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30th March, 2013
AGameAWeek Gold looks back through the huge archive each day, to see if I've previously released anything on this day. There's not always a game to play, but occasionally we'll stumble upon long forgotten gems.
Today's is especially nice!Read More
29th March, 2013
Many many many many many people have asked me how on earth I manage to cram game making into the space of a single week.
Ironically, most of those people seem to have forgotten that they, themselves, have previously taken part in Ludum Dare "Make a game in only 48 hours" style competitions.
Anyway, today's rambling waffling blog is about the steps I take to ensure I can achieve AGameAWeek.Read More
28th March, 2013
AGameAWeek Gold. An occasional trip down memory lane, to take a look at games that I've previously released on this day in history.
Much like every other element of AGameAWeek, these can sometimes be great games that you'll play for hours, or bags of garbage that you throw away after ten seconds of looking at it at going "Umm.. no thanks!"
Today's game from the past is an example of the latter.. With Zombies!!!!Read More
27th March, 2013
Let me talk you through what's happened since yesterday.
First off, I signed up as a Google Play developer.
I logged in, I joined up, I paid my Dev Fee, and all was going well.
I started adding a "SpikeDislike2-Lite" app to the GooglePlay store.
I filled in the details, and got everything nicely added using just my iPad.
I then slept...Read More
26th March, 2013
A good old fashioned old-skool platforming game, harking back to the good old days of Manic Miner and that sort of thing.
This week is VERY Manic Miner esque.
Collect the items to open the door, dodge the baddies, jump around, die a lot, get to the exit, sorted!!
24th March, 2013
Sometimes, stripping things back to their simplest mechanics makes for a strangely more interesting game.
Other times, however, it just makes an otherwise vaguely interesting game a little more dull.
This is a great example of the latter.Read More
23rd March, 2013
There's not been a whole lot tweaked since the last Monkey Framework Release, (I've been too busy making the fun gamey things!!) but a couple of important additions have been additioned.
The DownloadJayenkai's Monkey Framework, as of 20th October 2013 | Blog Post
Older versionsJayenkai's Monkey Framework, as of 13th June 2013 | Blog Post
23rd March 2013 | Blog Post
25th February 2013 | Blog Post
28th January 2013 | Blog Post
First up, we've got a WordList function.
Unless you specifically disable it, the wordlist will be part of your game.
Once the WordList has finished loading, you can use CheckWord("Word") to see if your word is in the included wordlist.
You can also use ? for blanks, so CheckWord("??GOTE") will return "ZYGOTE" nice and swiftly.
If you'd prefer your game not to use 800kb for something useless, switch it off ("const HasWordList=1" is up at the top) and then you can safely remove the data/common/wordlist.png file from the folder.
800kb saved, words deleted!
The next addition is JMTrackr.
We've discussed this previously, and now it's all nicely wrapped inside our framework, so we can be super-lazy adding music to our games! (See how I'd previously made the little speaker icon do music, too? I planned ahead!!)
You can read all about JMTrackr here, where you can download the associated Trackr program, to help make your own little ditties.
Again, if you find you don't want my lovely Trackr choons in your game, it's easy enough to remove.
Switch HasMusic to 0, remove the inst/ and tunes/ folders from the data dir, and you're sorted.
Last but not least, we have a new DataBuffer and associated Image-Data-Loading-Grabbing function.
To use it...
First, during the loader function, load your image using the new LoadImgRaw command..
LoadImgRaw(10,"MyData",32,32,64,0) (Where 10 is the image slot you're shoving it into 0-99, just like LoadImg)
Next, use the GetData(10,Frame) command to request the data.
You need to then wait for the OK before you can access the data. (DataGrab becomes 0 once it's grabbed the data.)
At this point, accessing DataBuffer[(((y*64)+x)*4)+0] will give you the Red value, with +1 for Green and +2 for Blue.
All values are divided by 8, to avoid device quirkyness.
GetData will load data from any .png image, as long as it's no bigger than 64x64 pixels, and always, in fact, assumes a 64x64 area for grabbing the data.
Split up your image using whatever methods you see fit.
Also, note the lack of Image.MidHandle here... That messes it up!
Other than those few tweaks, the framework is pretty much as it was.
If you've already started using an old version, it shouldn't be *too* tricky to upgrade to the new one.
Or you can not upgrade, and try implimenting JMTrackr yourself, if that's all you're really after. It's not tricky!
As always, have fun, and let me know if you do anything with it.
20th March, 2013
Last week, one of my quickly cobbled together test tunes for JMTrackr was the old Manic Miner ingame music. If you download JMtrackr, you'll find it in the Retro folder.
I created it quickly, made a little mp3 of it in random mode, and plopped it up on Socoder.
People seemed to fall in love with the idea of me making a Manic Miner clone, and over the course of the past few days, that's escalated somewhat..
