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28th May, 2014
Apparently I'm now the David Hasselhoff of video game developers..!
OUYABrew's review of JNKBombers
27th May, 2014
Been playing around with a nice control scheme for "Man with a Big Gun", and he seems to be fairly workable. Not sure exactly on how he'll interact with the world, yet, but I have a vague plan in mind, which may or may not result in a highly playable shooty game!
Looking forward to seeing how this one turns out!
26th May, 2014
What happens when you take Platdude, sit him on a rocket, and send him blasting his way through a colourful rainbow tube, full of stars!?
Time to find out, as we take our monthly trip into the realm of Platdude!
23rd May, 2014
Correct as-of May 23rd 2014!
The complete list of characters in JNKBombers, complete with main game title, and roughly where they came from.
You can Download the full high-res versions of the cards here.
You can Play JNKBombers here!
22nd May, 2014
Last month, I set aside the whole month to create a nice and lengthy month-long project. Blockman Worlds surprisingly took just a week to create, and then I was right back to the regular AGameAWeek schedule!!
This month, I opted to delve into something even bulkier, and the resulting game is really quite nice. Oddly, it took alarmingly longer than expected, so isn't quite as chunky as I'd like it to have been.
As it is, though, it's a wonderful little highly playable local-multiplayer edition of DynaBlaster, or Bomberman, or if you're a fan of the Amiga Shareware Classic, Master Blaster!!
21st May, 2014
So far so good on the JNKBombers front.
Most of Battle Mode's features are implemented as planned.
Human players, AI players, Bombs, Shield, Coins, Shop and today I added a few cheap-as-chips themes into the mix for good measure. There's only 6 themes, but it's enough to keep it marginally interesting!
Over the next couple of days, I'll keep tweaking away at the AI, and maybe add some new powerups, but otherwise I'm now at the point where I can say "Yeah, that's what I wanted to play!!"
Still a couple more things to add, though. I've not yet added any kind of Round Timer, nor have I added anything that might happen once the Round Timer runs out!
Unplanned oddities incoming!
.. But, yeah, other than tweaks and minor additions, the game's now in a pretty decent state.
Everything's ready for release on Tuesday!
I hope you're all excited
20th May, 2014
The game's coming along smoothly, now that I've finally settled on a vaguely decent AI. Obviously, it'll play a LOT better when you've got actual players to play against, but if you're sad and alone like me, you'll have something to play against.
The Shop works, the AI mostly works, the Multiplayer stuff works, rounds are counted, and the winner is declared after the correct number of rounds.
All seems mostly functional, at this point, and it's now a case of playing around with all those lovely pickups and things, to try my best to make this game as fun and unique as I can.
JNKBombers is due for release on Tuesday 27th May, 2014.
18th May, 2014
I'm a bit sad, tonight, as I reach Letter Y in AL'S Conspicuous Album.
Since I bought Korg Gadget for the iPad, I've been playing about with lots of varied twiddly tunes, whilst lying in bed at night. Over the course of the past 3 months or so, I've gradually been creating an entire album under the title Conspicuous.
Each track would have a different letter, and the entire album is constructed in alphabetical order.
As it's grown, I've been plucking different tunes and using them in my various games. The recent increase in musical quality has come directly from my use of Korg Gadget.
Between that, Soundcloud interest, and my games' audio quality, I've been having a whale of a time creating these tracks, and they appear to be gaining their own following, too.
It's been a wild ride.
Z will probably be for Zebra, because .. That's the obvious one to go with!!
And then, AL's Conspicuous Journey will be over
I'll probably start a fresh album fairly shortly after that, and I'll try to post about it more often.
In the meantime, you can hear the entire Conspicuous album here.
It'll remain incomplete until I find myself in a good musical-place, and manage to fill up that last track.
Once finished, I'll re-render the entire album and put it up on my proper audio archive, where it'll be a slightly higher quality, ready for downloading at your leisure.
13th May, 2014
As the game continues to get built up, I've started to work on a generic looking menu system for it.
Yep, it's as bland as bland can be, but the point of the menu is simply to get you into the game, so .. for the meantime, that's as good as you're going to get.
