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23rd September, 2014
You may have noticed a slight lack of gaming over the past couple of months. Usually I cut down on AGameAWeek during the closing months of a year, and instead focus on a larger project, but over the course of this year I've already tackled a number of larger projects.
Blockman Worlds, JNK Bombers, Future Classics.. They've all been substantially larger than my standard weekly output.
As such, I'm actually struggling to come up with a decent "end of year project" that would be worth tackling.
Instead, I've decided to make a start on this year's xmas game. I'm going to attempt to create a little plaything within a few hours, whenever I have a few hours to spare. I'll wrap it up into a little advent calendar package, and post it on Dec 1st. Plenty of time to get that done, and hopefully I won't bugger it up, or ignore it, along the way!
So that's pretty much what I'll be doing, and I'd be quite content with that, except that I've gone and done something fairly silly...
I've now got THREE accounts over at OneGameAMonth, and each one needs a game posted each month, which means.. Basically.. I HAVE to make at least three games each month.
I'm going to have to make a quick little Platdude game, and cobble something else together, to keep those slots filled.
18th September, 2014
Introducing "AGameAWeek's Monkey-X Bundle"
7 cracking AGameAWeek iOS games, for the price of only 3, because, what's the point of a bundle if it's not much cheaper than buying the games separately!?
You want a bargain?! You've got it!!!
If this is popular, I'll probably start releasing more bundles in future. It seems like a much fairer way of pricing my AGameAWeek games, on iOS.
If you've an iOS8 compatible device, give it a whirl, and let me know how it goes.
17th September, 2014
A year's worth of Star Trek Starships models have completely overwhelmed my current shelving, and I barely ever use my desk since having switched to a laptop.
As such, it's time to rearrange things in my bedroom.
15th September, 2014
14th September, 2014
8th September, 2014
Got bored.. Doodled a Desktop...!
Click for Bigger
8th September, 2014
It's time to revisit the world of Munky and his many colourful blocks.
Take control, and match three!
8th September, 2014
7th September, 2014
A couple of months ago, I mentioned this game in passing..
And immediately started looking into remaking it.
It was just after I'd released ChuckABall, was midway through BounceABall, and considered this as a possible extra "ABall" game to fit alongside them.
.. Then I got sidetracked by the NeonBike game, and I didn't bother going back.
.. Then last week, Tetris Battle came out on OUYA, and I was going "aw, dangit.. Missed my chance!!" and gave up on the game, due to basic "The Tetris Company would sue my butt off" reasons.
But over the course of the past week, many things have interfered in that decision..
People have whinged and griped about the fact that Tetris Battle doesn't even have an honest to goodness Endless mode.
People have complained to me that it doesn't quite feel like proper Tetris.
And god knows how much I hate that "you can see the next 70,000 blocks!", and "Here's where it'll land!!!" crap..
I'm currently wondering what to make for next week's game, and my head's chanting "Tetripong!!" over and over again..
I'm not sure what to do.
5th September, 2014
This week, I decided that I really oughta get a decent puzzle game onto the OUYA.
My first thought was to do a Tetris game, and recreate TetriPong, but as is usually the case, halfway through the planning stages, an ACTUAL Tetris game was launched, by The Tetris Company, onto the OUYA.
I'll probably save that for another time, then.
But what of my need for Puzzles? What other old AGameAWeek game can I trudge out as a new Puzzle game?
Oooh, I know!!
The game's "mostly" stable, and needs only scoring and a decent level structure. I'm not sure how I'm going to lay out the levels, but it's currently in sets of 5 levels..
No idea if I'm sticking with that.. Guess we'll find out later in the week..
Meanwhile, I'm desperately trying to cobble together as many levels as I can, within the short amount of time remaining.
Wish me luck!!!
I'll see if I can do something about that, but I'll probably just stick to exe/apk releases, to be on the safe side.
2nd September, 2014
Today I've started recreating Munky Blocks.
