A brand new game
for Windows, Linux, Mac, HTML5, 3DS Homebrew and more
31st March, 2015
Since 2014, I've been using the wonderful KORG Gadget app on iPad to create most of my ingame music.
Each week or so, I make a new silly tune, and upload it to Soundcloud where people get to hear it, and then eventually the tracks get dumped into my various games, willy nilly.
As a way to keep track of my tunes (since there's so many of them) I've recently taken to naming each album a single word title, and then giving each track an alphabetical name.. So, first track is "Album A", then Album B, Album C, and so on.
As such, each Album ends up with 26 little tunes, most of which end up in various AGameAWeek games, but occasionally they slip by the wayside and end up unused.
Either way, the first of my 2014 "Albums" is now available from Archive.org
You can Find the Album here, where it should be available in MP3, Ogg, and even uncompressed Wav format, should you wish to listen to it clean and uncompressed like that.
30th March, 2015
Invisible Munky is BACK!
It only took 10 years for Invisible Munky to re-appear*, and in that time, it's learned an excellent new skill.
30th March, 2015
23rd March, 2015
I say "slow", but of course, I mean "Slow in the realm of AGameAWeek!"
I've been working on Invisible Munky 2 for nearly THREE WEEKS, now! Blimey, that went fast!
I'm currently working on building levels, and trying to keep the momentum of the game flowing in a decent manner. I'm also trying to add a decent mix of music, but it's all kinda samey. I might have to head in a completely different melodical direction, or something. *shrugs* Not sure!
Anyway, the game currently contains 9 levels, and they're all 100%able. I'm now going to start adding trickier elements into the engine, and trying to catch out the player, without resorting to cheap tricks. (Also, so far, I've no horrible death pits.. Trying to avoid using those)
Fingers crossed that the end result is as good as expected!