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7th April, 2013
Sometimes, our occasional glance back at previous games, released on this day in history, reveals some absolutely abysmal game ideas.
Other times, however, it brings about a classic game which makes me wonder why I've not remade it any sooner.Read More
6th April, 2013
For the next few days, until April 16th 2013, Sheep Goes Left will be half-price, over at the iOS AppStore.
To celebrate this random decision, here's...
A Brief'ish History of Sheep Goes Left
After SpikeDislike was released, one of the AppStore reviewers complained that there's no way to save your progress, and that the infinitely continuing level was an issue because there are no checkpoints, and no ending.
.. Well, yeah! That's kinda the point!
5th April, 2013
A few days ago I set up an official AGameAWeek branded page on Facebook, along with a Twitter account.
I wasn't sure how "busy" I could keep the two elements, but so far they seem to have their fair share of posts.
If you'd like to follow the all-new adventures of AGameAWeek, you can Like AGameAWeek on Facebook, and Follow AGameAWeek on Twitter.
For the most part, I'll simply be posting links to things that I post here, so if you use Twitter or Facebook as a substitute for an RSS feed, you'll be kept up to date with the latest garbage that I post here!
Sometimes, though, I might get bored, and post random garbage there that doesn't quite make it onto the main site.
As always, We'll have to wait and see
4th April, 2013
AGameAWeek Gold delves into the history of the Jayenkai Archive, and plucks out any and all games that I've previously released on this date in history.
And since the Jayenkai Archive goes way back to 2002, they're not just from AGameAWeek. Some of these games go right back to days before AGameAWeek was even a plausible consideration!Read More
3rd April, 2013
AGameAWeek Gold looks back at releases that happened on this day in history.
Journey with us through the mists of time, to find out just how good, or bad, AGameAWeek has actually been through the years!
We also occasionally find odd little glitches in the archive!!
2nd April, 2013
Last night I spotted something odd.
On the ign.com/wireless frontpage is a little Top Ten list of "Top iPhone Games Out Now"
And for some very strange reason, number 5 is currently Spike Dislike 2.Read More
2nd April, 2013
Get used to seeing this, as you're going to see a lot of it.
The other day I asked for opinions on what April might bring.
Three people chipped up.
One was over at Curly's World of Freeware, where Tormuse suggested I should go with the Word Games.
Second, @moshboy suggested I should go with an unplanned stream of oddities.
Oooh, a Tie!!
Third was the deciding vote.
And worryingly it didn't even come from the internet.
Instead, My Mum suggested I should carry on doing Stringy Things.
So, Word Games it is.
Expect viewing figures to plummet, as AGameAWeek goes Word Game Crazy over the entirety of April.
Each and every Tuesday I'll be re-releasing this game, each week adding an exciting (*if you like word games) new game into the mix.
1st April, 2013
Am I the butt of IGNs April Fools gag?
Stick some random oddball ugly-ass game into their top ten list to freak everyone out?
... Because that's only what they've gone and done!
31st March, 2013
I haven't got any!
.. that's a lie..
I have about 3 big plans in mind, and I'm not sure which to go with.Read More
31st March, 2013
Sometimes I'll have an idea early on in the week. I'll take my time, and build up a wonderful game, spending the full week making it nice and presentable.
Other times, it'll be a rush job, and I'll instead make the entire game over the space of a weekend.
.. or less!
30th March, 2013
This month's crudely designed desktop images comes courtesy of Karl's Tiny Adventure, from last week!
Click for MASSSSIIVE!!!
30th March, 2013
AGameAWeek Gold looks back through the huge archive each day, to see if I've previously released anything on this day. There's not always a game to play, but occasionally we'll stumble upon long forgotten gems.
Today's is especially nice!Read More
29th March, 2013
Many many many many many people have asked me how on earth I manage to cram game making into the space of a single week.
Ironically, most of those people seem to have forgotten that they, themselves, have previously taken part in Ludum Dare "Make a game in only 48 hours" style competitions.
