A brand new game
for Windows, HTML5, 3DS Homebrew, iPhone, Android TV and more,
22nd January, 2010
The mind works in mysterious ways.
When I'm meant to be finishing off the Framework, fixing up game #1, and starting off game #2, my head went "Hey, why don't you make a video for Pain!"
I disagreed, and told my head that I must continue to work on my games.
My head wouldn't let me..
So I had to make a video for Pain..
This is so stupid!!
View on YouTube
20th January, 2010
Today, whilst uploading the new AGAW header for this site, I wondered if anyone would be interested in a simple little challenge.
Question : Name all the games in the new AGameAWeek header.
(copy incase the cache isn't letting you see it yet!)
Prize : The entire sourcecode to this week's "Munky Train 2" game!!
That includes everything I've done to the framework so far, so you can nosey through it, see how it's all done, and perhaps even use the framework for your own stuff!
This could be the start of something big.
Or you might just flick through the sourcecode and wonder how on earth I can manage AGameAWeek with such a horrible nasty coding style!
Obviously, this is probably only useful to folk who use BlitzMax. Or maybe you'll download BlitzMax's demo, try it out, and think about buying it and starting your own coding.
A crazy Code based adventure awaits!!
If you're interested, email the answers, and I'll pick out a winner.
20th January, 2010
The Linux test has worked on one test system.
The Linux test has NOT worked on another test system.
And that's all the replies I've had.. Not a whole lot of feedback there.
The broken version appears to have been entirely audio related, so I'm going to have to peek into BlitzMax's audio options today, and see what I can/can't do inside Linux, and otherwise shove in a few failsafe methods incase of broken audio.
(I'd rather fix it, than just declare it "Not working", but if that's what I have to do, then I guess that's that.)
Then I still need to sort out that dang titlescreen, and fix up the 7 or 8 other things in my todo list.
Seems we'll be having another test game, this week.
No matter, so long as it's something.
Hmm.. What game to do...?
19th January, 2010
AGameAWeek 2010 - Game Number One!
We'll call this a test game, because the whole framework thing still isn't quite up to scratch, with all kinds of missing features!
Plus I've put in LOADS of little quirks, things that should be quick have been made extra lengthy, and there's a bunch of redundancy.. This is half-done on purpose so that I can see what the available systems can and can't cope with.
Hopefully we'll find that they can!!
Type in the text that's displayed on the screen,
keep munky and train running lovely and clean.
You can download this TWICE!!!
Download : This Version is for Windows.
Download : This Version is for Linux!
and if you're bored...
This is the DVD style extras pack!
Oooh!! New Feature!!
Not much to speak off, though, since this entire game was only started yesterday, and I hadn't thought this stuff through, yet!!
Now, since this is a test, we need some feedback.
See inside to help me through things
19th January, 2010
17th January, 2010
By now you've probably routed around inside the JayArchive.
It's a nice thing to flick through, but sometimes folk can't be bothered to download 150+ seperate little downloads.
So, rather than leave it up to random picking, here's 11 nice big zip files, with EVERYTHING for Windows. (up until today)
Each big zip file is numbered with it's associated JayRank.
Unzip it to explode all the amazing Jayenkai Contents!
You'll find all the images and zip files that are contained within the JayArc, along with a html file that opens up and shows what's in the archive.
There's also an xml file that contains extra info, incase you feel like adding the JayArc into your own site, or whatever..
If you do, give me lots and lots of credits, and link here as often as possible!!!
Each game is still in it's own JayArchive zip, so you still have to unzip them all to play, but it shouldn't be tricky at all.
Nice and quick, and nice and playable.
Download the zips!
0 - Unfinished/Abandoned games
Terrible : 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 : Fantastic
17th January, 2010
Uhoh, titlescreen's still not quite done, yet!
With a game to release on Tuesday that's yet to be thought of, never mind started, I'm really cutting it a bit fine, here!
If a game doesn't appear on Tuesday, this is the reason why!!
I've yet to do the following.
4. Score History
and there's the whole Music thing that I started on Saturday, but kinda only half did before giving up on it.
Doesn't matter, it's not really a problem, just that I now have to find a good Ogg converter, and hope that Ogg's work on Linux without freaking out!
OK, time to buckle down... Wish me luck!
14th January, 2010
Oooh, new engine this week, are you all looking forward to it?!
First Linux release, too! Blimey!
As the days drive on, I'm leaving myself with less time to actually code a game, here, but things are coming along nicely.
