A brand new game
for Windows, Linux, Mac, HTML5, 3DS Homebrew and more
4th July, 2010
The plan was as follows..
A couple/more Big Remakes due to be released on the week of my 200th game
A couple of little piddly games to tide me over.
The plan is now..
Spent too much time on Remakes, releasing remakes instead!!
First up, Microbe2
A great little remake with.. um.. powerups are thus far about as interesting as it gets!
Tuesday : Microbe2
2nd July, 2010
Hmm.. This iPhing dev is taking longer than my regular AGameAWeek stuff!
But I'm learning, and I'm practising, and I'm breaking and fixing things, too!
Today I got loading and saving to work, I got most of my menu working, and I even got the pause button going, too!
I've popped in the regular "Platdude Jingle", figured it'd do for the meantime, and..
Well, it's looking and feeling much more like a game, now.
The code is absolutely ghastly, mind, but that can be sorted.
Okeydoke, where are we?
I still need to do the following..
2. Rules + About screens
3. Badges? Might be interesting to add them somewhere.
4. "Phone Status".. I need to learn how to tell if the phone's been switched onto standby (pause the game) or if the phone's "phone" is in use (stfu, game!)
Um.. #4 is the bit I'm dreading, but will probably turn out to be the easiest!
No video today, there's not really much more to see than what was in the last clip.
But, o/ yeay o/, game!!!
1st July, 2010
Again, a bit more than 90 minutes, and again a lot like yesterday's task.
Whereas yesterday I was, for reasons unrevealed, playing with Microbes..
Today I'm playing with...
30th June, 2010
Am I still doing that 90 minute thing?!
Seems to have faded out a bit. Oh well, no matter..
Today I spent about 2 hours working on this.
29th June, 2010
This one didn't really turn out, so well.
It's a nice nature based bee game, with lovely floaty music, and some words.
You hit Tab to highlight the flower/bee, type it's unscrambled word into Barry's Belly, then hit return.
There's not a whole lot to this game, and it's not as fun as I was hoping it'd be.
Aw well, not to worry, maybe next week's game will be better!?
You can Download Barry The Spelling Bee from The Jayenkai Archive, where you can grab it for Windows, MacOSX and Linux.
It's got a nice background tune!!
AGAW Scoring : 44 weeks, 45 games, but a bad quality of games lately. Must try harder..
28th June, 2010
It's probably due to the sweltering heat, but my mind's not been very active today, and I've been really slow at getting anything done.
I got quite a lot of Barry the Spelling Bee done, and then decided to do a little work on Cardagain. But, boy, that got messy.
First off, I tried playing a bit of title music.
That just plain didn't happen!! After 2 hours, I scrapped the idea of title music!
Next up, the menu got half complete, and I figured I should add load/save mechanism for that lovely "Load Game" button.
That was, again, about 2 hours ago.
I've not finished doing that bit, yet!
View on YouTube
27th June, 2010
If you hadn't noticed, I've spent most of this week working on my iPhing game, so what happens to AGameAWeek!?
Well, I've still got today and tomorrow, and there's nothing better than a rushed quicky game... right!?!
Yeah, why not!?
I drew Barry The Spelling Bee back in January 2008, but I couldn't quite decide how his game should play, so it never got anywhere other than the single Bee sprite.
This morning, I drew a flower to alongside him, and I think I've a vague game idea flowing in my head.
Now to get that working in code!
Wish me luck!!
Tuesday : Barry the Spelling Bee
25th June, 2010
My mum had a couple of games of Cardagain, today!
That's how far along it's come!!
In less than a week, I've not only finally managed to get a grip on the language, I'm actually making a pretty damn good game, too!
In the next couple of days, there's still a few bits and pieces to work on.
1. The menu is really really barebones at the minute, showing 4 items, but only having one clickable one.. (New Game!)
2. The loading screen could do with being switched for an AGameAWeek thing.
3. Maybe a title tune/jingle's in order? But I'm not sure it's essential. I've a fair few games on here without any music.. I think there's a bunch of dev'rs just assuming people are listening to music.
.. or just too lazy to add music!
4. Pause mechanism, threefold. It should pause when you hit pause.. It should allow for a pause after each round (if you ask it to do that).. and it should also pause when you hit the power button, 'cos it keeps running in the background whilst the system's on standby! yikes!!!
5. Oh, and loading and saving, too. Need to learn that!
On the other hand, I also need to make this week's game, so there's that too..
What to do...?
25th June, 2010
\o/ yeay \o/
Platdude finally got his name in a Magazine!
Oh yeah, and congrats to Shadow1w2, who got his Monster Level in the screenshot
23rd June, 2010
.. as in "You have to pick the card, again", but also sounds like cardigan, so it's a nice fluffy name!!
View on YouTube
Seems that the game idea is really starting to build up nicely.
I've now gotten this version slightly ahead of the quick Blitz version I made a few days ago.
I really wasn't expecting to get everything to work this quickly, and I'm REALLY glad that I didn't spend 5 months trying to make head-nor-tail of the stupid tutorials!
Game coming soon.
I might finish off and release the Blitz one in a couple of days, too.
22nd June, 2010
A tragic tale of my own devising.
Stringy Things DS is incredibly playable.
Ask my mum.
She plays it ALL the time..
Bedtime, Stringy Things.
Mid-day, Stringy Things..
Nothing on telly?! Stringy Things....!
22nd June, 2010
Wait, that title's gone all weird and wonky... What's up with that!?!?
This week, I made TWO games!
Turret Rush saw you running away from zombies, and shooting them from random turrets on the floor, before the turrets disappeared again.
Space Monkey Climbs the Space Towers where you have to try and get as high as you can.
Neatly, the graph now becomes a height-o-meter! Which was a nice unplanned feature!
