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1st November 2017

Developments

32 pixels are winding me up!
Views 67, Upvotes 13  
Daily Blog , 2018 Framework
31st October 2017
Today's tweaks have been numerous and varied, although mostly concentrating on controller based stuff. As in the Monkey framework, F1 toggles Debug Mode (the framerate on the bottom), and F11 now toggles Fullscreen mode. Clicking on the screen draws a rock, which looks like a sponge. I've not begun doing Multitouch, yet. If you've a gamepad at hand, be sure to plug it in and then push various face buttons to do something. Let me know if ANYTHING works!! I'll be posting a more com...
Views 294, Upvotes 23  
2018 Framework
31st October 2017

Developments

I've already added a few "Power" features to the framework, even at this early stage.
Views 109, Upvotes 16  
Daily Blog , 2018 Framework
30th October 2017
Another basic task undertaken.
Views 136, Upvotes 22  
2018 Framework
30th October 2017
Yesterday's framework test seems to have gotten negative reviews, with a common .dll issue cropping up along the way. I've uploaded a quick fix, this morning, so if you'd like to give it a whirl, be sure to let me know how well it works.
Views 84, Upvotes 20  
Daily Blog , 2018 Framework
29th October 2017
Spent most of this morning rewriting bits of the basic Image Loader, to work with Spritesheets instead of individual sprites, and then additionally to fix the filename stuff. A few basic errors have also been implemented. I'm near enough ready, now, to start working out the Threading stuff, but for the sake of testing, here's the latest download. Starting to get slightly larger, now, since it also includes 2 images, but otherwise everything's at a more or less maintainable size. .. I thi...
Views 22, Upvotes 3  
Daily Blog
29th October 2017

Notebook

I've added another page from my old Notebook onto the Patreon page, for Subscribers. If you'd like to take a peek at some random GameDev notes and scrawls from about 15 years ago, that's the place to look!!

Developments

Remarkably, loading a png wasn't all that hard.
Views 79, Upvotes 21  
Daily Blog , 2018 Framework
RAWR!!! Blog
28th October 2017

Lack of Developments

Seriously, though. How broken could it possibly be!?
Views 73, Upvotes 17  
Daily Blog , 2018 Framework
26th October 2017
When it's a C++
Views 143, Upvotes 20  
Daily Blog , 2018 Framework
24th October 2017
A few hours later, and this has emerged.
Views 66, Upvotes 14  
2018 Framework
24th October 2017
The simplest form of input is Keyboard input. So, today I started to look into that.
Views 70, Upvotes 15  
2018 Framework
24th October 2017
After the hours (literally about 5 hours) of installing stuff, I finally got the basic android gradlew.bat file to compile, only to discover that that didn't actually compile the full thing, and instead just compiled the c++ stuff into a .jar file that Android Studio then had to take care of to compile it into an .apk.
Views 84, Upvotes 22  
Daily Blog , 2018 Framework
22nd October 2017
Yaha!! ^ That'll be debug output from iOS, by the way.
Views 150, Upvotes 28  
2018 Framework
Focus Day Blog
22nd October 2017

Developments

I decided not to work on the Framework, yesterday, and instead focus on the more immediate issues.
Views 75, Upvotes 6  
Daily Blog
21st October 2017

Developments

Things are looking great for this week's game. The balance is now just-right, and I'm getting more or less similar scores on each play-through, which is usually my sign that I've done a decent job at making the thing play at the same level each time.
Views 142, Upvotes 21  
Daily Blog , 2018 Framework
20th October 2017
Ugh. I wasn't expecting my first attempt at iOS/XCode to run smoothly! The main complaints from the dozens of error messages, were warning me that "C++ Expects Types" when declaring and using functions. Well, no.. It doesn't.. It's working fine in both the Windows and HTML editions. XCode expects types.. Not C++. C++ is fine without!
Views 165, Upvotes 21  
2018 Framework
Holiday Village Pixelart
#1024 - 20th October 2017
Views 92, Upvotes 20  
Game
18th October 2017
I really need to finish off this week's game!
Views 22, Upvotes 4  
Daily Blog
Breakdown Blog
16th October 2017
OUYA's been dead for a couple of years, now, but it seems that Razer's latest plan is to replace "Android TV Gaming" with "Android Mobile Gaming", and .. well, I've written about that, before.
Views 141, Upvotes 6  
Daily Blog
13th October 2017
Also available on SoundCloud.
Views 86, Upvotes 8  
Daily Blog
9th October 2017
Last night's midnight sheep-testing did NOT go smoothly. Bloody iPhoneX's fault, again...
Views 59, Upvotes 2  
Daily Blog
#535 - 9th October 2017
Views 37, Upvotes 8  
8th October 2017

Developments

I've got a basic scoring method in the game. 3 stars instead of 3 sheep, but basically a case of "Beat the level on your first try for 3 stars, 2 stars if you lose a life, 1 for losing 2, and anything beyond that gets no stars." A tally is on the right hand side of the menu, and that's pretty much all the scoring there is.
Views 67, Upvotes 4  
Daily Blog
7th October 2017
Getting closer to release. The current version of the game is now on my iPad, and I'll be stress testing all the levels to ensure they're the same set of levels that the Windows and HTML versions have. Looks gorgeous Which isn't something I get to say very often, about my games.
Views 38, Upvotes 5  
Daily Blog
7th October 2017
Over on this week's Patreon Notebook Pages Lookback thing, I've stumbled upon an unfinished project! Head on over, and if you're a subscriber, you can download a rubbishly unfinished test engine that doesn't do much of anything! Woohoo!!
Views 56, Upvotes 6  
Daily Blog
7th October 2017

Developments

More work on Sheepy, yesterday, and a fair amount of play testing. I've got worlds 1-5 working nicely, which will be the PC/HTML editions. The Pay-for Premium iOS edition will go all the way up to 20, but that means more and more and more and more testing!
Views 42, Upvotes 12  
Daily Blog
#532 - 6th October 2017
Views 40, Upvotes 6  
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