A brand new game
for Windows, HTML5, 3DS Homebrew, iPhone, Android TV and more,
24th April, 2014
23rd April, 2014
23rd April, 2014
Forums are a bit of a dying artform, lately.
Between Facebook and Twitter, the idea of having to signup to a specific site for a conversation, when you could equally have that conversation over Twitter is all a bit daft and unnecessary.
What can I say, I'm a grumpy old geezer, who prefers things oldskool!!
That's not to say I don't "get" Twitter. I use it a lot.. .. A LOT!! And it's great for quick responses, too. Ask a question, anything you want, and generally get an answer within about a minute.
Twitter and Facebook are both great in that respect. But where they're both very much realtime, Forums have their own purpose. They retain things in much neater packages. Facebook tries to organise things, but you try to find a conversation you had as long as 2 days ago, and you'll be struggling. Twitter's even worse, usually failing to display anything you're searching for, and god help you if you're trying to re-read a conversation, as "double-posts" get lost along the way. You end up getting back half a conversation, if you're lucky.
Forums were created for the purpose of having, and retaining conversations for future reading. They also tend to be more focussed on specific topic, and for the most-part, you can usually find something you once posted fairly easily.
Asking, and answering, questions on forums usually means the information can be found, at a later date, by someone else who happens to be having a similar problem. By putting these questions and answers onto a stable long-term database, other folk can gain from the experience in the posts. It's a much more useful platform than simply bundling a bunch of questions and answers through Twitter.
I understand the concept of "#IndieDevHour", but I think that Twitter is the wrong place to do it.
Not only are 1,000 Indie Devs all cramming Twitter with content, all at the same time, but they're all expecting to get their games noticed, hoping to get their questions answered, and everything else.. My own timeline is complete and utter chaos, and all I can see is a giant stream of #IndieDevHour flying past my screen.
I don't get the idea of cramming it into a single hour. I don't get the need to do it on Twitter.. And I definitely don't know why it isn't being done on a forum...
I guess I'm a grumpy old fart, living in my world of Forums, BBSs, and Freeware that doesn't keep begging you for money. I'm too old for these new-age game-dev styles.
Use the forums, kids.. That's what us old farts built them for..
Socoder : Topic #1000, March 2008. Using Types in Blitz2D/3D.
22nd April, 2014
As much as I count myself as "a bit of a Trekkie", I've never considered myself a full-on Trekkie. Sure, I enjoy watching it, and I do manage to follow 95% of the twisting turning sprawling plotlines, and enjoy the mythology of the show.
I even recently subscribed to the Star Trek Starships model collection, which, every single fortnight, brings a lovely little starship to my door. (Well, ok, technically they get delivered in pairs, monthly!!
I'm really enjoying these little ships, and my shelf is already overflowing with Trek!!
... But I'm not a "proper" Trekkie. If a ship has a window missing, I wouldn't ever notice.
The ships simply sit on my shelf and look good.
This morning, I awoke to a question on Twitter..
@Jayenkai Is the Stargazer saucer section as tall as its supossed to be? Looks too short but can't tell 100% by the pic...
I honestly haven't a clue!!
What follows is, quite frankly, Trek Porn, as I take a series of MacroLens based pics of a Trek Ship, and hopefully @DSConnaughton can figure out if the saucer is as tall as it's supposed to be...!
20th April, 2014
This week, there will be no AGameAWeek..
After the complete and utter chaos of Future Classics (7 games written in 48 hours) and Blockman Worlds (3,000 levels, 9 worlds, crammed into a week!) I've decided that I need a bit of a break!
Next week, we'll be back to our normal schedule, and I guess I have to make a "Platdude In" game, this month, so it'll be something Platdude related.
Stay tuned to see what it'll be!
Happy Easter, everyone!
19th April, 2014
Yesterday I tweeted that Blockman Worlds isn't doing too well, at which point I got bombarded by people telling me that they've played it, and how I oughta give it time to spread.
