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9th September 2015

Developments

( width="560" height="315" src="https://www.youtube.com/embed/z95Cn1S9d78" frameborder="0" allowfullscreen>> Yesterday was spent tweaking various difficulty settings. There are 11 (0-10) available difficulties being coded into the level generator, and this video shows what happens at Level 3. Level 0 is easiest, with fewer easier to manage baddies, whilst level 10 is full of spikes and nasty Duck-Turrets. Today I'm going to be tweak...
Views 49, Upvotes 8  
Daily Blog
8th September 2015

Developments

With the music engine at a workable stage, it's time to start adding some extra danger into the game. Starting with Duck Turrets, and Jack's movements, I'm slowly starting to make the entire game a little harder. I'll also be trying to come up with a bunch of map-based obstacles to get in the way of the player, too. Basically, this is the bit that involves a lot of little tweaks, building up to a nice big fuller adventure, and sees me having to try to separate things, so that eac...
Views 18, Upvotes 5  
Daily Blog
7th September 2015

Developments

The music engine is now in place, and I've converted a bunch of melodies from AL's recent "Liquid" AL Bum. Thrown into the engine, they're sounding melodically "OK~ish", but those instruments aren't working out, at all. ( width="560" height="315" src="https://www.youtube.com/embed/8opq1w_qZx4" frameborder="0" allowfullscreen>> Today I'll be experimenting with oodles of different instrument types to see what sort of sounds work best...
Views 32, Upvotes 8  
Daily Blog
6th September 2015

Developments

I won't make you put up with the current horror show of the game's ingame music generator thing. I managed to get it "working" last night, but the difference between "working" and "not sounding like shit" are somewhat lengthy. Instead, here's a video of the game with just the sound effects added in, and I'm sure you'll agree, it's quite an improvement. ( width="560" height="315" src="https://www.youtube.com/embed/6nHCA81tDEE" frameborder="0" allowfullscreen>Views 46, Upvotes 6  
Daily Blog
4th September 2015

Developments

I spent most of yesterday working with the pathfinding AI. The basic idea is that, once the basic level has been generated, an AI player runs through the level, trying to reach the other side. To ensure at least one of these players survives, a fleet of 32 AI players are sent over the level, and each tries to find the "best" way through. (URL "https://AGameAWeek.com/wp-content/uploads/2015/09/NPA2_009.png"><img src="https://AGameAWeek.com/wp-content/uploads/2015/09/NPA2_009...
Views 20, Upvotes 9  
Daily Blog
2nd September 2015

Gameboy Spikes

Do you own a classic Gameboy? Do you have a flashcart for it? Then today's (*yesterday) your lucky day! ( width="560" height="315" src="https://www.youtube.com/embed/JA34N332uTo" frameborder="0" allowfullscreen>> For the past week or so, (URL "https://socoder.net/?blog=rychan">Socoder member Rychan) has been working on a port of SpikeDislike for the Gameboy! You can (URL "https://socoder.net/?showcase=48655">grab it here)...
Views 26, Upvotes 5  
Daily Blog
31st August 2015

Developments

I tried doing some music, last night, but everything I attempted turned out terribly. I guess my spurt of musical talent has run out, for now! Aw well, at least I can concentrate on getting my game done, instead. ( width="560" height="315" src="https://www.youtube.com/embed/d0aJDTgu71k" frameborder="0" allowfullscreen>> Yesterday I tackled Object vs Object collisions so that thrown weapons could interact with enemies and vice vers...
Views 19, Upvotes 6  
Daily Blog
29th August 2015

Developments

Jumped back and forth through a couple of things, yesterday, but mostly spent more time working on the level builder. Things are starting to look a little more varied, and thankfully the addition of vertical scrolling has added a little bit more. I'm currently worried about making sure the levels are completable, as I haven't yet added an AI player run-through of the level, to ensure it's at least playable. I'll have to do that next, I suppose. In the meantime, I've been ensurin...
Views 20, Upvotes 7  
Daily Blog
26th August 2015

Developments

Last night I added some blocks to the Level Generator, which of course then required me to faff about adding extra rules to the player, and the baddies, and the other objects, to ensure they collide "roughly" correctly with the tilemap. It didn't take too long to get the basics in, but having to essentially rewrite the rules for half-a-dozen different object types meant for a long and complex bit of work. ( width="560" height="315" src="https://www.youtube.com/embed/DHRCs3Md1To"...
Views 26, Upvotes 5  
Daily Blog
25th August 2015

