A brand new game
for Windows, Linux, Mac, HTML5, 3DS Homebrew and more
7th June, 2015
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.
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!
6th June, 2015
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.
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.
5th June, 2015
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!!
4th June, 2015
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!?
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.
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..
3rd June, 2015
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..
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.
2nd June, 2015
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.
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!
1st June, 2015
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.
Est. Release Date (If All Goes Well)