At the minute, I'm trying to get the basic controls up and running with a touchscreen, which.. as you can possibly imagine.. are a teensy bit tricky.
Once I've got the game basics up and running, I'll start messing about and seeing what "NEW!" features I can add into the mix.
.. I also need to build a boatload of levels, too, so .. this will probably be a difficult week, ahead!!
31st August, 2014
25th August, 2014
Thwack the Crocs over their heads with your balls! Swamp Golf!!
24th August, 2014
A few months ago, I bought myself a new camera. Well, actually it's a Phone, but since I never phone anyone, and all my communication is via the internet, and I never actually go anywhere, the "phone" part of the phone is pretty much going unused.
I bought the Lumia 1020 as a camera, because it has a wonderfully large 41 megapixel sensor, and a staggeringly good Optical Stabilisation lens. Since my whole "brain tumour!" thing, I've had incredibly shaky hands, and being able to take crisp clear photos without needing to put the camera onto a stable surface first, is a godsend!
But why choose a phone, and not a camera?
Well, two reasons.
First, I don't really like lugging a camera around. Since the world of camera-phones has emerged, the possibility of a little thin camera in my pocket is a great thing.
Even a "Pocket" camera is a great big thick chunky thing, which would never fit in my Jeans pocket. A phone does. And does well.
Having an actual pocket camera, which actually fits in my pocket, and actually takes great pictures? Yeay!
The other reason was Windows Mobile.
Monkey, my current choice of language, allows you to target MANY different devices, and Windows Mobile is one of them.
I know how to build for iOS, and Android, and figured it was probably about time to try out WinMobile.
Today, I finally attempted compiling for my "camera", and I'm happy to say that it went fairly well.
A simmple, single test, a few tweaks, and another test. All seemed to work reasonably well, and appears to be easily repeatable for future projects.
I now have to learn all about the licenses, and requirements for store-based stuff, and hopefully within the next few months I'll be up and running on there.
Also, I could do with sorting out my iOS stuff, and .. I really need to get myself another Android test device..
But I'm slowly nudging my way back to phone-dev, so expect a few touch-based games to start appearing soon.
Whether WinMobile games will be weekly, will be entirely dependant on how long it takes me to get from hitting the compile button, to it being available in the store.
(Oh, and .. WTF is with THOSE icon sizes, Microsoft? Bloody hell!!)
22nd August, 2014
21st August, 2014
I'm not 100% sure how this game's going to turn out, as it's currently still in the early days of development, but I spent so much time, yesterday, getting the Ball-Thwack physics to work well enough... It'd be a shame to give up, now!
Tuesday : Platdude in "A undecided game title with the word Golf in it"
20th August, 2014
You might've noticed odd outages and curious tweaks and changes over the course of the last week..
Last Wednesday I decided it was finally time to upgrade the server, and the switch went "mostly" smoothly. There were quirks along the way, and the Wordpress didn't enjoy the shift at all.
I've spent days trying to reconstruct the AGameAWeek blog using various bits and pieces, from raw database sql, to having to redraw bits and pieces..
As well as all of that hassle, I've had to completely move everything from one server to another.
It's been a "bit" of a hassle, if I'm honest.
.. Although, my self-coded Jayenkai Archive made the move without so much as a single complaint, which is nice.
This took up most of my coding schedule between Wednesday and Friday.
As a result, I had to rumble together a super-quick game, and so over the course of just Saturday and Sunday (2 days!) I fumbled about making a Tower Defence engine, before reversing the player roles, and finally drawing some nice graphics.
To say that the game turned out nice, is a bit of an understatement.
The game is currently sitting pretty on GameJolt's frontpage, and has had an alarming nummber of plays. It currently has a rating of 3.6/5, and most people seem to like it (although they're mostly wondering why it has 3 movement speeds.. hmm... Future enhancements, perhaps?!)
It's a lovely game, and I'm glad it's turned out to be popular.
... Not bad for 2 days work!