People really seem to want me to make a Manic Miner type thing.
19th March, 2013
Alrighty, time to buckle down and get a new collection started.
It's actually been quite a while since I last did something like this, but 2010's Advent Collection kinda counts.
The idea is simple. I write tiny versions of bigger games, keep them as short and sweet (and playable!) as possible, and cram them all together into a nice little bundle.Read More
19th March, 2013
As we continue through our adventures of old crappy games, we'll occasionally trip over the odd one or two that wasn't even part of AGameAWeek.
In fact, today's game-from-the-archive outdates AGameAWeek by a good few years.
Good grief, this game's actually nine years old!
*tests the game*
And it still works!Read More
19th March, 2013
Before anyone complains, no, this is not a game!
This week's release is a "Utility!" ooooh!
Don't worry, I won't be making a habit out of this.
To be honest, I was kinda expecting to be able to half-ass a game, this week, but I've spent so much time on this, that I just didn't get around to it.
No matter, this is a silly little plaything, and if you're even slightly musically capable you'll probably get a kick out of it.
17th March, 2013
Before I'd decided on the "Blockman Gets" mechanic, I tried many a different thing with him.
First, there was the Platform engine, where he had to run around and gather up the tiny blocklets. That worked nicely!
After that I tried a "Pengo" approach, but he didn't seem happy pushing things around, so that never actually got uploaded anywhere.
After that, I decided to go old-skool, and made a bog standard Pacman clone, but with a rule tweak.
No powerups, either!Read More
16th March, 2013
A little late, today. Sorry about that, folks!
Yesterday, SpikeDislike2 was FREE in the AppStore. I might've actually forgotten to post about that, here. um.. sorry!!
If any of my regulars missed it, lemmie know.
Anyway, with all the SD2 stuff, I've spent quite a lot of time this morning analyzing stats, and graphs, and reviews, and everything else.
I was so busy, in fact, that I forgot about AGameAWeek Gold!
13th March, 2013
If you've been following me on Twitter (and if not, why not?!) you may have noticed that I'm not currently writing a game.
Instead, I'm currently focusing my attention on that good old favourite "The JNK Pseudo Random Music Engine"!.. Oh, goody!!
As it stands, I've yet to begin coding anything for next week's AGameAWeek, but this time (for a change!) I'm actually building my Music Engine up using a proper half-usable Tracker style program thingy.
Since the program is kinda fun to play around with, I've decided that this (next!) week's AGameAWeek will in fact be this!
Instead of a game, you'll get a little Mod Tracker to piss about with.
Is it any good?
Um... ... sort of..
Does it work?
Will it be finished by Tuesday?
At this rate, yeah, it should be "sort-of" done by then!
Heck, it's already nice and playable, and I only started the thing, yesterday!!
So, you can look forward to a nice little Mod player, with a nice bundle of JNK-styled music, turning up on Tuesday.
At the moment, the engine is working in BlitzMax.
Tomorrow (or perhaps later today) I'll be attempting to get the Monkey side of things working. Ugh.. I'm not really looking forward to doing that bit! But it must be done, as that's kinda the whole point of it.
hmmm.. lots to be done!!
13th March, 2013
Today, we take a trip to something eerily similar to something I recently did!
Five years ago I had my first J2ME compatible mobile phone. A Samsung U600 is actually a remarkably nice phone. Five years later, the phone is still in a lovely condition, and is in regular use by my Mum, who now only accidentally hits the incredibly sensitive call button once every week or so!
It's a great little phone, and it's nice and neat and compact.
But today's post isn't about a phone. It's about the first game I ever wrote for it!Read More
12th March, 2013
As we continue our trip down memory lane, I'm starting to head off into odd new directions.
This week, I'm remaking a game that I made for DS, but never got around to doing a proper fully fledged Windows edition of.
Obviously, though, a game full of Sprite-Rips isn't going to cut it in Apple's AppStore. .. Actually, given how fucking often those things somehow manage to get approved, I probably could, but let's not chance it!
Instead of ripping old sprites from Arcade Classics, I've ripped sprites from my older games. See if you can find them all! (Note : One of them does not exist within the archive, nor has it ever been posted online!!)
12th March, 2013
11th March, 2013
AppStore is a wonderful place.
For the first time, I've actually made some money out of my games!!
Well done, Apple, on creating a wonderful ecosystem for indie devs.
But there are niggling issues..
The number one issue is that I can't reply when I really REALLY want to.
What follows is a reply..Read More
11th March, 2013
When I went to add an AGameAWeek Gold function to my Archive's Admin page, I purposely decided not to add any sort of "Look Ahead" function.
I knew it'd be as much fun for me, as it is for you, to find out what today's AGameAWeek Gold is!
Just a week in, and I'm finding myself waking up in the morning just to click to my admin page, to see if we've got a good game today!!
Today's is awesome!
Today's was worth waking up for!!