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7th November, 2015
Yesterday I got a rejection email from "OUYA" to say that my references to "OUYA" in the game The Final Warrior on "OUYA" was enough to get it rejected from being on "OUYA".
It seems that now that OUYA are no longer OUYA, and are now instead "Razer/Cortex", and as a result I need to stop making so many references to OUYA in my OUYA games.
.. Or something to that effect.
Changes have been made and the game re-uploaded, and hopefully the new edition will be passed through without further issues.
Meanwhile, NeonPlat Extreme also got rejected because the poor little Razer console ran out of memory.
Knowing what I do about the tech, and the way that Android works, I can only assume that their Razer "Test System" is allowing multiple apps to run simultaneously. There's really no other reason why it would fail, that I can think of.
As such, a slightly rejigged edition of NeonPlat will be appearing on OUYA/Razer/Etc, which is marginally less crisp than the original.
Hopefully the same issue doesn't crop up when I eventually get Cosmic Adventure finished!!
6th November, 2015
There are now only 4 games left in my OUYA Redux game list.
Platdude in Battling Ostriches should be easy enough to do. The Final Warrior will also be easy, but I shan't be uploading it to PlayJam.
PlayJam previously had issues with the end credits of Invisible Munky mentioning the OUYAForum, so I expect that The Final Warrior will be an absolute barrel of chaos, since the giant Twitter-Avatar list contains names and avatars of multitudes of people, including a fair number of OUYA Staffers and even the OUYA Logo itself!!
I'm too lazy to clean that up, so I'll just be skipping that game on PlayJam. It's easier!!!
After that, there's Sheep Goes Right and JNKPlat, both of which need proper levels created.
I'm not sure if I'll be able to find the time for that, though.
I might be nearing the end, but there's still loads of other stuff to do before the year's up!!
(And I also have to re-redo them all for the newer PlayJam system, too..)
Meanwhile.. Here's a picture of a sheep, a dog, and some greenery.
5th November, 2015
Yesterday I recreated Hoppy Bobby in the Advent Calendar. It's not an amazing feat, but it is at least something.
Other than that, I spent some time rejigging Neon Bike Championships for OUYA, and also sent PlayJam a copy so they can test it to see if it's Multiplayer code is any less crappy than JNKBombers was. I'll keep that copy aside, incase they decide it is indeed worthy of a proper upload, but if you don't ever see it on GameStick/FlarePlay, that'll be why.
Today I have to sort out NeonPlat Extreme for OUYA and PlayJam. The OUYA edition will *should* be as it was before, but the PlayJam version will have the multiplayer component stripped out, for my own sanity!
Both versions will be made available to PlayJam, and they can choose which best suits the system.
*sigh* So much to do, and only about 20 days left to finish coding all these Advent games..
The year's drawing to a close, and I'm not ready!!! Arrrgh!!!
4th November, 2015
It's about time I started to retweak all those PlayJam games.
Although they're suitably working as they are, they all need a little rejigging for the newer system.
It seems the new PlayJam device is having trouble with one of my reused menu sound effects..
The tiny "blip" sound effect is less than 1kb, at only 772 bytes. It appears (And I really hope I tracked this down, correctly!) that the newer PlayJam device (FlarePlay) is having trouble with this particular sound effect.
Sometimes it works fine, whilst at others it appears to crash the entire game.
It's taken the better part of a week to track that down such a peculiar bug, but I'm pretty convinced that this is what's causing it.
When the game first loads, it plays the AGameAWeek jingle, then as soon as the menu appears, you get the little blip sound. This is where the games are crashing, so either it IS that, or.. .. it's something else!!
My guess is that the sound is too damn small for the audio buffer, or something, so I've lengthened the silence after the wav, and will have to copy the new version over to each game, recompile and resign, before uploading the new edition of each and every one of the 42 game list over to PlayJam.
Although there's now slightly less games on the PlayJam side, since I'm not even attempting to do Multiplayer games on there, until I'm 100% sure they're going to work!
So much work to do, and not much time to get it all done..
*wish me luck*
3rd November, 2015
My latest reworking of my Multiplayer code STILL got rejected by PlayJam.
Since the game plays perfectly well with wired controllers, it appears that the actual issue is Bluetooth related. Quite how I can solve such an issue is beyond me.
I've now put the Multiplayer games on the backburner, and have instead chosen to focus on getting some actual coding done.
