A brand new game
for Windows, HTML5, 3DS Homebrew, iPhone, Android TV and more,
27th February, 2013
Good Grief, it's been a long long time since a little video clip caused utter chaos in my Twitter feed!
I feel that last night's occurrence needs a little explaining, because people are WAY more hyped about it than they probably should be!!
WARNING : The "Gameplay" is merely an animation. JNKPlat Slots is 100% Random!
26th February, 2013
Last night I had a random idea, and drew up a silly board game.
Since then, the idea has annoyingly festered, and so this morning, I'm doing a complete relaunch of yesterday's silly idea, complete with all new advanced rules!
SpikeDislike2 will be released on March 5th, 2013
Head inside for more details.
26th February, 2013
Happy Blockman Day!
It's been 4 years since the last Blockman Gets game was released, so it's about time we had another!
Blockman Gets Hungry strips out the boulders, takes out the power-pellets, and instead uses fruit for various functions.
There's four different fruit to eat.
See if you can figure them all out!!
DownloadYou can Download Blockman Gets Hungry here for Windows, Android, or just play it in your browser.
How to PlayBlockman is HUNGRY! He likes to eat. He doesn't like to NOT eat!
Keep moving around the maze, nibbling away at the pills that are strewn around the arena.
The round is over if you find yourself in a spot where you can't eat any more.
If you've eaten enough, you'll move onto the next level.
If you've not eaten enough, you lose a life, and need to start the level all over again
ControlsYou may use any of the following control schemes to play Blockman Gets Hungry.
1. Cursor keys
3. "DPad" : An onscreen D-Pad
4. "Goto" : Tap/Click inside the Maze area to move roughly in that direction.
5. "Swipe" : Swipe-pad, works like the D-Pad, but is swipe-based instead.
6. "Path" : Draw a path in the maze, then let go, to have Blockman run around, following the path.
7. iCade : If you have an iCade compatible controller connected to your device, you can activate iCade mode
If you pause the game, you can switch between DPad and Swipe, and Goto and Path.
You can also change Blockman's move speed in the pause menu, incase he's moving too fast, or you don't like how he keeps stalling.
Blimey, that's a lot of control schemes!!
iOS Edition?An iOS Edition is in the works.
It'll be marginally bigger, will include GameCenter additions, and will have one of those price tag thingies.
AGAW Scoring : 9 weeks, 9 games, all is good. .. and next week is SpikeDislike2!!
26th February, 2013
25th February, 2013
A random oddball thought, resulted in this.
Drawn entirely using SpriteSomething on an iPad. .. Yes, I actually sat here and draw all those numbers! ... Bored? You bet!!
The rules are simple.
You start in square one, and make your way as far through the board as you can.
If you hit a Spike, it's game over!
If you make it to the goal, you're a Pro at random chance!!
A single orange player counter has lovingly been provided.. If you'd like some multiplayer action, you're just going to have to improvise!
Dice not included.
25th February, 2013
I've updated the uploaded Jayenkai Monkey Framework to the latest version that I'm using.
The DownloadDownloads have been removed due to..
A) Lack of people using it.
B) Lack of ME even using it.
C) It's quite old, now, and getting older every day!
The Old VersionAll of this stuff is still included
The New AdditionsIt's been a whirlwind of a month, and I've not really kept track of everything I've added and tweaked, but the biggest addition is GameCenter integration.
As long as you're using Monkey v67e or above, the GameCenter stuff will log the player in, and update their highscores and badges automagically. Simply tweak the LeaderBoard and Badge variables up near the top, and all should be happy.
As always, feel free to rejig wherever necessary!
(And if you're compiling for anything other than iOS, it will simply ignore all the GameCenter stuff. You can even do what I'm doing, and compile for Android using v66, and it happily ignores all the new stuff.)
If you do decide to use my framework, let me know
24th February, 2013
We're about a week away from the intended March 5th Release Date, (assuming I can get everything sorted soon!) so I figured it's probably about time that I post about my plans for SpikeDislike2.
