A brand new game
for Windows, HTML5, 3DS Homebrew, iPhone, Android TV and more,
13th May, 2014
As the game continues to get built up, I've started to work on a generic looking menu system for it.
Yep, it's as bland as bland can be, but the point of the menu is simply to get you into the game, so .. for the meantime, that's as good as you're going to get.
The menu works for "Player One", and is also controllable via touchy/mouseyness, but mostly it's a player one thing.
Up and down for options, left and right to select.
If you head up to the top line, you can select your Bomber.
In addition, anyone hitting A/B (Cross/Circle on PSX pad, O/A on OUYA pad) can join the list of players at the top, and similarly, X/Y (Triangle/Square, U/Y) will leave the list of players.
Again, only "Player One" gets to play with the menu, but otherwise players are free to select their bomber of choice.
This menu, as bland and unimaginative as it is, has taken most of the day to figure out so that it happily scales to different screen resolutions and things. Gawd, I hate doing menus and GUIs in general.
Which makes tomorrow all the more chaotic, as I need to create a working shop GUI that can be used with multiple players at the same time..
Oh boy, that should be fun!!!
12th May, 2014
I've just added my first Amiga game to my Jayenkai Archive.
I've had access to the disk's files for a long time, but never got around to getting the compiler stuff up and running.
Today, I finally buggered about with WinUAE and my collection of Amos disks, and got Amos Pro Compiler up and running.
I've created an ADF file with the compiled game in it, added a startup-sequence, and made the disk boot up nice and rapidly. (*and/or as rapidly as an Amiga Floppy will boot!)
Lots of faffing about to get all of that working! Apparently if you tell WinUAE to "Create blank floppy", it doesn't even make the thing bootable. grr!!
You can Download Voyager Flight here. It's a zipped ADF file, so grab it, unzip it, and then make use of the ADF in either WinUAE, or on an actual Amiga. Let me know how you get on, and .. assuming it's not a complete balls up, I'll see about digging out some of my other terrible Amiga experiments in the future!
Oh, yeah, and you NEED to use Joystick controls, which defaults to the numpad if you're using WinUAE.
11th May, 2014
I've got 15 little characters in there, so far, and I'm sure I'll find some more along the way.
Next step is to get some gameplay running, and try to stop the annoying generic "diagonal-pass" bug solved.. stupid bug.
Game expected by the end of the month, as it's far too big to be finished any sooner!
10th May, 2014
Here's how the game currently looks.
The game will be a generic Bomberman clone, but with as many AGameAWeek characters in that I can think of, assuming they're vaguely recognisable. Feel free to comment below if you've got a particular favourite character that you'd rather I didn't miss out.
Characters are very simple little 16 frame animations, they don't even have death animations. I'm simply walking 4 frames in the 4 directions, and allowing "Game stuffs!" to handle the rest. As such, adding characters is relatively simple, but I'll be needing to add sounds and other stuff, later, which will obviously make things a little bit tougher.
Over the next few days I'll be playing around with some kind of AI stuff. Hopefully I can get it so that a single player gets a good enough experience out of the game, but ultimately it'll be aimed more at a Local-Multiplayer (specifically OUYA) play level, so if I don't quite get a good AI going, I don't want to hear whinging!!
I'm going to try my best to ensure that a single player has enough of an enemy AI to keep them playing, though.
.. That's going to be tough!!! I'm terrible at AI!! Aw well, carry on!!
9th May, 2014
I've not attempted a Bomberman clone for many many years, so after a fairly short discussion on the OUYA forums, I sprang to life, and got started.
So far so good, but I'm thinking there's a lot of stuff to implement, so it'll probably take a little longer to finish this game than my regular AGameAWeek schedule.
Don't be surprised if this one drags on a little!
8th May, 2014
One of the hardest things in the world of AGameAWeek is when you take time off.
The past week has been chaotic at home, and things got a bit down in the realm of the real-world. As such, I opted to take the week off from AGameAWeek, mostly because my mind wasn't in the right place to be designing fun little games.
The week off left me a little bored, and as is usually the case when in that mindset, I started to look back through the past few weeks and dig through the stats.
One of the most depressing stats was that of Spiky Tower and Disc Blaster on iOS.
Both games have sold around about 30 copies each. That's after a good month or so on the AppStore.
7th May, 2014
Seems I'm currently in the mood to do more odd other stuff, rather than the core game coding, this week.
Aw well, here's another tune, which may or may not find it's way into a future game.
5th May, 2014
AL's latest CHOON is available on SoundCloud. Have a poke through some of his other SoundCloud tracks for previous ingame sounds.
4th May, 2014
My Spreadshirt AGameAWeek store has been available for many years, but is rarely ever bothered with.. .. Usually because I never bother to link to it!
Yesterday I posted the "Evolution of Dude" pic, and someone on Twitter suggested it'd make a nice TShirt.
...Yeah, why not!!
So, today, I'm reopening (and/or re-using!) the store, and have added the Evolution of Dude TShirt.
There's also a nice new warm wooly Plat Hat if that sort of thing interests you.
You can find those, and more, at the newly refurbished AGameAWeek.Spreadshirt.co.uk site. (Their server also creates a .net version, but strangely not a .com one.. not sure what that's all about!)
Note : If you find yourself inexplicably ordering over ??30 of stuffs, you can currently use the MAY14 coupon code to get ??5 off.
4th May, 2014
Although I started a game, the other day, something else came up and it's removed my normally-frantic coding spirit.
Family life is always more important than AGameAWeek.
Normal service will resume next week, probably with the game I started the other day.
Happy 4th of May, folks.
Live Long, and Prosper.
3rd May, 2014
Ooops, I think I've missed a couple of these.. Aw well, no matter!!
Here's this month's!
Click for MASSSSIIIIVVVEE!!!
2nd May, 2014
26th April, 2014
Sod it, why not..
SpikeDislike meets the Ludum Dare challenge of "Beneath the Surface", as you attempt to make your way past the hidden spikes!
How far can you get!?
An hour and a half, well spent.
You can Download The Spikes Beneath here for Windows and HTML5. Haven't bothered with everything else, but if people want it, I'll add extra ports.
Source available here. You'll need both Monkey and My Framework to get it going.
I *think* this is the link to my entry, but it has the word "preview" in the URL, so I might be mistaken.
.. Bloody great big mess, that LD site! Someone seriously needs to spend a good 48 hours fixing it up a bit.
Oh, and Time Taken : 1hr 30 mins'ish
26th April, 2014
Journey with Platdude, as he leaps from planet to planet, in this epic universal quest to get some nice shiny gems.