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Blog
  27th October, 2011
Today, I became a complete and total recluse!

It was the only way it was all going to get crammed into the day.

Let's go through last night's list, shall we?

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Blog
  27th October, 2011
I've done a LOT of work since yesterday.
All 50 hats are in, 50 chrs are in, and I've stripped out a whole bunch of annoying quirky bugs.

There's one really annoying "Got stuck again" issue that I need to weed out, but I can't figure out the best way to do it, so I'll point it out in the beta tomorrow, for those who are getting it.

SPOILER ALERT
Inside is ALL the characters.
Don't click it if you'd rather not know!

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Blog
  26th October, 2011
Gah!

Extra hats today!
I now need about 3 hats, and annoyingly I think I might need an extra bunch of baddies, which also means more hats!
D'oh!

Still, those can wait until after the Friday Beta.
The things that can't wait, are those annoying things that build and build, until you realise you don't really have a whole lot of time.

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Blog
  25th October, 2011
Tonight, I started implementing a few of the hat suggestions, from a couple of days ago.
This really is a mad dash, at this point, as I desperately try to get hats and badges all bundled into the game's code, ready for the Friday beta.
There's still going to be masses of things missing from Fridays beta, like a Game Over screen, and an Adventure Complete! thing.. stuff like that.
But for the most part, yet again, this will be a nice release candidate.

..It won't be released, of course, because we've still got 2 more weeks to go after this one, but it's nice to know that at least, ooooh, 3% of the game has been done by this point

Today's random screenshot...
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Blog
  25th October, 2011
Today's been total utter chaos.

I wrote a bunch of little Badges (Awards?!) the other day, so I've spent today trying to wrangle the code together so that they actually work.

See inside for some oddly missing information.
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Blog
  24th October, 2011
First up, be aware that these aren't working yet, so the bit where one of the achievements would appear to be mostly impossible without the others, is actually down to the fact that they're 6 items apart, and nothing to do with anything that's been earned yet!!!

.. having said that, here's the first screenshot of the Achievement table that I've been working on, today.

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Blog
  24th October, 2011
This is the plan.

Week 1
This Friday I'm launching Beta2, so I have until Friday to add an alarming number of things.
I thought I was on track, but then realised I needed...
1. All the hats!
2. All the badges.
3. A couple of bits of music.
4. Scoring methods

This Beta will hopefully be, for the most part, the fully complete game.
Any extras after this point should be neatness-tweaks, and nothing major, but.. well.. things always get in the way!!

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Blog
  23rd October, 2011
Every character, when caught in a bubble and collected, can be "worn" like a "hat".
(They don't look like hats, but that's what I started calling them, and that's what I'll continue to call them!)
Each hat will give the NeonPlat a special skill, allowing him to do all manner of wonderous things.

The run through so far includes ball throwing, ice throwing, flower throwing, drop through the floors, hop in the air, shield, and many more.
Today, I added "Multiplier x2" and "Multiplier x5"
...
I think that officially means I've completely run out of ideas!!

If you have any random thoughts of things that NeonPlat might be able to do, if he had a hat, then jot them into the space below.
I'm looking forward to your ideas!
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Blog
  23rd October, 2011
Saturday's my "At work for a while" day, so I usually get a lot less codey time done, but I still managed quite a few bits and pieces in the morning.
A couple of new baddies, and a teensy bit of AI are in there, as is something which may or may not be confusing, depending on whether you remember the 7 year old oddity or not.
Suffice to say, the bananas do definitely appear to be coming from below the arrow.
.. not sure what that's all about..

---

Feedback

Got a little feedback, yesterday, which is nice.

A couple of days ago, @deps81 helped me out when I asked about Lion vs Leopard compatibility.
I was worried that a Leopard compile might not work on Lion, but if I upgraded, then my new Lion might not compile for Leopard! eeek!
I asked on twitter, Deps tested, and he says my games run fine on Lion.
So, if anything breaks from this point on, we can all blame him

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Blog
  21st October, 2011
5 more, today! woot! That's 42 little animated characters I've popped into the game, now! (43 if you count NeonPlat!)

50?
Looking entirely possible at this point!

And I've done 8 backgrounds, now, too, so we'll probably want another 2 of those.

I'll be honest.. Background #8 was kinda lazily cobbled together, but it works!

I'll leave you with a nice desktop for today.
This one's from Background #2, which I like to call "Square Pixels", but which doesn't really need/use a name at all.

