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28th October, 2015
So, I thought I had my multiplayer code all working and good and stuff, but apparently a quick test by Team PlayJam has revealed unexpected slowdown and broken-ness.
Yesterday I set out to figure out why, and got as far as "Hmm, this still isn't working right on my Archos Gamepad", at which point I once again became oddly wrapped up in trying to get that to work.
And so it went for several hours.
I KNOW I shouldn't keep getting wrapped up in that, but it's so easy to get stuck into trying to fix something that realistically shouldn't be happening.
I spent about 5 minutes working on the Multiplayer aspect, and about 5 hours trying to fix the bloody Archos Gamepad.
Then I stopped.. And decided to spend the rest of the night relaxing, whereby I kept drifting off to sleep and waking up with another little tweak to my controller code..
It wasn't until well after 3am this morning that I finally managed to get some sleep.
PlayJam were expecting an update, this morning. That's not going to happen!!!
27th October, 2015
Three hundred, what?
Three Hundred Daily Platdude Pixelarts, of course!
When I started that, at the beginning of the year, I didn't expect to have managed to do 300 of the bloomin' things.
And now here we are 300 later, and I'm wondering what'll happen next year. Will I continue to doodle daily, or will I stop on Dec 31st?
I'm not sure.
Drawing a daily doodle is certainly taking time out of my day, but it's not as if I've anything better to do!
The hardest part is trying to come up with something new, each and every day, and I'm not entirely sure I can do that for another 365 days.
(Especially since there's actually 366, next year!!)
I guess we'll have to wait and see whether I carry on or not.
Meanwhile..The first of my new-Multiplayer-code games has been uploaded to OUYA and GameStick. JNKBombers is exactly as it was before, except now it has the all-new Android multiplayer controller code inside.
Initial tests are that things appear to be working as expected, but I'll have to wait for both Review Teams to send me feedback.
Once that's gotten through (or otherwise!) I'll be able to quickly bundle together the last few remaining games, and get them all uploaded, and then it's "job-done!"
.. Except for the new PlayJam FlarePlay, which is being even more quirky, and crashing in seemingly random places, thus meaning I have to go through all 42 games all over again.. Bah, humbug!
Speedy Update!The game's failed Quality Control at PlayJam, due to the controller code becoming slower and slower the more players are attached! Ooops!
Guess that's my fudged code that's doing that.
Will have to dig a little deeper, methinks.
Meanwhile, Meanwhile...Yesterday I started Game #4 on the Advent Collection, and that seems to be panning out fairly well. Not sure I can keep up this rate, as I'll have run out of ideas by Game #10, I reckon!
Still, plough ahead.. Something'll turn up.
It usually does in the wonderful world of AGameAWeek!
26th October, 2015
Yesterday was spent coding. Like, properly coding.. Like games and stuff!!
It feels such a relief not having to faff about with controller code and other boring background gubbins, and instead spend some time actually making a game for a change.
Beta Collection now has THREE games in it, as I managed to get two complete games up and running within the short space of yesterday.
I then relaxed and enjoyed the Back To The Future documentary "Back In Time" which is currently available on Netflix (UK) and then spent a good hour or so tweaking the rules of the day's two games.
Yesterday was a day of fun coding, and I enjoyed it.
.. Today, I have to deal with that bloody Android multiplayer controller code again..
25th October, 2015
With mere weeks to go until Dec 1st, I'd better get cracking with that Advent Collection, huh?!
So, last night I finished off Game #1, and made a fairly decent start on Game #2.
I'll finish that up this morning, and then get to work on a third.
I'm currently having a nice burst of imagination, after having not really coding much all year.
It also makes a change to be creating something new, instead of fixing up that great big pile of 42 OUYA titles!!
I still need to finish off the last few games OUYA fixups, but most of those rely heavily on Multiplayer code, so I'm waiting to get approval from all sides before going ahead and integrating my new code into actual releases.
If you haven't tested my latest Android controller test from yesterday, please do, all help is appreciated.
MusicALHmmm... I forgot to post this, yesterday!
24th October, 2015
Hello, and welcome to yet another multiplayer controller test!!
(Bloody Android.. Grrr!)
Multiplayer Controller Test (.apk)
If you have an Android device with more than one controller connected, then I need your help.
Any Android device will do, from a mobile device with a ton of controllers connected, to a proper TV Micro Console or otherwise.
On Monday I intend to start making full use of this, but as with all Android things, it's best to get a decent sample size before moving ahead. .. Because every damn device is subtly different, due to the "Unique" way in which Android works :
How to "play"Select any of the three options on the titlescreen. (They all do the exact same thing.)
Onscreen will be 4 numbered propellers.
Each propeller should (*should!*) be connected to a different controller.
(Don't worry if you only have one single controller connected, or just two, or even fifty!! Every tiny bit of information helps!)
Use the left analogue stick or dpad to move a propeller around.
Use the right analogue stick to move the "target" around the propeller.
Hitting the face buttons or shoulder buttons should display buttons on the 6 dots beside the propeller.
Hitting the upper face button (eg, XBox Y, Playstation Triangle) should open the quit menu.
Start/Back/Other should also open the quit menu.
You should be able to use any number of different controllers, in all manner of combinations.
Please try the game out on any controller-enabled devices that you have, and post any results in the comments below.
Known IssuesArchos Gamepad 2 : The internal gamepad seems to operate as 2 separate devices. Analogue controls appear as one port, whilst digital controls appear as a second.
24th October, 2015
I Think... *think* that I've finally got all my Multiplayer Controller code working in a suitable manner, for OUYA, Forge, GameStick and Flare, all from the same code.
