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3rd November, 2015
My latest reworking of my Multiplayer code STILL got rejected by PlayJam.
Since the game plays perfectly well with wired controllers, it appears that the actual issue is Bluetooth related. Quite how I can solve such an issue is beyond me.
I've now put the Multiplayer games on the backburner, and have instead chosen to focus on getting some actual coding done.
Which brings us to this.
If you were following my tweets, yesterday, you'd've read that I was going to attempt a cheap half-assed Dizzy clone in the space of a day. .. And managed to make something vaguely playable.
Nothing magical, just a quick hunter-gatherer type thing.
The game will be part of the Advent Calendar, and should (hopefully!) be ready to go by Dec 1st.
2nd November, 2015
Spent yesterday powering through a quick monster-maze game.
Managed to build a basic dungeon layout builder, got monsters wandering around, and generally made a nice playable little game.
This is now the sixth game in the Beta Collexion.
It's fun to be focussing on games, once again.
Later on today, I'll be sending the latest attempt at Multiplayer code to PlayJam, to see if it's any better or not.
I've stripped out a lot of the keyboard-based controls when in multiplayer mode. Hopefully that solves some of the slowdown.
Other than that, however, I'm at a loss as to what else might be causing it.
But like I said the other day, I've spent more than enough time working on this, and if it fails to work this time, I'll be leaving behind the Multiplayer games until I can fix the code.
Quite why Android can't "Just Work", and is instead full of these sorts of inconsistencies, is beyond me.
As is the norm : *Android Fragmentation* RAWR!!
1st November, 2015
After basically deciding to mostly ignore the Multiplayer Controller code for the time being, I'm jumping back to the Advent Collection and trying my best to code what little I can, in what little time remains.
Over the course of yesterday, I managed to get games 4 and 5 up and running, and also made a start on game 6.
Progress is good, but is it good enough?
Only time will tell.
Hopefully I'll be posting a lovely Xmassy advent calendar by Dec 1st.
31st October, 2015
I got my Apple TV yesterday, and it's exactly what I expected it to be.
In many ways, it's exactly the same as the previous model, and will no doubt be used for most of the same things.
But now it has games. Except the games have to work with that niggly little tiny touchpad, and if you play (for example) Geometry Wars 3 for about an hour (eek! That went quick!!) then you'll end up with your thumb feeling a little numb, as if you've been rubbing it on some sandpaper for the last hour.
Given how fantastic every other Apple Trackpad, Touchscreen and even their Mouse has been, I'm a bit baffled as to why this particular touchpad has that slightly subtle grittiness to it.
Also, no controller in the box = Fail!!!
I might attempt porting some games over to the device at a later date, but I'd probably have to buy a second one so that the MacMini and the Apple TV are at least in the same room!
As it stands, it's a nice Apple device. That is to say, if you're an Apple nut, whose family all have iPhones, iPads and iPods, (Like me!!) then grabbing one will allow your TV to integrate into the world of streaming and whatnot. AirPlay is a powerful feature, and shouldn't be underestimated!
If you're an Android, or Windows Mobile user, however, then there's not much point except for the novelty of playing with the Apps. You'd be better off with a Chromecast, or whatever the better option of Android-Box there currently is.
30th October, 2015
Feedback from PlayJam suggests that my newest controller code is still causing some kind of lagging ingame, when more than one player's connected at a time.
An ultimatum, then.
If I can't get it fixed by Monday, then that's it.. I can't fix it, and it's an issue to be dealt with later.
I've spent about 2 weeks, straight, trying to solve this one single issue, and I realistically can't keep focussing on it, especially if I'm also trying to get an Advent Calendar AND NeonPlat's Cosmic Adventure done before the end of the year.
I'll be trying again (again (again!)) over the next few days, and then that'll be that.
If PlayJam are still finding faults, then I'll simply remove the multiplayer games from my list of available games on PlayJam. That's probably the easiest way to solve this issue.
It's a shame, really, as JNKBombers and Neon Bike Championships are cracking games, even if they are blatent bloody rip-offs!
.. Meanwhile, it's been a week since I last heard anything from OUYA's review team, which is .. weird...
29th October, 2015
Having poked and prodded at that damn controller code for about a month, I opted to rip the whole thing out and redo from start, yesterday.
Took me about 4 hours of tweaking before the thing started to show decent progress.
