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Pixelart
  7th June, 2015
Views 8, Upvotes 0
Blog
  7th June, 2015

Developments


Last night, I decided to open up my old projects. Over the past couple of years, my iOS releases reduced to practically nothing, yet I still built up an alarming number of games over the weeks.
Hopefully with the new faster, more usable MacMini in place, I can keep up a better rate from here on, but last night I found myself digging through the archives, seeing what would and wouldn't be suitable for iOS.

At which point, I stumbled upon ChuckABall.
For those who don't remember it, you line the ball up, chuck it either left or right, then watch as it bounds it's way down the area, destroying bricks and collecting gold rings.

There's no skill involved in ChuckABall.
In the game, you select one of 8 launch points, pick a direction, and then watch as the ball travels it's course. Tilting won't help. Tapping won't help. Nothing helps.
That's the game.
Pick a point, hit the button, watch it go.

In many ways, the game is both simple, yet inexplicably compelling.
As I sat there, with the current version of ChuckABall on my iPad, I played, and I played, and I played...
Level after level rushed by, and within a couple of hours I'd found myself having played over 100 levels of the blasted thing.

MAN, That game's addictive!!!



And so, today, I'll be spending the day fixing it up, and preparing it for an AppStore release.
I'm going to fix up the graphics, and probably rejig the gamecode a bit to make it more interesting to watch.
Over the next couple of days, that'll be my project, and then hopefully by the time Invisible Munky 2's arrived on iOS, I'll be ready to submit All-New ChuckABall to the AppStore.
.. maybe!

As always, Wish me luck!!

And, whilst we're on the subject of un-iOS'd releases, are there any games of mine that you'd like to see on there?
Let me know!
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Pixelart
  6th June, 2015
Views 48, Upvotes 4
Moon , Creature
Blog
  6th June, 2015

Developments


So.. GooglePlay...
I vowed never to return, but am already being bombarded by people meithering about the Android version of SpikeDislike3.

The Story So Far
Jayenkai created SpikeDislike2, and figured it'd be nice to get that onto GooglePlay.
Jayenkai learned the ropes, filled the forms, and got SD2 onto GooglePlay.
iOS Edition sold about 1500 copies.
GooglePlay edition sold about 50.

For the sake of my own sanity, it's best not to ask how many people on Android pirated the game, but there are twice as many google results for the Android one than the iOS one. .. and that's just a quick simple google.
..

Then, Google decided it'd be a fantastic idea to force developers to post their HOME ADDRESS onto the store. Because, you know, people might like to complain and stuff.
Oh yeah, fantastic idea, there, Google.. Can't see that going wrong!

I (and a fuckton of other developers) decided to "NOT AGREE" with that, and as a result, all my games and many many others were removed from the GooglePlay store.
This is why there are no Jayenkai/AGameAWeek games on Google, right now.
(More here)

But yesterday, I've stupidly agreed to this moronic new rule, and got everything back up and running again.
As a result of this quite frankly ridiculous invasion of privacy, I will now be able to sell 50 or so copies of SpikeDislike3 onto Android, before everybody steals the thing, and Piracy once again becomes rampant.

This is the world of Android.

"Give us your games, Give us your name, Give us your address, then piss off .. and don't expect anything in return."

Why do I even bother?

SpikeDislike3 will appear on GooglePlay some time next week, and then on every pirating site on the internet the day after, so you'll have plenty of ways to get it.
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Pixelart
  5th June, 2015
Views 9, Upvotes 0
Blog
  5th June, 2015

Developments


If there's one thing I hate, it's waiting for stuff!!
I'm a very impatient person, and have gotten used to things moving along at a fast AGameAWeek-like pace.
I now have TWO games, waiting for Apple Review, and quite frankly it's doing my head in!
All this waiting. I can't hack it!!!

I'm now pondering what my next project's going to be. Should I continue on this Gap-Year thing, and make something else that's way bigger than normal? Or should I do a couple of quicky AGameAWeek style games to tide me over?
I'm not sure what I'll do, but sitting here waiting, and waiting, with not much else to do, I do feel like I oughta be doing something productive.

.....
I can't stand the waiting!!!



For what it's worth, although I do kinda like the opening "Swoosh-jingle" sound, I feel it could be a little better. Expect my next few trailers to include marginally different versions until I settle on the right one!!
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Daily Blog
Pixelart
  4th June, 2015
Views 3, Upvotes 0
Blog
  4th June, 2015

Developments


IMG_9694
And so ends our journey of creation.

or, rather, HOPEFULLY ends the journey! We'll find out in about a week, whether I managed to click all the settings in an accurate manner.
With any luck, I won't end up with the horror that is the Cardagain-Issue, again!