Thing is, though, I'm finding myself comparing it to Future Classics..Read More
14th April, 2014
An unexpected arrival, as my major 2-week-long project somehow manages to cram itself into the space of just a week.
Not entirely sure how that happened, if I'm honest..
13th April, 2014
9th April, 2014
I started a new game, yesterday.
It looks a little like this.
Today, as I continue to build the game up, I've found it growing in size exponentially. It's not gotten to the stage where I'm creating an entirely new menu system, working out how to save all the various types of scores, drawing a bunch of new sprites, and also having to get the game to play well.
But, damn, is it good!!!
Loads of work to do, and I'm having to work my butt off to get it all done.
However, some bad news..
It's absolutely definitely going to end up as a two-week project, because it's just so damned big!!
More news as it happens. Keep your eye on my Twitter feed!
8th April, 2014
I wrote this in the comments of Geekanoids' latest VLOG (link), and thought it worth posting to the site.
Every week I create a new game.
I write the code.
I do the art.
I make the audio, music and sounds.
I create the game, play the game, test the game and balance the game.
I compile the game to multiple systems, upload to GameJolt, upload to OUYA for review.
Take screenshots, make interesting thumbnails, headers and other feature graphics.
Then once it's all online. I start posting about my game to Facebook, Twitter, various forums and other places.
It's a lot of work.
But I love doing it, and I wouldn't stop, because each week I get that little bit of feedback. The odd couple of players who enjoyed playing that week's game, and who spur me on to make the next one.
8th April, 2014
7th April, 2014
What would happen if someone in the past was given a list of modern day videogame titles?
What kind of games would they imagine from far off in their future?
And what sort of games would they create, on their retro-tastic 8-bit home computers!?
It's time, once again, to step inside the Future Classics Time Vortex, and find out!!
7th April, 2014
Do you have an iOS device?
Are you sick to death of seeing nothing but clones of Flappy Birds and Threes*!?
Want a little more variety on your iPhing?!
AGameAWeek is here to help, with a fantastic selection of super-cheap games.
You can own the whole lot for less than the price of a BlueRay movie, unless the BlueRay movie happens to be really cheap!
Not only that, but each of the games is Feature Complete meaning there's no annoying In App Purchase gubbins, and you can be happy in the knowledge that none of the games have any adverts, or other horrible nasty modern day stuff, to get in the way of your gameplay experience.
The original, and some would still say the best, of the Spike Dodging classic.
A new, fast paced, Retina Enhanced, silkier, smoother remake, with oodles of new gameplay modes, and Hats!
Spiky Tower (69p)
Make your way up the tower, whilst avoiding even more Spikes!
A colourful, fast paced, retro blaster.
Disc Blaster (69p)
Even more colourful blasting, all wrapped up in a circular arena.
Space Popcorn (69p)
Much less colour, but insanely more frantic, as the regular Asteroids gameplay gets a shot of AGameAWeek insanity!
Hoppy Bobby (FREE!)
Leap from platform to platform, trying to reach your home.
Sheep Goes Left (??1.49)
Don't go right through 300 levels of incredibly difficult spike dodging!
NeonPlat Extreme (69p)
A colourful and bright platformer, with oodles of bad guys, and plenty of balls.
* Whilst you're in a spending mood, be sure to pick up the original Threes! game. It's a great game, highly addictive, and extremely well made.
5th April, 2014
This week I've decided to resurrect the classic "Future Classics".
In the spirit of the original, this collection will be made up of short minigames, each one taking the title from a current-gen game, but being created in the spirit of an 8-bit "rubbish" game.
It's been one heck of a challenge to get the game up and running in such a short amount of time, so the initial release will be OUYA/Windows/HTML5 just like Boxsplodings, relying entirely on keyboard/joypad controls, whilst I try to implement touch controls for all the games!! So far, there are 4 games in the collection, and with any luck there should be a couple more by Tuesday's release, but that all depends on how imaginative I manage to get in the meantime.
Tuesday : Future Classics - 1986 Edition