A brand new game
for Windows, HTML5, 3DS Homebrew, iPhone, Android TV and more,
23rd July, 2010
Although, I did say that last week, too!
Read inside for techy stuff!Read More
20th July, 2010
Looking at the stats, either everyone decided to leave when I released NeonPlat (Why?!) or folk started to get upset when I mentioned my attempts at iPhing Development.
I'm not sure which, but there's certainly been an awkward shift.
So, I'm going to split things up.
Even though my iPod Development won't be "AGameAWeek" (or at least, not for a long long while) I've still decided to call my new site AGameAWeek iDev. Because, what the heck, that's my brand now! I might as well stick with it, right?!
20th July, 2010
This week's game came out a whole lot better than I'd expected it to.
It's still not fantastic, but given that the game only just started to fall into place yesterday, it's not turned out so bad.
20th July, 2010
19th July, 2010
Still no name for the train game, so it's currently named "Jay's Train Game"! silly name!
It's a bit more gamey, now.
Some sort of cross between a proper sim-type thing, and a cheap arcade game! Odd.
Needs a few more "This is happening" type notifications, but it's all falling into place.
No idea if it'll all be done by the morning, but it's closer than it was yesterday, and it feels a lot more like I've bothered to plan it out!!!
Will it be fun? Only time will tell!
Meanwhile, possible names?
18th July, 2010
This week I've drawn a train, and some tracks, and am currently in the midst of desperately trying to get the train to behave upon said tracks.
So far, it's a stuggle!
Trying to get each carriage to turn at the right time, trying to account for the 30-odd track pieces that I've drawn, and trying not to make it look rubbish.
meh, what can you do!
It looks a wee bit unrealistic, but it gets the job done!
(hint for future Jay : probably shouldn't have gone for train sprites that were twice as large as the tracks ones!!)
The engine is piecing together slowly, and I've yet to consider any sort of gameplay.
Whether or not this all falls into place within the next day or so, is entirely up to how much I refrain from doing silly things on the internet, like typing large blog entries like this one.
Perhaps Tuesday : A new game, with a steam train, but with no name.
15th July, 2010
Not quite the 200 I was hoping for when I asked for levels the other week.
Only Shadow1w2 sent any in
Still, Shadow1w2 sent us 10 whole new fun mean levels to play with.
Meanwhile, I've been so busy with everything else that I hadn't much time to make any, so you'll have to make do with only 7 little levels that I made this morning! eek!
In addition, there's a fun new tile to play with. (only 1, mind.... and I struggled to come up with that!!)
Is 17 levels enough?
Yeah, of course it is
Nice new version is over at The Jay Archive, Right here, for Windows, Mac and Linux
14th July, 2010
I made this about 4 or 5 days ago, and have had it as my desktop on about 3 different systems.
Oooh, it's luvly! (Even if I do say so myself)
There's a game-logic-error in the thing, but other than that it's a nice looking desktop.
It's a massive 3200x3200 pixels, but should scale nicely to your resolution... If not, feel free to chop it down to size a little!
13th July, 2010
Is it really 200, already?! Blimey!
The quickly made retrospective "look at what you've done" post..
I started writing games as a kid, went through school making silly games, and ended up with not-much-at-all to show for it.
13th July, 2010
My super copyright infringing retro game is back!
Take one part Pitfall, one part Tomb Raider, and mix in a little Indiana Jones, and this probably wouldn't be the first thing that springs to mind.
Never the less...
Here she goes again!
11th July, 2010
7th July, 2010
You can play along inside the editor, just like in the last one, but things get a bit shrinkied this time.
The game scales down from 7*pixels to 4*pixels, so that a bunch of extra editor clickables can fit around the side.
There's not a whole lot of clickables, right now, but it's all a WIP.
The levels then save as nice neat XML files, so you can even set about tweaking them in notepad, if you feel the need!
Nothing else to show, right now.. Looks/feels about the same as it did before!!
Oh, and those "Layer" things are so you can have holes with gripable vines, or dogs starting off at the same place as gems, or whatever.. together... rather than only having one object per "block".
5th July, 2010
The people at Curly's World of Freeware suggested that the original Microbes game might've been a wee bit too crazy.
Sorry, CWFers, this one's takes the crazy up a notch!!
View on YouTube
There are powerups! .. and...
actually, there's not really a whole lot more to it than that!
This is the original Microbes, with a little bit more, but rewritten to be smoother, and to run on Win/Mac/Lin!
Enjoy it, it's a great little shooter!
You can Download MICROBE2 from The Jayenkai Archive for Windows, MacOSX and Linux.
AGAW Scoring : 45 weeks, 46 games.. and much better this week!
5th July, 2010
I just spent the past two hours trying to get my iPod game to pause when the user quits via Multitasking, or by the lock button, or whatever.
Trying to pass a variable (a single little integer) from one part of the program (AppDelegate) to another (ViewController) is probably one of the most difficult things I've ever had to do!
Good God, why do they have to make things so damn difficult!?
I mean, seriously, can't we go back to...
10 Print "Hello"
20 Goto 10
Used to work fine for me!?!!
Stupid new age languages..
It works now, and I'm pretty sure it'll do most cases.
I'm not 100% sure what happens when the user gets a phone call, since.. um.. Can't find that option in the Simulator. I can get it to show a status bar, but not go "YOU GETS AN PHONE CALL!!!!!", so.. um.. thanks for THAT, Apple! tsk..
Tomorrow, back to Windows : Microbe2 (Youtube Trailer!)
4th July, 2010
The plan was as follows..
A couple/more Big Remakes due to be released on the week of my 200th game
A couple of little piddly games to tide me over.
The plan is now..
Spent too much time on Remakes, releasing remakes instead!!
First up, Microbe2
A great little remake with.. um.. powerups are thus far about as interesting as it gets!
Tuesday : Microbe2
2nd July, 2010
Hmm.. This iPhing dev is taking longer than my regular AGameAWeek stuff!
But I'm learning, and I'm practising, and I'm breaking and fixing things, too!
Today I got loading and saving to work, I got most of my menu working, and I even got the pause button going, too!
I've popped in the regular "Platdude Jingle", figured it'd do for the meantime, and..
Well, it's looking and feeling much more like a game, now.
The code is absolutely ghastly, mind, but that can be sorted.
Okeydoke, where are we?
I still need to do the following..
2. Rules + About screens
3. Badges? Might be interesting to add them somewhere.
4. "Phone Status".. I need to learn how to tell if the phone's been switched onto standby (pause the game) or if the phone's "phone" is in use (stfu, game!)
Um.. #4 is the bit I'm dreading, but will probably turn out to be the easiest!
No video today, there's not really much more to see than what was in the last clip.
But, o/ yeay o/, game!!!
1st July, 2010
Again, a bit more than 90 minutes, and again a lot like yesterday's task.
Whereas yesterday I was, for reasons unrevealed, playing with Microbes..
Today I'm playing with...
30th June, 2010
Am I still doing that 90 minute thing?!
Seems to have faded out a bit. Oh well, no matter..
Today I spent about 2 hours working on this.