Anyway, today's rambling waffling blog is about the steps I take to ensure I can achieve AGameAWeek.Read More
28th March, 2013
AGameAWeek Gold. An occasional trip down memory lane, to take a look at games that I've previously released on this day in history.
Much like every other element of AGameAWeek, these can sometimes be great games that you'll play for hours, or bags of garbage that you throw away after ten seconds of looking at it at going "Umm.. no thanks!"
Today's game from the past is an example of the latter.. With Zombies!!!!Read More
27th March, 2013
Let me talk you through what's happened since yesterday.
First off, I signed up as a Google Play developer.
I logged in, I joined up, I paid my Dev Fee, and all was going well.
I started adding a "SpikeDislike2-Lite" app to the GooglePlay store.
I filled in the details, and got everything nicely added using just my iPad.
I then slept...Read More
26th March, 2013
A good old fashioned old-skool platforming game, harking back to the good old days of Manic Miner and that sort of thing.
This week is VERY Manic Miner esque.
Collect the items to open the door, dodge the baddies, jump around, die a lot, get to the exit, sorted!!
24th March, 2013
Sometimes, stripping things back to their simplest mechanics makes for a strangely more interesting game.
Other times, however, it just makes an otherwise vaguely interesting game a little more dull.
This is a great example of the latter.Read More
23rd March, 2013
There's not been a whole lot tweaked since the last Monkey Framework Release, (I've been too busy making the fun gamey things!!) but a couple of important additions have been additioned.
The DownloadJayenkai's Monkey Framework, as of 20th October 2013 | Blog Post
Older versionsJayenkai's Monkey Framework, as of 13th June 2013 | Blog Post
23rd March 2013 | Blog Post
25th February 2013 | Blog Post
28th January 2013 | Blog Post
First up, we've got a WordList function.
Unless you specifically disable it, the wordlist will be part of your game.
Once the WordList has finished loading, you can use CheckWord("Word") to see if your word is in the included wordlist.
You can also use ? for blanks, so CheckWord("??GOTE") will return "ZYGOTE" nice and swiftly.
If you'd prefer your game not to use 800kb for something useless, switch it off ("const HasWordList=1" is up at the top) and then you can safely remove the data/common/wordlist.png file from the folder.
800kb saved, words deleted!
The next addition is JMTrackr.
We've discussed this previously, and now it's all nicely wrapped inside our framework, so we can be super-lazy adding music to our games! (See how I'd previously made the little speaker icon do music, too? I planned ahead!!)
You can read all about JMTrackr here, where you can download the associated Trackr program, to help make your own little ditties.
Again, if you find you don't want my lovely Trackr choons in your game, it's easy enough to remove.
Switch HasMusic to 0, remove the inst/ and tunes/ folders from the data dir, and you're sorted.
Last but not least, we have a new DataBuffer and associated Image-Data-Loading-Grabbing function.
To use it...
First, during the loader function, load your image using the new LoadImgRaw command..
LoadImgRaw(10,"MyData",32,32,64,0) (Where 10 is the image slot you're shoving it into 0-99, just like LoadImg)
Next, use the GetData(10,Frame) command to request the data.
You need to then wait for the OK before you can access the data. (DataGrab becomes 0 once it's grabbed the data.)
At this point, accessing DataBuffer[(((y*64)+x)*4)+0] will give you the Red value, with +1 for Green and +2 for Blue.
All values are divided by 8, to avoid device quirkyness.
GetData will load data from any .png image, as long as it's no bigger than 64x64 pixels, and always, in fact, assumes a 64x64 area for grabbing the data.
Split up your image using whatever methods you see fit.
Also, note the lack of Image.MidHandle here... That messes it up!
Other than those few tweaks, the framework is pretty much as it was.
If you've already started using an old version, it shouldn't be *too* tricky to upgrade to the new one.
Or you can not upgrade, and try implimenting JMTrackr yourself, if that's all you're really after. It's not tricky!
As always, have fun, and let me know if you do anything with it.