Obviously, if SpikeDislike2 is going to be on sale in the AppStore, players are going to need an incentive to buy it, but if I'm also going to release a Windows/Android/Browser edition, for free, what extras would the iOS folk be paying for?
Well, here's where the plan comes in.
On Release Day, there'll be two editions.
The iOS Version, and the Free version.
The free edition will be smaller.
It's currently set to 5 Game modes, whereas the full iOS one contains 9. There's also less Badges to earn in the Free edition.
If you want the full experience, you're going to have to pay for it!!
.. and have a compatible iOS device!
After this, I'm going to start posting some nice little sales targets.
If I hit a target, I'll unlock an extra game mode in the freebie edition, and re-upload everything with the extra features. You'll then be able to grab the new version on your Android, or download the Windows one for free, and have something extra to play with.
We'll call this method of unlocking "Spam your mates"-ware.
The more you help me sell, the more free stuff you get!
And if it works well enough, I might start doing it to more games in the future. Heck, if I'm going to spend this much time on each game, I may as well dish out the bonus features all around!
View on YouTube
SpikeDislike2 - March 5th (hopefully!)
22nd February, 2013
For the past couple of years, my birthday has been "SpikeDislike Freebie Day".
This year, that's not going to happen
The final version of SpikeDislike2 is REALLY close, but not quite close enough. SpikeDislike will be made free for a few days when SpikeDislike2 is released, in a couple of weeks time.
Meanwhile, though, my first iOS Monkey game has managed to blunder it's way through Apple's review team, and is all nice and active on the AppStore, just in time for my Birthday!!!
C3ntipong : AppStore (Note from the future : APPLE DELETE THINGS)
Feb 23rd 2013 : Jay's 33rd Birthday, and C3ntipong iOS's release date!
C3ntipong is free, and for all intents and purposes, will probably stay free.
The game isn't "amazing", and personally I get bored with it after a couple of rounds, but it's fun and it's playable, and it hopefully plays nicely on your iPhing.
Being an iOS game, it also has GameCenter integration, so you can earn achievements and compare highscores. Thank Monkey for that!!
Cracking stuff, and a nice birthday treat.
Additionally, NeonPlat is also FREE in the AppStore, so be sure to grab that one, too..
Happy Birthday to me!
Happy C3ntipong to you!!
21st February, 2013
AGameAWeek 2013 is in full swing! There's no stopping us now! Not unless they discover another tumour!!!!
Here's what's on the current todo list.
Platdude's Arcade Collection
A whole new retro collection, made with iCade in mind.
The best collection of random gameplay mechanics you'll love to hate!
Blockman Gets Hungry
Blockman is back for a whole new adventure! What will he be eating, this time?!
Avoid the spikes, and then some! The sequel kicks everything up a notch, and brings a whole new disliking experience to your fingertip!
Key, Bo and Ard Makes Three
Guide our intrepid adventurers through a multitude of puzzle landscapes, as they continue on their quest to get to the checkered tiles!
At least two of those will be released before the end of March!
Are you excited?
Are you hyped?
Is this better than anything you saw on last night's PS4 announcement?
Kicking arse, because that's what gaming should be about.
Note : AGameAWeek games do NOT feature ingame "share" buttons.
19th February, 2013
Hmm.. I seem to be remaking things, a lot, lately.. Either the Doc's sucked out all of my imagination, or I'm enjoying this Monkey language a bit too much!!
Aw, who cares, it's another classic AGameAWeek game, remade for Browsers and Android!!
The game is entirely mouse (or touch!) controlled.
You start the game trying to tap in the security code for the bank vault, which someone's handily written above the keypad.
Once you're in, grab three bags of random unknown values (you won't find out until the end!!) and then run for your life.
Game Over doesn't occur until right at the end, and will either be because you got shot, or because you killed the last copper and got away.