Unfortunately, my Archos GameStick is STILL bugging out. For some bizarre reason, it seems to feed the digital controls as Port One and the analogue controls as Port Two, which would explain why I'm always having to redefine the controls on the bloody thing.
But, so far so good, and everything seems to be flowing in a vaguely accurate manner.
I've still yet to properly stress test my code, but things are definitely looking up.
.. All of which, of course, means I got sod all done on the Advent Collection, again.. Bah!!
23rd October, 2015
Yesterday was spent neatening up Game #1 in the new Advent Collection.
Alarmingly, this has taken a fair number of days, as I'm trying to decide how best to organise all the data.
The actual "game" still isn't even finished, yet, and needs collisions and scores and.. well.. pretty much everything, really..
Hopefully I can get the next 25 games working a little bit quicker..
22nd October, 2015
"A Quick Test", I said to myself.
"Should only take a few minutes", I thought.
Two hours later, with no result whatsoever, I opted to call it a night, and instead focussed on Beta Collexion.
What was it I wanted to test?
Android, Hopefully compatible with None-OUYA devices, controller code.
First, I needed to test on OUYA itself, so I grabbed the controller, hit the on button, and switched over to HDMI-2.
.. and waited...
.... and waited...
Oddly, the OUYA wasn't doing anything.
I checked all the wires, tested all the ports, and reset..
"OUYA!" went the audio.
.. But the picture didn't.
No matter, I have other devices.
I switched on the GameStick, grabbed the OUYA controller and hit the Sync button.
.. and waited..
... and waited..
Oh dear god, WTF is wrong with my DevKits, today?
I tried the Forge..
I got the same damn result.. The OUYA and GameStick controllers were flashing away, hopeful to find a bluetooth connection..
Not a squiggle.
I think my house has decided that it doesn't like Bluetooth, or anything resembling it!
And so, to my last remaining useful Android device.
I grabbed the Archos Gamepad, and unplugged it. It flashed it's little lock-screen, and I grabbed my X360 pad, with it's little MicroSD connector.
Nothing.. ABSOLUTELY NOTHING would stop this from working. It has a WIRE.. When something's plugged in, it damn well works!!
I plugged the X360 pad into the Archos Gamepad, and .. The screen went blank.
I hit the power button.
Are you KIDDING me?! Why!? What reason!?!
It can't be the battery, it's been permanently connected..
Maybe I've OVERcharged it?
Is that a thing?1
At which point I put it back on it's little charger pedestal, put down the X360 controller, and resigned myself to the fact that.. tonight.. I wasn't going to be doing anything with multiplayer controllers..
Maybe next time..
21st October, 2015
Daily Doodle : Plat To The Future
I couldn't fit all of today's Platdude Pixelart into the tiny 64x64 area, so the larger wallpaper view has a bit more!
A few more of the wallpapers have expanded views, but I try not to make it an important part of my daily doodles, mostly because that takes even more time from my day!!
But today's was worth the additional work.
Happy Back To The Future day!
You can grab ALL of my Platdude Pixelart Wallpapers by simply clicking the "Download ALL Wallpapers" link on each page of the gallery.
It downloads everything in a single zip, which you can then easily extract to a folder, and get Windows* to randomly pluck wallpapers from that folder!
All wallpapers are standard HD images, 1920x1080, because realistically I don't have time for messing about with multiple resolutions each and every day!
Hopefully you can fiddle about with Windows* to get it to display things in a semi-decent manner for whatever resolution/ratio you're using.
*or MacOSX or Linux or iOS or Android or ChromeOS whatever's displaying your desktop.
Mailbag : EmptyIf you'd like to stuff my mailbag, (Please do!) you can do so right here, at http://bit.ly/AGAW_Mail. Send comments, questions, game ideas, thoughts and more, and they'll probably turn up here, eventually.
20th October, 2015
I spent most of yesterday trying to get a lot of broken things to work, but nothing seemed to happen.
Still no progress on the NextGen-PlayJam device, which is still crashing like a crazy driver.
Still no progress on getting all of my audio to play on the LastGen-PlayJam device, which seems to ignore every 10th-or-so PlaySound command.
Still no progress on getting the controls working on my Archos Gamepad, which is driving me up the wall.
Android wasn't designed to be this flamin' difficult.
It was supposed to be "One OS, Job done", but hardware manufacturers are cutting corners left, right and centre, and it's making the entire experience a total pain in the arse.
I should probably stop ranting about this, and chop all my games down to a manageable version.
But one look at the Invisible Munky level in SpikeDislike3, and it all becomes far too apparent that the Android edition is getting the crap-end of development, as far as quality's concerned.
Hell, even the HTML version looks better!
19th October, 2015
The new FlarePlay (PlayJam's GameStick replacement) thing is apparently having issues, and crashing a LOT with my games.
I'm hoping to fix them up during a second pass through the 42 games, and for now am simply uploading as-is until I can fix them all up. But at the moment it's looking like I'll need to have a GameStick version and a FlarePlay version of all my games, which is a bit of a pain in the arse, if I'm honest!
The whole point of the fixups was that these would be "Android with a Controller" editions, and not have to be split any further. Finding such bizarre issues, now, is leading to an awful lot more editions of the game floating about the place.
Trying to solve this issue took a good number of hours, yesterday, and I've had to leave it half-broken whilst I focus on all the other things that need doing, like the daily Pixelart, and the daily OUYA Upload, and maybe spending some Xmassy time working on Beta Collexion.
So much to do...