Actually, we should know in just a few days, depending on how well Invisible Munky does or doesn't pass through Apple Review. But I can't see anything too terrible happening.. Right!?
*shrugs*

Anyway, there it is.
Yesterday I spent a good few hours entering the same data over and over and over and over and over and over again, into those stupid little boxes, which make up the GameCenter Achievement List.
So tiring doing that stuff.
006

There are 22 badges to earn in the original release. I'll probably add more later, but for now I'm just going to sit back, relax, and play through the entire game from scratch, to be sure there's nothing alarmingly dumb that I've done halfway through!

Be Prepared : The Spikes are Coming!!
..

Eventually .. Once Apple allow/not it through review..

*waiting..*
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Pixelart
  3rd June, 2015
Views 3, Upvotes 0
Blog
  3rd June, 2015

Developments


A somewhat eventful day, yesterday, but one that took WAY too long!!
As I finished off the last of the levels, and got the game working toa moderately lovely standard, I figured I might as well start throwing bits and pieces into iTunes.
I've still got a number of days until Invisible Munky (hopefully) passes AppleReview, so I can relax and take my time with all the iTunesConnect gubbins.
Starting with the the description, the screenshots, the icon, I continued on and decided to tackle the GameCenter descriptions, too.
16 leaderboards are in the game. One for each of the game's themes, and one extra one to count your total number of spikes passed. Which should be interesting to see..

IMG_9670

I didn't, however, add any Achievements..

Both previous editions of SpikeDislike have had an all to familiar "plinky" noice appearing as you reach Super combos and highscores and things, but this time around, I've yet to add them in.
I've been in two minds as to whether or not I actually need them.
On the one hand, they're nice plinkity things to have going on in the background, but this time the whole game includes a proper soundtrack, so can easily live without all those extra sounds.
The entire game has in fact been stripped down to the most basic of styles, with all that crazy onscreen stuff hidden away.. The sheer chaos of the menu system is now just one long sprawling menu.
Additionally, most of the "Path" achievements are completely broken, since .. well, there's now 14 spike-heights, and I couldn't think of 14 colours!!!! I wonder how long it'll be before someone complains about that fact?!

So, in all, a lot of the "noise" is missing from the game, and it's all been simplified without taking away from the game as a whole.
But what of the GameCenter achievements?

If I DID attempt to add them into the game, I'd probably need somewhere to display what you've earned. I'd also need to draw little badge icons for all the achievements, and then spend a good 24 hours filling in the repetitive and insane amount of garbage that you need inside iTunesConnect for all the stinking badges.
To be honest, that's probably the bit that's putting me off the most, as I've done that plenty of times before, and each time it's completely drained me!

But with about a week to go until I upload the final version to Apple, that little factoid is gnawing away..

.. Should I bother with badges?
Are they essential?
Will they add too much chaos to the game?!

I'm not sure.
Stay tuned!!
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Daily Blog
Pixelart
  2nd June, 2015
Views 4, Upvotes 0
Blog
  2nd June, 2015

Developments


Yesterday was spent tweaking a few odds and sods that I never really got around to doing previously.
I, of course, added a few extra levels, and I added "OUYA Controller Button Icons" to the main menu, so it's marginally more obvious that you can use the shoulder buttons to open the Options menu and Scoreboard.

HeavilySubtle

I rejigged the RetroRaider level to add an extra element of danger, and make it trickier to get through.

Meanwhile, I set about figuring out exactly what's inside the "Free Edition!".
Since the "Full Edition" contains 15 themes (and as such 150 levels) I figured that 1/3 of that might make for a decent free version.
5 themes, and 50 levels are part and parcel of the Free edition.
Just like last time, over the course of SD3's lifespan, I'll slowly but surely add more and more back into the Free version, but I'd like to make the free version into something slightly different, giving it special themes and whatnot.
This time around, since we can specifically target OUYA, I'm thinking that it'd be nice to include some OUYA-themed levels and themes along the way.
For now, however, the 50 level "Free Edition" is pretty much locked down, and more importantly, has already been submitted AND APPROVED by OUYA Review!

But it's not out, yet!
I'm still waiting on Apple-Test#1 (Invisible Munky 2) to get through/fail review.
If it passes review, I'll instantly submit SpikeDislike3 for review, and hopefully that should only take about a week. Then both the iOS and OUYA editions will be released on the same day.
If, however, Invisible Munky 2 FAILS it's review, I'll probably release the OUYA edition of SpikeDislike3 as is, because.. well.. there's no reason to delay it any further! The iOS edition's just being an awkward bugger!!

I'm still hopeful that everything will run smoothly, and am still estimating a June 17th date.
.. But god only knows whether that'll actually happen!
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Daily Blog
Pixelart
  1st June, 2015
Views 6, Upvotes 1
Blog
  1st June, 2015

Developments


A busy day, yesterday, as I set about building more of those Mission/Level things for SpikeDislike3.
I've now got marginally different Mission modes for 10 of the 13 themes, although "Super X!" seems to appear a fair number of times!
With only 3 more sets of levels to create, I'm pretty much nearing the end of development, although there's a bunch more extra bits that I might end up throwing in.