Nice fun games, and both complete and playable.
Unlike the game I'd planned to post today!
But no matter, 2>1!
AGAW Scoring : 43 weeks, 44 games! Hurray, we're back on top!
21st June, 2010
I'm definitely sticking to that 90 minute thing, it's just that, right now, you can't see it!!
Yesterday I fixed up a few things over at Socoder.net. I added a nice upload gallery on the right, and fixed up a few little annoying bugs that needed tweaking.
Then, at 10pm, I decided to make a new game.
And the game went well.
And the game got done.
And I was happy!
(Note, this is 2 90-minute sessions!)
At the start of the game, I considered redoing it for the iPod, so I took the time to figure out the sizes, so that it'd all fit on there.
At the end of the game, I started to get all creepy and paranoid.
I haven't played a game like that, and I quite like it.
It's fun, it's puzzley, and it's got legs.
But... If I put the Blitz game online, now, someone might nick it!!!!
(because it's really easy to do!!)
I wondered how easy it would be to do.
Then I went to bed.
Then I kept wondering.
And I starting coding it in my head, and working out a way to get the spritesheets to work, and figuring out how to get the titlescreen going, and doodling all the backgrounds in my head.
Then I realised I'd had WAY too much coffee!
No matter, up I got
At 3:30 in the morning, I trundled over to the Mac and powered everything up.
I was half-asleep, I was full of caffeine, but I gave it a go.
I didn't quite get to the point where I started added gameplay, but I'm really happy about the fact that I managed to get some lovely card-flipping sprites onto the screen, and managed it all within the space of only 3 hours, whilst half asleep.
View on YouTube
Then I went back to bed...
20th June, 2010
On Friday I had a really rather productive day, and managed to build up my iPhing knowledge quite a fair bit.
I didn't have enough time to do a 90-minute thing, though, and am quite disappointed by that.
Saturday came and went, with most of the kitchen getting it's new ceiling up, and no 90-minutes being spent, again!
Today I aim to play catchup, although how much of that gets done will remain to be seen.
First off, there's a few things over at Socoder that need tweaked, so I'm going to go and fiddle around with those for about 90-minutes or so.
If I have extra-time after that, I'll come up with something interesting.
18th June, 2010
I've not done my "90 minute" challenge again, today.
Well, I did spend about 6 hours figuring out the iPod development stuff, but that wasn't the point of the 90 minute thing, really, was it!?
Anyhoo, no matter.
There's a silly "Vuvuzela Hero" picture going around the net, and I think it started right here, although I'm not 100% sure.
If you're a regular, you've probably played my stupid Cowbell Hero game, and I figured.. why not!
I stripped out the Cowbell, and added a stupid blinkin' horn.
This is that.. A downloadable, vaguely playable, Vuvuzela Hero game.
Props to the Vuvuzela Hero guy.
(Since this is actually an old game, it's been done in Blitz3D, and doesn't have the lovely cross compilation that my newer BlitzMax stuff does. This is a shame, but it's just a silly gag game, anyway, so no matter!)
18th June, 2010
View on YouTube
There we go!
Using the buffers I mentioned earlier, and pasting 100*32x32 pixel sprites onto those buffers (32x3200 pixel buffers) I've created 8 completely independent reels, each with their own selection of 100 slots.
Drawing onto those reel buffers slows us down, and takes around about 2 or 3 seconds to do, so you wouldn't be doing that in realtime.. But once the reels buffers have been drawn, we can slam them up on the screen with pretty much no slowdown whatsoever.
Essentially, that's just drawing 8* pictures on the screen, and it can do that without any hassle at all.
(It's actually drawing each reel twice, so that it can wrap around neatly, so.. 16 great big 32x3200 images are being slapped on the screen at once!!)
After that, I've still got about 30 pictures that I can draw without hitting any slowdown.
1 will obviously be the foreground overlayed image, then you've got the buttons, and the cash display, things like that..
But those will be easy enough to add, and shouldn't take me over the sprite limit.
So, um, yeah.. There's that!
This is (finally) some actual iPhing development progress!!!
18th June, 2010
OK, so I finally got my DevLicense, and the first thing I did was to slap the test engine onto my iPod Touch.
If you've tried that, you'll probably found exactly the same thing that I did.
...that, rather than going "Weeee!" it went "... plod... plod..." at about 2 frames a second.
This is not a good thing.
Today I've been experimenting with all kinds of things.
I've figured out how to draw images to a "buffer", and then have that buffer be one of our UIImageView things, so that it can be drawn over and over again.
I've also found that having 50*full-screen UIImages runs at about the same speed as 50*32x32 pixel images.
Seems that the bottleneck isn't the size of our images, it's the system trying to deal with all the "physical" objects.
Maybe I can fix that later, but right now it's not an issue..
Essentially if you put those two pieces together, you can make yourself a lovely scrolling background image (drawn onto a big buffer), have a lovely scrolling foreground image (drawn onto another big buffer), a few more parallax layers on even more buffers, and then slap them all together with about 40-odd sprites sprawling around the screen.
That's probably not an EPIC amount, and if you wanted a Bullet-Hell type game, it's nowhere near good enough... but for simple scrolling tilemap, with half-a-dozen bad guys, a bunch of pickups, and you...
Well, yeah.. that's plenty for now.
We're still learning!!
I'll post a bit of info on how this all works, at a later point in time.
Gotta neaten it up, first! It's a MESS!!!
17th June, 2010
Jayenkai's World Cup Challenge : A plan to do something, rather than sit watching football for 90 minutes each and every day..
No fair, I missed yesterday
Blame Apple. They sent me my iPhing Dev License, and I spent the day playing about with that, and installing everything again...
Nothing productive, just a wasted day.
Today is marginally better..