A brand new game
for Windows, Linux, Mac, HTML5, 3DS Homebrew and more
16th August, 2010
Kept the random title.. It'll do!
Not sure if it works better as "Kee, Bo and Ard", or just "Kee Bo Ard", but either way, here we have it!
Kee, Bo and Ard must all be guided through the maze. They have to collect all the pickups, and once they're all done, you can progress to the next level.
Hit Z/X to switch between characters, and cursors to wander around the maze.
Be careful of deteriorating floors, and switchable tiles, and things like that.
There are 15 levels in the game. I've done my semi-regular "As images" style of level creation, so feel free to have a fiddle around, and make some new levels if you feel like it. (You can even extend the height of the level image, to fit more levels into it!)
If I receive a bunch of levels, I'll do my best to make a nice big updated edition of the game.
As it is, this is it. Lovely and gamey!
You can Download Kee Bo Ard here, for Windows, Linux and MacOSX.
(And yes, this is a wee bit early! Figured I'd do this early before I end up sleeping way way way too much, tomorrow!!)
15th August, 2010
Ah, back to the old routine!
I had promised a new Sheriff Munky game, this week, but I think it's got the lurgy! Every time I touch it, it brings horrible memories of the past couple of week's deadness, and I can't seem to get on with the game.
So, this morning, I happily scrapped it, and started work on a completely different project.
If you've played Sensitive (Spinal made a nice DS one) you'll recognise this game.
Except it's a wee bit different.
There are now 3 characters to control, and guide around the map.
Game is in-progress.. Needs a bunch of maps, and maybe a size-tweak, map dependant.
... time permitted, of course!
Tuesday : Kee Bored (temporary name, imaginatively thought of via the "what's on your desk" method of naming!!)
9th August, 2010
Last Sunday I had the worst migraine I've had in ages. Ack!!
For the rest of last week I felt mostly drained, not much energy, and I haven't really done too much of anything.
This weekend I think I just plain gave up and have spent about 48 hours asleep!Read More
5th August, 2010
Authentic Kaizen (pixelprospector.com, ideaman behind NeonPlat) has sent a few new game ideas. Some are short and sweet, but the most tempting one feels like it needs a little care and attention.
I feel like I want to do something with it, but am struggling to come up with a way to compress it into a week's worth of code.
I think, what I might actually do, is leave it a few weeks.
Once I hit the 52nd week of year 2, and another whole year's worth of games, I'll be taking a small rest. Maybe about a month's worth of time off.
During this time, for about a week, I'm going to be stuck at work every morning, which'll be eating chunks out of my regular coding time. Luckily, the two event coincided with each other, so that's not a big deal. But I'm also going to be taking some time out to actually play a few games. I've really not been playing a whole lot, for a long while, and I think I need to refresh my game ideas a little.
Meantime, I'll slowly but surely work on Kaizen's "big idea", spending time crafting a few loving levels and things.
Maybe it'll work out..
Maybe it won't!
But it's worth a try.
Still, that's a few weeks away, and there's another 3 games to make before then.
Time to go idea-hunting!!
3rd August, 2010
Incase you hadn't heard already, I released my first iPhing game, last Wednesday night.
This week, I'm releasing the Win/Lin/Mac testbed version of the very same game.
Think of this as a promotional item, of sorts, but also as a "Let's try new things" ideas edition.
First up, this new one has a batch of new backgrounds and cards. The backgrounds are already in my in-dev iPhing edition, and the Cards are making their way in, slowly but surely. That update should turn up soon enough!
After this, I'll be fiddling about with the Blitz version, to find new gameplay styles, and things like that. So if you can think of anything cool, let me know.
View on YouTube
Meanwhile, as it stands, here's Cardagain and this one's free.
The Windows, Linux and MacOS editions are here!
The iPhing edition is available here!
AGAW Scoring : 49 weeks, 49 games. Awesome!! ...but a bit tight! eek!
3rd August, 2010
31st July, 2010
This wasn't planned, but I'm pissing about with Cardagain again!
So, I might as well kill two birds with one stone.
I've spent a few hours rebuilding my original BlitzMax version of Cardagain, and I'm going to add a few test bits and pieces onto it (to see what does/doesn't work) before then transferring them back over to the iPhings.
Meanwhile, I can post that nice new super-hi-def Cardagain here, and you guys can all play it.
That'll be Tuesday's game, and it'll also be the thing taking up all my time this week.
I've also done quite a bit of work on the Online stuff, though, so.. not being lazy!!
Tuesday : Cardagain for Win/Mac/Linux!
29th July, 2010
I'll post Mac and Linux editions of this tomorrow, but I just want to make sure it's working for all the PC Peeps first..
Here's a rerelease of Microbe2, with ONLINE SCOREBOARDS!!!
And those keyboard controls that everyone apparently wanted..
Lemmie know how it goes! Ta
29th July, 2010
In true "Better late than never" style, Apple got their act together exactly 7 days after I uploaded the game.
That might be fast for a massive company like Apple, but it's a long long time in the world of AGameAWeek!
No matter, the game's up and running, and you can buy it at the AppStore for 59p! Bargain!
Now that I know I'm not breaking things, I'll be having a wee bit more fun with the iPhings, but worry not. AGAW will still be here, and I'll still be making plenty of freebie games for you.
Nothing else to say today, got plenty of work to be getting on with, and maybe a re-release later today, if I can stay awake long enough! See you all later!
27th July, 2010
A missed week.
They're quite rare, nowadays, but there we go.
If Apple could get their act together, I could've said "Y2:W48 : Cardagain iPod", but.. guess that's not happening any time soon.
Nearly a whole week since I submitted my game, and still no feedback at all.
So, what HAVE I been doing this week?Read More
25th July, 2010
Or, rather, I've nothing planned at all.
It's Sunday morning, I've not started a game and I have no ideas.
... or at least, nothing that can be done in the next few hours, anyway.
Maybe I will, maybe I won't, but I probably won't.
I already said the other day that I'd be taking this week off, to handle all the Highscore stuff, but that idea kinda exploded in size, in my head, and is now (probably) going to take a lot longer than planned. Stupid ideas, need to put a lock on my brain!!
As well as that, I've been waiting around impatiently for Apple to approve/reject my app. It's not even got to the review stage yet, and I'm pretty damned sure that's the fault of Yankie-Doodle-Doofus who went and stuck a Tether in his App.
.. You've gone and fucked up the whole App-Review process for everyone, so THANKS FOR THAT!!!
(or I'm just too impatient.. could be that..)
So, a blank week.
But I'm still ahead, so we're ok, right?
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.