Developments

Nothing much worth reporting again, today. I've still been fiddling about with characters some more, and playing around with their various physics. I really oughta be working on the level structure a little, so I might stop faffing about with characters and instead focus on the look of the levels a little more. All the pieces are currently coming together to create something a little less special than the original, so hopefully I can find something magical along the way that brig...
Views 21, Upvotes 8  
Daily Blog
23rd August 2015

Musical

Seem to be in a musical mood, lately, so I attempted a second "Korg Remix Challenge" thing again, yesterday. ( width="100%" height="450" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/220437954&auto_play=false&hide_related=false&show_comments=true&show_user=true&show_reposts=false&visual=true">> I don't expect to win, as there are MUCH better remixes out...
Views 29, Upvotes 5  
Daily Blog
22nd August 2015

Musical

Each week or so, Korg send out a newsletter, and for the past couple of weeks I've been trying to ignore their little competition, but last night after receiving yet another email about it, I figured it was about time I gave it a shot. So, I put down NeonPlat for the night, and turned to my iPad to do some mixing. ( width="100%" height="450" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/220309050&auto_play=false&...
Views 72, Upvotes 6  
Daily Blog
20th August 2015

Developments

Tackling multicoloured craziness in HTML5 is NOT an easy task.. Desktop (and/or Android, OUYA, iOS, etc) version (URL "https://AGameAWeek.com/wp-content/uploads/2015/08/NPA2_004.png"><img src="https://AGameAWeek.com/wp-content/uploads/2015/08/NPA2_004-1024x542.png" alt="NPA2_004" width="604" height="320" class="alignnone size-large wp-image-4963" /> And by comparison, the HTML5 version (URL "https://AGameAWeek.com/wp-content/...
Views 16, Upvotes 7  
Daily Blog
19th August 2015

Developments

Yesterday I loaded up JMTrackr for the first time in .. a LONG time! I spent most of the day creating a new set of instruments for the engine, and ensuring everything still sounded .."Not awful" After that, I fiddled with the engine a bit, and am now midway through trying to figure out a way to auto-generate Monkey-Code which includes a multitude of different choons, all in one neat little bundle. ( width="420" height="315" src="https://www.youtube.com/embed/RQP8L_fdX_E" frame...
Views 331, Upvotes 9  
Daily Blog
18th August 2015

Developments

Yesterday's task was to get basically collectables, items, that kind of thing to work properly. I haven't yet added the whole lot, but thought that one useful "collectable" might be a checkpoint. ( width="560" height="315" src="https://www.youtube.com/embed/TOm4G0M6BSI" frameborder="0" allowfullscreen>> A simple looking flag, which lights up and animates when touched, and is your respawn point should you die. .. Of course, in the ...
Views 29, Upvotes 7  
Daily Blog
17th August 2015

Developments

A slight issue with the vertical scrolling is that a lot of the graphics in NeonPlat rely on thin lines. Most of the time, this isn't a problem, but when it's all scrolling up and down with pixel precision, there's a ludicrous amount of flickering going on, and it's somewhat unpleasant on the eyes. I'm going to have to (somehow!) put a stop to that, but .. hmmm.. So many devices, so many pixel density's, and so many screen resolutions. I'm not entirely sure how I'm going to mana...
Views 33, Upvotes 7  
Daily Blog
16th August 2015

Developments

With the player physics in place, and a few tweaks to the screen scrolling, it's time to start work on the level builder. Now I need to focus on both designing art to fit the style of gameplay, a half-a-dozen themes, as well as making the level builder work in a suitable way to create some nice enough levels, with plenty of variety, and also ensuring that all the levels are completable. ... That last part will probably be trickiest! I think I'll have to design an AI Player to r...
Views 22, Upvotes 5  
Daily Blog
15th August 2015

Developments

Didn't get an awful lot of stuff done, yesterday. I attempted to code, but leftover migraine seemed to be hammering away. I find that my migraines come in waves.. They usually last over the course of about 3 days, with days 1 and 3 being the worst, and day 2 being the eye of the storm. A calm, easy to cope with, day. Yesterday was Day 3, and as such I ended up sitting on the couch, reading Twitter and not getting an awful lot done. ( src="https://vine.co/v/edT1ujmI7uW/embed/...
Views 75, Upvotes 7  
Daily Blog
14th August 2015