The menu works for "Player One", and is also controllable via touchy/mouseyness, but mostly it's a player one thing.
Up and down for options, left and right to select.
If you head up to the top line, you can select your Bomber.
In addition, anyone hitting A/B (Cross/Circle on PSX pad, O/A on OUYA pad) can join the list of players at the top, and similarly, X/Y (Triangle/Square, U/Y) will leave the list of players.
Again, only "Player One" gets to play with the menu, but otherwise players are free to select their bomber of choice.
This menu, as bland and unimaginative as it is, has taken most of the day to figure out so that it happily scales to different screen resolutions and things. Gawd, I hate doing menus and GUIs in general.
Which makes tomorrow all the more chaotic, as I need to create a working shop GUI that can be used with multiple players at the same time..
Oh boy, that should be fun!!!
12th May, 2014
I've just added my first Amiga game to my Jayenkai Archive.
I've had access to the disk's files for a long time, but never got around to getting the compiler stuff up and running.
Today, I finally buggered about with WinUAE and my collection of Amos disks, and got Amos Pro Compiler up and running.
I've created an ADF file with the compiled game in it, added a startup-sequence, and made the disk boot up nice and rapidly. (*and/or as rapidly as an Amiga Floppy will boot!)
Lots of faffing about to get all of that working! Apparently if you tell WinUAE to "Create blank floppy", it doesn't even make the thing bootable. grr!!
You can Download Voyager Flight here. It's a zipped ADF file, so grab it, unzip it, and then make use of the ADF in either WinUAE, or on an actual Amiga. Let me know how you get on, and .. assuming it's not a complete balls up, I'll see about digging out some of my other terrible Amiga experiments in the future!
Oh, yeah, and you NEED to use Joystick controls, which defaults to the numpad if you're using WinUAE.
11th May, 2014
I've got 15 little characters in there, so far, and I'm sure I'll find some more along the way.
Next step is to get some gameplay running, and try to stop the annoying generic "diagonal-pass" bug solved.. stupid bug.
Game expected by the end of the month, as it's far too big to be finished any sooner!
10th May, 2014
Here's how the game currently looks.
The game will be a generic Bomberman clone, but with as many AGameAWeek characters in that I can think of, assuming they're vaguely recognisable. Feel free to comment below if you've got a particular favourite character that you'd rather I didn't miss out.
Characters are very simple little 16 frame animations, they don't even have death animations. I'm simply walking 4 frames in the 4 directions, and allowing "Game stuffs!" to handle the rest. As such, adding characters is relatively simple, but I'll be needing to add sounds and other stuff, later, which will obviously make things a little bit tougher.
Over the next few days I'll be playing around with some kind of AI stuff. Hopefully I can get it so that a single player gets a good enough experience out of the game, but ultimately it'll be aimed more at a Local-Multiplayer (specifically OUYA) play level, so if I don't quite get a good AI going, I don't want to hear whinging!!
I'm going to try my best to ensure that a single player has enough of an enemy AI to keep them playing, though.
.. That's going to be tough!!! I'm terrible at AI!! Aw well, carry on!!
9th May, 2014
I've not attempted a Bomberman clone for many many years, so after a fairly short discussion on the OUYA forums, I sprang to life, and got started.
So far so good, but I'm thinking there's a lot of stuff to implement, so it'll probably take a little longer to finish this game than my regular AGameAWeek schedule.
Don't be surprised if this one drags on a little!
8th May, 2014
One of the hardest things in the world of AGameAWeek is when you take time off.
The past week has been chaotic at home, and things got a bit down in the realm of the real-world. As such, I opted to take the week off from AGameAWeek, mostly because my mind wasn't in the right place to be designing fun little games.
The week off left me a little bored, and as is usually the case when in that mindset, I started to look back through the past few weeks and dig through the stats.
One of the most depressing stats was that of Spiky Tower and Disc Blaster on iOS.
Both games have sold around about 30 copies each. That's after a good month or so on the AppStore.
7th May, 2014
Seems I'm currently in the mood to do more odd other stuff, rather than the core game coding, this week.
Aw well, here's another tune, which may or may not find it's way into a future game.