitzMax.
It was wonderful, and gave me all manner of nice swirly effects for those lovely background lines.
Until it came to running it on other systems, whereby a huge amount of incompatibilities arose, and the game kinda fell on it's arse and died.
30 weeks on, let's give it another go!
14th April, 2009
So, Red Dwarf.
I know there's a lot of complainers out there, but I loved it.
OK, it wasn't old Dwarf, and it really missed the laugh-track.
But that was good!
A good story, great acting, loads and loads of little injokes.
No AGameAWeek this week, I took a lazy day. Nothing wrong with that, is there?
Meanwhile, here's a progress report.
I started a game last week, but the lack of a certain element made the game completely unplayable. I'll either put that element in, or scrap the game and do something else.
Haven't touched it since the last update.. whooopsy!
To be fair, the "missing element game" was meant to go into it, but without it's missing element, there's no point.
I've been refamiliarising myself with the Samsung devkit.
Even though my phone's an LG Cookie, there's no point in breaking my devkit. The new phone works just fine with things created with the old devkit, so I might as well stick with it.
Hey, who knows, I might even bother to release any resulting games for other phones, too.
But probably not.
Having to develop for so many different possibilities is what put me off Java-dev in the first place!
So I'll be aiming for Cookie, first and foremost.
12th April, 2009
AGameAWeek, except when not!
It's Easter weekend, the weather outside is gorgeous, and I'm really not in a Sit + Code type of mood.
Doesn't happen very often, but there it is!
So, if there's no Game this week, that'll be why!
Meanwhile, you might like to check out the new "I bothered to tag all the releases" view.
You can now flick through pages of Just Releases.
10th April, 2009
Giving yourself more work!
Last week I bought myself a new phone.
A lovely little phone!
LG "Cookie" KP500
Touchscreen, and stuff.
But it's time for me to complain, as I usually do.
See, the thing is, Java games. Proper ones.. That you'd pay cash for online..
They try FAR too hard to make themselves look good.
They desperately attempt to fling hundreds of "nice" "polished" "wonderful" sprites around the screen at once, like they've worked oh so hard on the game to make it look good.
But the phone just can't quite keep up.
I don't know why they do it. and it makes my phone unhappy.
Unhappy because, it's basically stuck playing this "Pipe Game" (that's its name) that came with it.
And, between Swarmer and my own recent pipe games, I'm all out of pipes!
So, I guess I'm going to have to damn well do it myself.
If you have any "Touchscreen only" game suggestions, shove 'em in the comments.
I'm currently considering bringing back Arcade Slots.
7th April, 2009
A bizarre mismash of random thoughts this week, alongside an eventual plan of action, and only a day to impliment it!!
3rd April, 2009
I'm jumping all over the place, lately, aren't I!!
With Skeleton files to update, Menus to rejig, and even super-complex Socoder work, there's lots and lots and lots for me to do!
This morning, I've hopped back to Platdude's Retro Collection 2. Day 14 is a whole day away from Day 13. That can't be good! The game won't be finished for another year and a half at this rate!!
Right then.. Menus!
Previously I'd copy+pasted the menu system from the previous game. To be fair, it did it's job.
But having the game open up, and look EXACTLY like the last one, probably wasn't all that good of an idea.
So I filled the area in, and left it blank.
Looks rather empty right now, but once I pop some text and buttony things in, it should look ok.
I also decided to make use of the top screen, with the Dpad/Stylus images being up there alongside a brief description of the game selected.
So, that's roughly what it'll look like.
No doubt it'll have a couple of tweaks, here and there, before I'm done. But for now, that's how it looks.
Now I can add my 4 games into the menu! Woot!