Anyway, I figured now's about as good a time as any, to give you an idea of my target release schedule, or rather, the things that have to happen in order for me to launch the game!

1. Invisible Munky 2 : Release
I have to wait for that game to get through Apple Review, just to be sure that my current framework CAN actually get through review, and that I managed to just about get all the correct things into place, in order to get a game onto the AppStore.

2. Invisible Munky 2 : Testing
I've literally NO IDEA what'll happen to the game, if run on an iPhone 6/6+.. Not a smegging clue! (Those Emulators have a tendancy to lie!!)

I'll have to hunt the twittersphere for testers, mmethinks.
Once the game's released, I'll need it double-checked to ensure I clicked all the right buttons, and set the correct settings, in order for the game to run Everywhere!!!

3. SpikeDislike3 : Submission
Now, assuming everything turns out OK with Invisible Munky 2, I can then submit SpikeDislike3 in the same way, which would take another week or so to get through Apple Review, before it turns up on your iPhings.

Twitter_Header_1

Est. Release Date (If All Goes Well)
Approx 17th June


... However.. If anything goes wrong, we're going to end up being delayed at the rate of roughly 1 week per issue that needs fixing!
The good news is, everything that needs fixed in Invisible Munky will be similarly fixed at the same time in SD3, so it *should* be a case of fixing both things simultaneously, thus only requiring one week's worth of testing and uploading and waiting!!

Hopefully all will be well, and the game will hit the mid-June target.
*fingers crossed*
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Daily Blog
Pixelart
  31st May, 2015
Views 4, Upvotes 0
Blog
  31st May, 2015

Developments


Guess who forgot to hit the "Submit for Review" button on Invisible Munky 2!!?
That's right!!

I blame Apple.. It used to be that you'd have to have iTunesConnect open at the same time as Application Loader, and juggle the two until it did what you wanted to.
Recently, though, they've completely overhauled iTunesConnect, and I found myself doing 99% of the tasks via the Windows Laptop. By the time it came to uploading the release, I was using the Mac, and stupidly forgot all about the "Submit" button.
D'oh!

I realised, late last night, and clicked the button. (And then had to fix a few things on the page, because it was being fussy!)
IM2 is now winging it's way through the week's worth of ...Sitting around until they bother to review it...

Fingers crossed that I haven't stupidly forgotten anything else!

Meanwhile..

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Daily Blog
Pixelart
  30th May, 2015
Views 4, Upvotes 0
Blog
  30th May, 2015

Developments


OK, I *think* I managed to post Invisible Munky 2, correctly, to iTunes Connect!
Unfortunately, due to the world in which Apple operates, we're going to have to wait just over a week to know for sure, as we wait for it to get through the stringent Apple Review gubbins.
No doubt, even if it's as broken as Cardagain is, it'll still get through, so I'll be counting on the masses of Twitter-folk to let me know if it works on all the different types of devices that are out there.

My findings : The "RUN!" button in XCode is best avoided for your final compilation. Instead use the Build option in the menu. Be sure to Clean, first!
A simple concept, but one that my stress-riddled brain wasn't contemplating at the time..!

So, with that done and dusted, I got back to thinking about SpikeDislike3's missing themes. I left enough menu space for 15 themes, and those last two weren't decided yet.
I tried out a couple of themes..

First, an "iOS7" inspired theme.
SD3_028

It looked ok, but once it was in motion, all those thin lines made for a terrible in-motion graphical frightfest! It really wasn't good on the eyes, and made for a lot of unnecessary deaths.
In truth, the "Lava" theme is similarly hard to see, but that was done on purpose, whereas this one was just rubbish!!!
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Pixelart
  29th May, 2015
Views 6, Upvotes 1
Blog
  29th May, 2015

Developments


RAWR!!!

Wednesday went swimmingly well, with all the pieces falling into place, and everything being awesome and cool.
It stands to reason, then, that my Thursday didn't go quite as well.

I decided to try my hand at getting Invisible Munky 2 into the AppStore.
It started with me having to upgrade my "Icon Resizer" tool, to account for the 150,000 new icon sizes that have appeared since iPhone 6 and Plus came out.
I also just about managed to figure out the new "Launch Screen" sizes, and .. hopefully.. put those into the correct place, with the right filename.

A test compile showed everything working as expected on the iPad, and the various emulators, so I took a chance and set about switching over to "Distribution" mode.

IMG_9605

This is where everything started to go downhill, as I had to tackle provisions/certificates/profiles and whatnot on my own.
I've done this stuff before, with my previous games. "What could possibly go wrong?!"

After a good couple of hours, I finally gave up, and decided to try again tomorrow..
Wish me luck!

IMG_9606

Looks gorgeous, though!
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