After a little more time, things were looking up, as for the first time ever, my Archos Gamepad merged into one single controller!
I battled on, and now appear to have a fairly sturdy bit of controller code in my games.
I'm about to test it on the OUYA, just to be sure, but all signs are that my new code is my best ever multiplayer code!
Why reinvent the wheel? Because sometimes the wheel is too wonky.
Never be scared to break things.
28th October, 2015
So, I thought I had my multiplayer code all working and good and stuff, but apparently a quick test by Team PlayJam has revealed unexpected slowdown and broken-ness.
Yesterday I set out to figure out why, and got as far as "Hmm, this still isn't working right on my Archos Gamepad", at which point I once again became oddly wrapped up in trying to get that to work.
And so it went for several hours.
I KNOW I shouldn't keep getting wrapped up in that, but it's so easy to get stuck into trying to fix something that realistically shouldn't be happening.
I spent about 5 minutes working on the Multiplayer aspect, and about 5 hours trying to fix the bloody Archos Gamepad.
Then I stopped.. And decided to spend the rest of the night relaxing, whereby I kept drifting off to sleep and waking up with another little tweak to my controller code..
It wasn't until well after 3am this morning that I finally managed to get some sleep.
PlayJam were expecting an update, this morning. That's not going to happen!!!
27th October, 2015
Three hundred, what?
Three Hundred Daily Platdude Pixelarts, of course!
When I started that, at the beginning of the year, I didn't expect to have managed to do 300 of the bloomin' things.
And now here we are 300 later, and I'm wondering what'll happen next year. Will I continue to doodle daily, or will I stop on Dec 31st?
I'm not sure.
Drawing a daily doodle is certainly taking time out of my day, but it's not as if I've anything better to do!
The hardest part is trying to come up with something new, each and every day, and I'm not entirely sure I can do that for another 365 days.
(Especially since there's actually 366, next year!!)
I guess we'll have to wait and see whether I carry on or not.
Meanwhile..The first of my new-Multiplayer-code games has been uploaded to OUYA and GameStick. JNKBombers is exactly as it was before, except now it has the all-new Android multiplayer controller code inside.
Initial tests are that things appear to be working as expected, but I'll have to wait for both Review Teams to send me feedback.
Once that's gotten through (or otherwise!) I'll be able to quickly bundle together the last few remaining games, and get them all uploaded, and then it's "job-done!"
.. Except for the new PlayJam FlarePlay, which is being even more quirky, and crashing in seemingly random places, thus meaning I have to go through all 42 games all over again.. Bah, humbug!
Speedy Update!The game's failed Quality Control at PlayJam, due to the controller code becoming slower and slower the more players are attached! Ooops!
Guess that's my fudged code that's doing that.
Will have to dig a little deeper, methinks.
Meanwhile, Meanwhile...Yesterday I started Game #4 on the Advent Collection, and that seems to be panning out fairly well. Not sure I can keep up this rate, as I'll have run out of ideas by Game #10, I reckon!
Still, plough ahead.. Something'll turn up.
It usually does in the wonderful world of AGameAWeek!
26th October, 2015
Yesterday was spent coding. Like, properly coding.. Like games and stuff!!
It feels such a relief not having to faff about with controller code and other boring background gubbins, and instead spend some time actually making a game for a change.
Beta Collection now has THREE games in it, as I managed to get two complete games up and running within the short space of yesterday.
I then relaxed and enjoyed the Back To The Future documentary "Back In Time" which is currently available on Netflix (UK) and then spent a good hour or so tweaking the rules of the day's two games.
Yesterday was a day of fun coding, and I enjoyed it.
.. Today, I have to deal with that bloody Android multiplayer controller code again..
25th October, 2015
With mere weeks to go until Dec 1st, I'd better get cracking with that Advent Collection, huh?!
So, last night I finished off Game #1, and made a fairly decent start on Game #2.
I'll finish that up this morning, and then get to work on a third.
I'm currently having a nice burst of imagination, after having not really coding much all year.
It also makes a change to be creating something new, instead of fixing up that great big pile of 42 OUYA titles!!
I still need to finish off the last few games OUYA fixups, but most of those rely heavily on Multiplayer code, so I'm waiting to get approval from all sides before going ahead and integrating my new code into actual releases.
If you haven't tested my latest Android controller test from yesterday, please do, all help is appreciated.
MusicALHmmm... I forgot to post this, yesterday!