You can Download The Heist (Again!) here, for Windows, Android or it's playable in the browser, so you don't even have to download the thing. Woot!
If any of the minigames is too baffling, let me know!
AGAW Scoring : 8 weeks, 8 games.. Things are apparently going well, so far!!
18th February, 2013
Last night I finished off the C3ntipong stuff, and got the release edition compiled, tested, double-checked, and uploaded to Apple.
That's it! It's gone.. It's off.
There's no turning back, now!
In about a week's time, C3ntipong may very well pop up on the AppStore, assuming it gets approved!
A relatively painless procedure... well, except for all of yesterday's palaver, anyway!
17th February, 2013
You're probably wondering, by now, with all this wonderful "Monkey" stuff that I've been banging on about for the past month, where the heck my iOS offerings are.
Well, while it's true that Monkey does indeed make the coding a heck of a lot easier, there's still another matter to attend to.
The dreaded "iTunes Connect" area! ARGH!!!!
You've probably read enough of my rants to know that iDev isn't easy.
There are licenses to deal with. "Provision" codes, Certificates, all manner of stupid fiddly things that all need to be "Just right" before XCode will let you do anything useful.
Then there's a whole separate batch of alternative certificates and codes, when you finally want to create an uploadable edition of your app.
It's absolutely MENTAL, the amount of crap you have to deal with, just to get your project up and running.
Today, I've decided that C3ntipong should be my first Monkey->iOS game, and took the time to prepare its iTunes page.
well, I say that.. I actually decided on this yesterday, but then realised I'd need screenshots and great big icons and shit, so kinda put it off until today.
Today, I did it all..Read More
15th February, 2013
I don't know..
I was playing around in PaintShopPro, and stumbled upon a nice little silly effect for backgrounds.
This image has no purpose whatsoever, but it quite nice, so.. um.. yeah, that!!
Click for 2048x2047..!?
14th February, 2013
Oh my god!!!
Are you kidding me?!
Hey, Nintendo, take a look at the title of this website. Guess what I'm doing.. Single-handedly, too, I might add.
You're a company. You're a BIG company.
Why in the name of hell does it take you SEVEN MONTHS to bring Animal Crossing 3DS to Europe?
Japan : November 8, 2012
Europe : June 14, 2013
That can't be right!?! It just CAN'T be!
There's no way it would take you that long to translate it all. You've got TEAMS who specialise in that sort of thing.
You hire people JUST to do that!
They can't all be busy!!?
Today was supposed to be a fantastic fun-filled wonderland of love, instead we got crapped on by a stupidly horrendous delay, and then you go and show off a sequel to one of your best puzzle platformers, and inexplicably decide to make it a fucking sliding block puzzle, instead.. What the fuckity fuck, Nintendo?!
13th February, 2013
Next week's AGameAWeek is already in the works. Yet another remake, this time of a game that doesn't quite appear to run as well as it used to.
The Heist was coded in August 2008, and does still run on modern PCs. The thing is, though, it runs at about 30fps on most of my current systems.
I'm not really sure why this is, and have tried a couple of things to get it up to speed, but nothing seems to be doing the trick.
It seems odd that higher spec'd systems would struggle with it, but that's the way things go.. Especially when MS are in charge!!
So, this week I'm retackling that, and am currently about halfway through reconstructing it. I'll be rejigging some of the scenes, and changing a few things to make the game a little less complicated, but for the most part it'll be the same game. It'll also be browser playable, and on your Android doohickey, too! Woot!!
Meanwhile, SpikeDislike progress has slowed somewhat. It's nice that I got an iOS version up and running, but I really need to sort out the GameCenter side of things before I go any further.
That's kinda holding things up, as I'm not entirely sure which route to take.
Do I add New Monkey 67d code, and break compatilibility, or do I attempt to tackle it myself?
But something needs to be done, and fast!! That none-existent deadline is fast approaching!
