A brand new game
for Windows, HTML5, 3DS Homebrew, iPhone, Android TV and more,
16th November, 2011
When I coded my BlitzMax edition of NeonPlat Adventures (Still online, still free, still available, still awesome, still getting the odd blog post on sites!) I threw things in, wherever they seemed appropriate.
I coded randomly, as I usually do.
I didn't worry about memory issues.
I didn't even give a munky about how many sprites were hurtling all over the screen. (My 2-year-old framework takes care of that.. Hit F12 for your system's stats.)
As I attempt my conversion to iOS, I DO have to worry about these things..
The first step was to convert each character into it's own tiny little spritesheet.
What used to be a set of 5 640x640 pixel images, each filled with 10 characters, each with 10 slots for animation (of which I generally used just 7 due to my lazy art skills!) has now been reduced to 50 120x120 (240x240 for retina) pixel images, each with 9 slots for sprites.
A huge reduction in memory requirements when you only ever need 5 baddies per level.
15th November, 2011
Everyone can play NeonPlat Adventures.
Look at it go!!!
13th November, 2011
NeonPlat Adventures : Available now for Windows, Linux and MacOSX
Inside, a list of all the features I had or hadn't planned, and why they are/aren't in there!
12th November, 2011
Oooh, I got to click the "Release" tag today!
Not done that for a while!
The game is out, right now, and is available at..
1. The Jayenkai Archive
2. The Minisite
and hopefully a few more places by the end of today..
.. unless it tanks, or goes mostly unnoticed, which given my track record, wouldn't be all that surprising.
12th November, 2011
Tomorrow's the day you all get to play!
Had a last minute email, last night, from Shadow1w2, filled with some really nice ideas that would be great to implement.
Thing is, we've hit the point of no return.
I'm off to work all day, and tomorrow's the release.
no time to fiddle.
(I now remember why AGameAWeek is usually a Tuesday release!!)
The ideas have been filed away, along with all those random oddities that have recently sprung to mind, and will no doubt appear in the next version.
The next version is planned after the iOS version, which is still a little slow-going.
So, even after you finally get to play tomorrow, there's still going to be lots to look forward to.
You'll just have to be patient!
11th November, 2011
Couldn't be arsed doing all the building and hosting, and especially couldn't be arsed doing the whole "design a half-decent looking site" thing, so I gave up trying and used Google Sites instead!
NeonPlat Adventures : The Minisite
Game : Sunday!
10th November, 2011
This took WAY longer than expected.
Step one, compile the Windows exe.
2. Compile the Mac version.
3. Compile the Linux edition..
9th November, 2011
Today's long, long, long day of development was 100% iOS related.
Having put it off entirely yesterday, I figured I'd better port that level builder doohickey.
I opened TextEdit on the Mac, copied the level builder function from BlitzMax, and set about converting it, line by line, to something that XCode would compile for iOS.
800 lines of code, an estimate of "should only take a few hours, surely!" and then a completely exhausted Jay who just about managed to get the thing working 8 hours later.
BlitzMax and C are similar, but trying to convert things really helps to point out those quirks!
8th November, 2011
I should've spent today doing more iDev.
Already I'm looking at the iDev stuff, and going "uuugh..."
Try again tomorrow.
8th November, 2011
When I launched the original demo of NeonPlat Adventures, way way way way way back in September, I made a complete backup of the game, code and everything.
I thought it might be fun to look at it, and the progress it's made, by release date.
To be honest, I'd mostly forgotten I did that.
7th November, 2011
Oh yeah, iDev annoys the shit out of me..
Never mind, carry on.
Coming up shortly, Jay attempts to reconstruct his level construction gubbins, one line at a time.
But not right now.
'cos trying to get a decent speed on that tilemap (which no longer has nicely associated background tilemaps like the PC version) took absolutely sodding ages, and that's without any sprites floating about.
6th November, 2011
I wasn't aiming to do the Final Beta until about Wed/Thursday this week.
Today, the Final Beta went out.
A few days early, but there was nothing more I could come up with.
The game is done.
There's been a few tweaks, today, to sort out a couple of beta-player's issues, and I've been fiddling with some of those slightly annoying things that I never got around to fixing.
.. but yeah, it's done.
4th November, 2011
For a while, today, you started the game with 8 lives instead of just 5.
Then a few people on Twitter suggested I should put it back.
If you can't complete it, don't blame me
3rd November, 2011
And I've still got a todo-list as long as my leg!!!
If I want a few people to beta-test the final-ish edition, that's gotta be done by about Wednesday, I think.
So, I have about 5 days or so to get everything done, now.
After that, hope for the best, and get everything bundled for the coming Sunday.
1st November, 2011
Before I headed off to work, I made a new little video.
Or, rather, I tried to make a "little" video, yet it inexplicably ended up at over 300Mb!!!
So, with an approximate 450 Minutes remaining on the clock, I left for work, and the upload continued.
I'm now back from work, and 2 people have already commented on the video!
Awesome, folk are watching my silly vids
(and not ALL of the subscribers have turned out to be spambots!!)
View on YouTube
1st November, 2011
I'm sitting here trying to come up with a multitude of silly Badges/Accomplishments/Awards, and inexplicably getting nowhere.
Not sure why.
I DID have a list.
I think it might've vanished during my iOS upgrade sessions.
Today's task will be to add as many of those as is humanly possible, as well as finally sorting out the Level Builder once and for all..
Late night tweaking resulted in a couple of nice new features, and I also got around to semi-starting that End Credit screen.
It doesn't do much, and is far too scrolly and uninteractive for my liking.
Not sure if it'll stay like that, but at least it works, so if I don't get around to any additions, it won't be a big issue.
Other than that, there's nothing else of note that happened.
A few tweaks, but nothing that anyone would probably even notice!
30th October, 2011
I think I'm full of the evil man-flu..
.. or rather, I hope that's what it is!
Spent last night in a strange awakened stupor, and then spent a good 5 hours completely zonked out.
I got a few bits and pieces done last night, though, so that's ok
29th October, 2011
And I'll be doing nothing again, today.
.. I say nothing..
What I mean is, I don't have a great big 12 item checklist to do, and I won't be struggling to type by the end of the day!!
28th October, 2011
View on YouTube
(If you're bored, why not look back at previous blog posts, read between the lines, and see if you can spot how much that damn calendar's been ticking me off!!!)