Developments

Complications occasionally crop up as you're developing a game. The current complication is one of those "Everything NOW!!" issues. See, I'd like to get my character's movement to work, and ensure my screen scrolling works as it oughta. I've got left and right movement in, as that's pretty easy, but jumping requires that the ground collision is working properly. That means I need to stop working on the character movement, and switch to working on the tilemap collision detection,...
Views 26, Upvotes 7  
Daily Blog
13th August 2015

Developments

General rule of thumb. If you have a migraine, STOP CODING!! It took me about half an hour of confused bafflement yesterday, to figure out why a simple "Create a line of floor tiles" was completely refusing to work properly. As it turns out, I was making a completely stupid schoolboy error. I was doing (Y*Height)+X instead of (Y*Width)+X, when referencing my array, which was causing all manner of tile-based issues along the way. How incredibly silly of me! Once I realised ...
Views 39, Upvotes 6  
Daily Blog
6th August 2015

Melodical Developments

Last night I re-rendered and uploaded the entire (URL "https://archive.org/details/PrecariousAlBum">Precarious Al Bum to Archive.org) Annoyingly, I forgot to trim the tails on the tracks, so they all end with about a half-a-second of silence. Ooops.. I'll have to poke around in Archive.org's settings and see if I can update the files, but I imagine they're probably going to have to stay like that. Aw well.. Meanwhile, I also created a new track for the Liquid A...
Views 22, Upvotes 7  
Daily Blog
31st July 2015

Developments

The next edition of SpikeDislike3 will come with 5 brand new themes, each with a unique playstyle. In much the same way that SpikeDislike2 had it's Barry the Bee and Sheep Goes Right themes, this one will include a batch of themes that all mess about with the controls, and do things a little differently. The first attempt is, of course, the classic "Chase the Train" mode, which you might remember from the (URL "https://www.youtube.com/watch?v=JcbquXypuwc">Mastertronic 8-bit cla...
Views 19, Upvotes 5  
Daily Blog
28th July 2015

Developments

Yesterday was a day of failed attempts. I figured it'd be nice to have my Daily Platdude Pixelarts as some form of Pebble Watch, so I tried compressing over 200 pixelarts into something that the little watch could handle. I'd rather not have it constantly trying to grab images from the server, so the best bet would be to somehow compress all those pictures down to something small enough to fit into the (I think) 100kb of space available. I tried a number of attempts, but eventual...
Views 23, Upvotes 8  
Daily Blog
27th July 2015

Developments

Drawing silly pixelart characters is one thing. Having to animate a horse!? That's a whole other thing!!! Over the past week, I've animated a cat, a dog, and now a horse, too. I'll admit that, having animated the horse and got it into the engine, I then closed the laptop and opted to play games for most of the rest of the day, instead. Animating really takes it out of you, even if it was only 6 entire frames of animation!! I just don't have the stamina for animating. It wea...
Views 19, Upvotes 5  
Daily Blog
25th July 2015

Developments

Not a very productive day, yesterday, if I'm honest. I continued to play about with that Lester&Ralph theme, but I'm hitting the same roadblock as the last time, with the Sheep Goes Right theme, in that the characters run at the same constant speed so the entire point of the Combo system is completely ruined. I'm not sure what I can add to mix it up, and am desperately playing with all manner of elements to see if I can find that one little thing that suddenly makes sense. Hmmm.....
Views 30, Upvotes 7  
Daily Blog
24th July 2015

Developments

First, I'd like to apologise for one of the new themes. It seems that in my rush to get the game out, I neglected to realise how much blank space was left in one of the sprites. What appears to be unfair collision is in fact "empty space on the upper right of the sprite". I redrew this little fella at the very last minute (He was a bit more .. shall we say.. Mouse-like before!) (URL "https://AGameAWeek.com/wp-content/uploads/2015/07/SD3_045.png"><img src="https://AGameAW...
Views 29, Upvotes 7  
Daily Blog
23rd July 2015

Developments

If you've got a Pebble Time (The nice shiny new colour model) you can now get a colourful Platdude watchface, along with an updated colour edition of SpikeDislike Jr Both are available from the Pebble downloady doohickey. Photos : Beware : Hairy Arm!! (URL "https://AGameAWeek.com/wp-content/uploads/2015/07/Pebble_Plat.jpg"><img src="https://AGameAWeek.com/wp-content/uploads/2015/07/Pebble_Plat-1024x768.jpg" alt="Pebble_Plat" width="604" height="453" class="alignnone siz...
Views 30, Upvotes 12  
Daily Blog
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