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Pixelart
  23rd May, 2015
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Blog
  23rd May, 2015

Developments


Yesterday I planned to do one thing, but ended up doing something completely different!
I'm not entirely sure why, but it might've had something to do with me listening to an 80s compilation at the time.
WARNING : Listening to music can seriously damage your planned development schedule!

Suffice to say, my 80s themed theme now looks much more 80s themed, and I even created a silly "thing" for no good reason.
SD3_Together

Why did I do it? Not sure.
Why did I stick it online? No idea.
Is it silly enough to count as marketing for a game I've yet to finish!? .. Sure, why not!!
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Daily Blog
Pixelart
  22nd May, 2015
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Blog
  22nd May, 2015

Developments


Lots of background work, yesterday, as I continued to work on the menu system.

SD3_023

The two circles on the right currently show the topmost highscore of the level selected, as well as the last score.
Now you can either tap the circles, hit a shoulder button on your controller, or hit the B button on your keyboard, to slide that section across, revealing a better scoreboard, alongside other stats like the most spikes you've passed, best combos, and things like that.

Over on the left, you'll not notice a good old-fashioned zig-zag, which does a fairly decent job of separating that tenth level, which will be the all-important "Infinite" stage of each theme.

The menu's coming together nicely, and is much more manageable than either of the previous two games' chaotic sprawling menus of insanity!
I kept it simple!! If that doesn't generate buttloads of sales, I don't know what will!!!
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Pixelart
  21st May, 2015
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Platizens
Blog
  21st May, 2015

Developments


I spent some time, yesterday, playing around with the menu system for SpikeDislike3. It's starting to look fairly usable, now, with it's little bouncing "Next Level" thing, and all the spikes and stars in the right places.
I still need to add some sort of boundary to the left, so that the "Infinity" levels are more apparent, but for the most part, the menu is nice enough, and actually functions the way it's supposed to!



In the above video, you'll get a feel for how the menu currently works.. (With apologies for that odd glitch that happens in the video. I need to get the MacMini up and running again.. That was WAY better at making videos!!)

Stars are awarded for completed levels, Spikes are awarded for failures, and just like Sheep Goes Left, if you end up with three spikes on a level it'll open up the next level for you, because I'm not a mean-spirited evil crazy-person!

Annoyingly, because I've now created a "10 levels per graphical theme" rule, and have 13 themes ready and waiting, I'm going to have to make a LOT of levels to pad out the game!!!
Nnnngh...
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Daily Blog
Pixelart
  20th May, 2015
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Blog
  20th May, 2015

Developments


Yesterday was most definitely a day of two halves.
In the morning, the world was colourful and happy.
SD3_018

But by the evening, they'd gotten all dull, worn out and grey.

SD3_019

With over 10 themes now happily playing together in the engine, I really should get back to working on that menu system.
I've a lot of elements to put into play, but hopefully it won't be too complicated. After all, I did plan ahead quite a bit, this time around!

Over the next few days, I should have finally decided on a proper set of level numbers, and will have to start thinking about achievements and things like that.
There's so much more yet to do!!
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Daily Blog
Pixelart
  19th May, 2015
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Blog
  19th May, 2015

Developments


Ho, Ho, Ho!!
SD3_017

I don't know why this theme popped into my head, last night, but there it is!
A wonderfully festive xmassy theme.
Will this be part of the regular game, or will it only turn up at Xmas time? I'm currently unsure.
It certainly is a nice theme to play in!
.. *shrugs*
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Daily Blog
Pixelart
  18th May, 2015
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Blog
  18th May, 2015

Developments


Yesterday, I made this!
SD3_016

Taking sprites, sounds and music from Invisible Munky 2, I quickly cobbled together a SpikeDislike2 theme, and remarkably it looks pretty darn good!

I also attempted a candybar styled theme, but that didn't turn out as well, and all the striped candy bars were making it hard to tell what on earth was going on!

Lesson Learned!

On top of that, I had to add "collectables" into the engine, for Munky's bananas. They weren't too hard to add, as I made use of the "Background Parallax Objects" functionality.
It's resulted in only one object onscreen at a time, but it does at least work properly, and gives you something extra to aim for.

That's roughly 10 themes in the game, now. I need to start thinking about other elements to add.. hmm...
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Daily Blog
Pixelart
  17th May, 2015
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Blog
  17th May, 2015

Developments


My first session of yesterday was spent fixing up the issues I had with the little fishy theme.
I started by stripping out the fish, and replacing it with an Octopus, which although fundamentally the same sort of thing, looked a bit less weird when bouncing along the floor in the standard SpikeDislike style!
So that turned out nicely.
After that I tweaked a bit more of the standard engine, which is growing features every time I touch the thing, and fiddled about with a bit more music.
Later on in the day, I attempted an 80s styled retro theme, but I'm not sure if it'll stick, since it's kind of a bit too much to look at!!
Time will tell, whether it remains in the final game or not!

I should mention that, this time around, I have much more control over the way that things are staged, so if at any point I choose not to use a particular theme, I can simply leave out it's "World XXX" number, and the engine will avoid it. In previous editions, if I wanted to scrap a theme, I had to overwrite all of it's data, and it'd potentially be lost forever. This time, leftovers will remain intact, and may end up being used in future releases..
.. Whether that's better, or not, I'm not sure. But it's definitely easier to organise this stuff!!
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Daily Blog
Pixelart
  16th May, 2015
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Blog
  16th May, 2015

Developments


Yesterday I created an underwater theme.
SD3_015

As good as this theme is, I'm not *quite* happy with it, mostly because the visual of a fish "bouncing" doesn't really look all that normal!!
Today I'm going to be playing about with it, to see which works better. Sin-wave based floatyness, or .. a completely different sprite!

Meanwhile, here's the accompanying choon that somehow also managed to come together really well!

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Daily Blog
Pixelart
  15th May, 2015
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Blog
  15th May, 2015

Developments


Yesterday I started a new theme. A road, some sand, some water, stars, moon and some boats.
SD3_012

In terms of effort, it wasn't exactly a difficult theme to create, but along the way I stumbled over a ludicrous amount of bugs that were lingering in the game's engine.
You'd think, after the past few weeks, that all the annoying stuff would now be long gone, but .. nope..
Background objects were overlapping the foreground tiles, stars were showing up over the top of floors, and all manner of other odd behaviour was going on.
Still, at least I could SEE the issues, this time around, unlike that silly Lava theme, where everything's too dark to see anything!

So, with bugs fixed and the theme looking "ok", it's time to move on to the next theme. .. Or maybe some music for this theme? Not sure.. We'll have to wait and see what kind of mood I'm in, today!
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Daily Blog
Pixelart
  14th May, 2015
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Blog
  14th May, 2015

Developments


Yesterday, I had a day off...
I was a lazy bugger, and did absolutely nothing of interest, whatsoever.
A lazy day, lying on the couch, playing Words With Friends and complaining on Twitter about how there's no Countdown on TV because of the horses.
I'm getting old, and set in my ways, and if there's no Countdown on, I get grumpy!
(For those who don't know about the fantastic gameshow, here's the Wiki page.)

So, yeah, mostly lazy. Hopefully I'll get something more substantial done, today. If not.. erm.. *shrugs* Tomorrow's blog will be just as uneventful!
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Daily Blog
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