Joystick controls are in, little pop up text things are happening, debug file's being created, everything seems to be working!
It's usually at this point that things implode!!!
Assuming that doesn't happen, I'll be coming up with some sort of quicky game, by Tuesday.
Not sure what it'll be, haven't even started to think about it, yet!
There's more things going on here than one single game.
Head inside to discuss the scores... hmmm..
13th January, 2010
As you probably noticed, the past 100-or-so of my games have had a rather generic set of numbered sound effects, ranging 001 -> xyz.wav
Today I decided that I might as well make that a more permanent feature, so super-BlitzMax-engine now includes quick "LoadSFX" and "PlaySFX" functions that will work solely with those files.
Music will still probably be handled separately, since I'm still not quite sure what I'm doing with those, yet.
Either way, there's a specific 256 channel setup (2x what the DS can handle, no need to go nuts!) that will set everything >channel 5 to be "Sound Volume", and everything <5 to be "Music Volume", so that's three nice sliders working as they oughta. (With #3 being "Master Volume")
Hurray for sound, and hurray for volumes.
Finally, you'll be able to shut up the music in my games!!!
11th January, 2010
Step 1. (3/4 hours)
After about 3 or 4 hours spent prodding Ubuntu to actually get it to install properly, I finally managed to get it up and running by downloading a different Ubuntu, and installing it onto a thumbstick instead..
Step 2. (10 seconds)
I downloaded BlitzMax and followed these instructions.
Basically I just copy+pasted that topmost line of code into the Terminal, got that to update things, and then made sure the proper drivers were installed. Very swift and easy to do.
BlitzMax didn't even need an install. Downloaded it, popped it on the thumbstick, un"gz"'d it, and clicked the MaxIDE icon.
Blinkin' eck, I really wasn't expecting it to be that easy!!
Step 3. (10 additional seconds)
I ran my test engine, and was surprised by the results.
It actually worked! (screenshot's a bit fooked, mind!!)
Although it will need a few tweaks to keep the speed up and running, and I did have to comment out the DirectX references (2 whole entire lines of code!!!!!) but otherwise it all seems to be quite happy, including the audio which I really didn't expect to actually work at all!
Total length : about 3 hours, mostly the fault of what I'm assuming was a slightly dodgy install DVD.
10th January, 2010
Because there may or may not have been resulting copyright issues, I've left this post on the backburner until the magazine went off the shop shelves. Usually I'd happily scan in a bit of a page if my games are mentioned, but this time it's a whole entire page, and that's a completely different kettle of fish. (Although, to be fair, I've written more than they have, so that probably counts for something!!)
Look inside for the complete text, and scary scary photograph!!!
9th January, 2010
For something that just looks like this..
.. I have actually but a heck of a lot of work into the framework, so far!
Take a peek inside to find out some nice nuggets of info, and take a look at the future of AGameAWeek!!
(It's a bit wordy, mind!!)
6th January, 2010
That went as well as could be expected. Xmas intervened, family issues cropped up, all manner of snow based issues, and I pretty much rushed through the last 4 or 5 of those!
Not that it was entirely noticeable. I happen to think the last two were cracking games.
But which were your favourites?
Three Hens a-Laying seemed remake-able, could be something more interest.
OK, back to the world of AGameAWeek.
AGAW Scoring : 21 weeks, 30 games.
Woohoo! Jumped up a wee bit, there!
This means I can quite easily take next week off. Which I need to do, since I'm now WAY behind on getting the whole BlitzMax Framework sorted.
Today I've been doodling some little icons for the new generic menu screen. Not sure how good they'll look when scaled up, but it gives me a chance to play with all the newness that BMax will be bringing. Fullscreen option, Music option, Key Redefining options, they're all coming this way. I've finally joined the 20th century!
After that I'll be faffing about with some sprite engines, and things. Get the whole Counting set up, so it doesn't try to draw too much on older systems, and shove that in the options, too.
Music, sound, volume controls, blimey there's a lot to do.
Once that's all done I'll get working on the next project.
As previously mentioned, it'll be a remake of an old game, just to get things going and up to speed.
Suggestions have been as follows.
1. NeonPlat : Could be bigger, should be bigger, it's a luvly game.
2. Centipong : Could be bigger, should be bigger, it's a luvly game.
3. Munky Train : !!
What do you think?
What are your favourites?
5th January, 2010
4th January, 2010
3rd January, 2010
2nd January, 2010