12th February, 2013
If you're a regular AGameAWeek follower, you'll probably be all too aware of the "It doesn't always work" rule.
For those that are new, here's a great example.
While working on AGameAWeek might occasionally lead to a magical wonderland of awesome inexplicably addictive playability, it also frequently leads to dead ends.
There are reasons why most companies don't release odd prototypes, and this is definitely one of them.
I tried, with Platdude Goes Golfing, to make a crazy pinball-esque golfing arcade game.
It's not really worked out.
Well, it HAS, it's just not that good!
12th February, 2013
11th February, 2013
You know what I hate?
You might've noticed that very few of my games include icons.
Not only do I hate having to draw icons, I also hate having to create 70,000 bazillion different sizes for every sodding size that might be needed.
Gah, I HATE icons!!!
AGameAWeek on Android means I need 3 icons every smegging week. Oh, great :
Today, I made a "Jay is too lazy for this" tool, called IconResizer.
Download IconResizer here.
I've supplied the BlitzMax sourcecode along with the program, so if you ever need to tweak it to add more icon sizes, it shouldn't be too difficult.
The basic idea is this.
You supply the original pictures, it generates a bunch of icons for your game.
The Lengthy version..
First, it needs Icon_SIZE.png files of various sizes. I'll typically be creating a 128 and 1024 icon for each of my apps, but the more you add, the clearer close-target sized icons will appear. (Less scaling = less dodgy!) For me, the 1024 one goes on the iTunes site, whereas the 128 one gets used by the app.
Once you've created all the Icon_SIZE.png's you can be bothered to make, you then need to create a Launch.png image, too. This is the one that will be rescaled to create all those stupid "Default.png" loader images that Apple makes us create.
Shove all these into the folder, and run the .exe file.
Give it a minute or two, depending on how fast your system is, and it'll flick through creating everything you need.
Once done, you'll find an icons/ folder containing all the icon files, and a launch/ folder with all those fiddly Default.png images.
Additionally, if you're using Monkey, it can also be used to create Android icons, too, helping you be extra lazy..
Assuming your game is "YourGame/YourGame.monkey" shove this into "YourGame/IconResizer/". It'll hunt for a "YourGame/something.build/android/res/" folder, and if it can find one, it'll place the three icons necessary for Android into the associated folders. Handy!
9th February, 2013
I'm at odds over this one.
The first possible launch date is Feb 23rd.
Feb 23rd is my birthday, and for the last two years, has also been SpikeDislike=FREE Day on iOS.
It'd be nice to have SpikeDislike2 Day on the same day, but then I'd also need to get it onto the AppStore by that date, and ... that's a wee bit tricky!
It'd mean I'd have to get the iOS App submitted by around about this time next week, and .. yikes. that's cutting it a bit close, especially considering I've yet to even LOOK at the GameCenter stuff.
Next possible date, March 1st.
This one gives me an extra week to get things in order, but also enables me to use SpikeDislike2 as my March "OneGameAMonth" game. woot!
The next possible launch date is March 5th.
March 5th makes a little bit more sense than 1st, given that it's a Tuesday, and AGameAWeek is supposed to happen on Tuesdays.
If I aim for that one, I get a couple of weeks to get things in order, figure out how I'm going to manage GameCenter, and then get it sent off to Apple and wait a week before I can launch everything else.
It may also give me time to figure out this whole GooglePlay bobbins, and get myself all official and stuff.
So, yeah, it's looking like a March 5th release, at the moment.
Having said that, though, SpikeDislike2 has come along at a MUCH quicker rate than I originally expected. To have a fully playable game, a lovely menu, some badges, and more, after just a couple of weeks, is pretty astounding, especially after the crappy year I've just had.
To then have it be playable on so many different targets, makes it all the more fun!
Will I make the illusive Feb 23rd release day? Only time will tell!
First, I need to add more badges!
View on YouTube