1920x1080! An awesome resolution to play at!


I wonder if I'll ever be bothered to make that into a Flagpole?
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Blog
  20th October, 2011
Until about 2pm today, NeonPlat's logo looked like this.


Now it looks like this..
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Blog
  19th October, 2011
On Tuesday, things had started to go annoyingly slowly..
That part where the number of bug fixes grossly outweighs the number of fun happy additions you can be enjoying adding to your game.

But I did a lot of fixes on Tuesday!

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Blog
  18th October, 2011
1. Drew new baddies.
2. Tweaked level generator.
3. Made Ducky-Turret's weapon a bit more visible.
4. I also took another 6 items off my todo list, but I can no longer remember what they were, since I've removed them from my list!
d'oh!

umm..
*shrugs*
Still, I got quite a bit work done, and things are all nicey nicey.
I haven't yet drawn anymore backgrounds, though...
Need to do more of those.

This isn't a very lengthy blog, today!

Tomorrow, I'll make a list of what I've done!
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Blog
  17th October, 2011
Phase One was the simple test engine I release WAY WAY back in the very early stages of this humongous project.. .. last month!
Phase One was a basic engine, with simple platforming mechanics.
Taking the rules of NeonPlat and adding a scrolling background, I wanted to judge if it'd be enjoyed.
True, one piece of feedback was a little downbeat, but on the whole it's been well appreciated.

You can't please everyone, but the original's not broken, so hopefully that makes up for it.

Phase Two was the proper Beta edition.
This appears to have gone down well, but without it being a fully fledged download, I'm precariously balancing all my comments on the shoulders of those who already seemed to love the game.
eek!
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Blog
  16th October, 2011
Tap inside to see Jiro25 playing the NeonPlat Adventures Beta!
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Blog
  14th October, 2011
Last night I sat down to jot a few readme notes for the Beta Testers.
By the time I was done, I'd inexplicably written 1500 words of gubbins!
Whoops!

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Blog
  12th October, 2011
I'm in preparation mode, now, and am trying to fix the outer shell of NeonPlat Adventures, so that the game looks a little less rough around the edges, for all the people who'll be playing the lovely beta edition on Friday.

Today I worked on the menu a little, fiddled with that "about" section that I never bother to fill in, and added nice level open/close sweepy things that make things look a little less slapped together.
They're still just slabs of coloured rectangles, but they swoop left/right, so they kinda fit the bill

I've tweaked little font things here and there, changed a couple of sprites around, and made the baddies a little bit tougher.

Loads of little touchups, all over the place, and nothing major.
But, these things must be done.

I still have a WHOLE MONTH left to go, though, so with any luck, I won't need to mess about with this stuff again, and I can get back to throwing in bucketloads of new material!


(although I've yet to make that "goal" display any better, up top!)

Here's to November 13th!
.. and Friday for the beta peeps!
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Daily Blog
Blog
  11th October, 2011
One of the hardest things about adding baddies to this game is, surprisingly for me, not actually drawing things!
With NeonPlat I've created a weird skewed world, where nothing looks exactly as it should.
This gives me a little artistic license with my artwork. .. or rather, I can be shit, and nobody'll notice!

If something looks a little too odd, I simply make it look odder in the animation, and it somehow cobbles together nicely.
Want an example?
The Bats don't flap, they kinda invert-flap, with their wings flopping down instead of up.
It's a very bizarre style of movement, and yet it somehow works.
It's been that way since NeonPlat 1, and nobody's ever complained.



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Blog
  10th October, 2011
Over the past year or so, I've done a few month-long iOS projects, but NeonPlat Adventures is the first time in a long time that I've tackled a nice big Windows/Mac/Linux project.

Today, 11th October 2011, marks the one-month anniversary since I officially started this project.

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Blog
  9th October, 2011
At the moment, I'm sending occasional beta editions of NeonPlat Adventures to two people.
One is AuthenticKaizen (/PixelProspector).
He got instant beta-status, because he started the whole NeonPlat thing.
This is all his fault!!
I've been sending him little hidden youtube clips, occasional "New Stuff!" screenshots, and discussing possibilities with him.

The other is Spinal (/Spinal Cord) who recently redid SpikeDislike as Nintendo DS Homebrew.
Spinal and I tend to think and code the same. We're both on the same level of "New style coding" hatred, so we often share our new stuff.
Great coder!
So, he gets to play, too, just incase he comes up with a random idea that I hadn't considered!

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