Which brings us to this.
If you were following my tweets, yesterday, you'd've read that I was going to attempt a cheap half-assed Dizzy clone in the space of a day. .. And managed to make something vaguely playable.
Nothing magical, just a quick hunter-gatherer type thing.
The game will be part of the Advent Calendar, and should (hopefully!) be ready to go by Dec 1st.
2nd November, 2015
Spent yesterday powering through a quick monster-maze game.
Managed to build a basic dungeon layout builder, got monsters wandering around, and generally made a nice playable little game.
This is now the sixth game in the Beta Collexion.
It's fun to be focussing on games, once again.
Later on today, I'll be sending the latest attempt at Multiplayer code to PlayJam, to see if it's any better or not.
I've stripped out a lot of the keyboard-based controls when in multiplayer mode. Hopefully that solves some of the slowdown.
Other than that, however, I'm at a loss as to what else might be causing it.
But like I said the other day, I've spent more than enough time working on this, and if it fails to work this time, I'll be leaving behind the Multiplayer games until I can fix the code.
Quite why Android can't "Just Work", and is instead full of these sorts of inconsistencies, is beyond me.
As is the norm : *Android Fragmentation* RAWR!!
1st November, 2015
After basically deciding to mostly ignore the Multiplayer Controller code for the time being, I'm jumping back to the Advent Collection and trying my best to code what little I can, in what little time remains.
Over the course of yesterday, I managed to get games 4 and 5 up and running, and also made a start on game 6.
Progress is good, but is it good enough?
Only time will tell.
Hopefully I'll be posting a lovely Xmassy advent calendar by Dec 1st.
31st October, 2015
I got my Apple TV yesterday, and it's exactly what I expected it to be.
In many ways, it's exactly the same as the previous model, and will no doubt be used for most of the same things.
But now it has games. Except the games have to work with that niggly little tiny touchpad, and if you play (for example) Geometry Wars 3 for about an hour (eek! That went quick!!) then you'll end up with your thumb feeling a little numb, as if you've been rubbing it on some sandpaper for the last hour.
Given how fantastic every other Apple Trackpad, Touchscreen and even their Mouse has been, I'm a bit baffled as to why this particular touchpad has that slightly subtle grittiness to it.
Also, no controller in the box = Fail!!!
I might attempt porting some games over to the device at a later date, but I'd probably have to buy a second one so that the MacMini and the Apple TV are at least in the same room!
As it stands, it's a nice Apple device. That is to say, if you're an Apple nut, whose family all have iPhones, iPads and iPods, (Like me!!) then grabbing one will allow your TV to integrate into the world of streaming and whatnot. AirPlay is a powerful feature, and shouldn't be underestimated!
If you're an Android, or Windows Mobile user, however, then there's not much point except for the novelty of playing with the Apps. You'd be better off with a Chromecast, or whatever the better option of Android-Box there currently is.
30th October, 2015
Feedback from PlayJam suggests that my newest controller code is still causing some kind of lagging ingame, when more than one player's connected at a time.
An ultimatum, then.
If I can't get it fixed by Monday, then that's it.. I can't fix it, and it's an issue to be dealt with later.
I've spent about 2 weeks, straight, trying to solve this one single issue, and I realistically can't keep focussing on it, especially if I'm also trying to get an Advent Calendar AND NeonPlat's Cosmic Adventure done before the end of the year.
I'll be trying again (again (again!)) over the next few days, and then that'll be that.
If PlayJam are still finding faults, then I'll simply remove the multiplayer games from my list of available games on PlayJam. That's probably the easiest way to solve this issue.
It's a shame, really, as JNKBombers and Neon Bike Championships are cracking games, even if they are blatent bloody rip-offs!
.. Meanwhile, it's been a week since I last heard anything from OUYA's review team, which is .. weird...
29th October, 2015
Having poked and prodded at that damn controller code for about a month, I opted to rip the whole thing out and redo from start, yesterday.
Took me about 4 hours of tweaking before the thing started to show decent progress.
After a little more time, things were looking up, as for the first time ever, my Archos Gamepad merged into one single controller!
I battled on, and now appear to have a fairly sturdy bit of controller code in my games.
I'm about to test it on the OUYA, just to be sure, but all signs are that my new code is my best ever multiplayer code!
Why reinvent the wheel? Because sometimes the wheel is too wonky.
Never be scared to break things.