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21st October, 2011
5 more, today! woot! That's 42 little animated characters I've popped into the game, now! (43 if you count NeonPlat!)
Looking entirely possible at this point!
And I've done 8 backgrounds, now, too, so we'll probably want another 2 of those.
I'll be honest.. Background #8 was kinda lazily cobbled together, but it works!
I'll leave you with a nice desktop for today.
This one's from Background #2, which I like to call "Square Pixels", but which doesn't really need/use a name at all.
1920x1080! An awesome resolution to play at!
I wonder if I'll ever be bothered to make that into a Flagpole?
20th October, 2011
Until about 2pm today, NeonPlat's logo looked like this.
Now it looks like this..
20th October, 2011
On Tuesday, things had started to go annoyingly slowly..
That part where the number of bug fixes grossly outweighs the number of fun happy additions you can be enjoying adding to your game.
But I did a lot of fixes on Tuesday!
18th October, 2011
1. Drew new baddies.
2. Tweaked level generator.
3. Made Ducky-Turret's weapon a bit more visible.
4. I also took another 6 items off my todo list, but I can no longer remember what they were, since I've removed them from my list!
Still, I got quite a bit work done, and things are all nicey nicey.
I haven't yet drawn anymore backgrounds, though...
Need to do more of those.
This isn't a very lengthy blog, today!
Tomorrow, I'll make a list of what I've done!
17th October, 2011
Phase One was the simple test engine I release WAY WAY back in the very early stages of this humongous project.. .. last month!
Phase One was a basic engine, with simple platforming mechanics.
Taking the rules of NeonPlat and adding a scrolling background, I wanted to judge if it'd be enjoyed.
True, one piece of feedback was a little downbeat, but on the whole it's been well appreciated.
You can't please everyone, but the original's not broken, so hopefully that makes up for it.
Phase Two was the proper Beta edition.
This appears to have gone down well, but without it being a fully fledged download, I'm precariously balancing all my comments on the shoulders of those who already seemed to love the game.
16th October, 2011
Tap inside to see Jiro25 playing the NeonPlat Adventures Beta!
14th October, 2011
Last night I sat down to jot a few readme notes for the Beta Testers.
By the time I was done, I'd inexplicably written 1500 words of gubbins!
12th October, 2011
I'm in preparation mode, now, and am trying to fix the outer shell of NeonPlat Adventures, so that the game looks a little less rough around the edges, for all the people who'll be playing the lovely beta edition on Friday.
Today I worked on the menu a little, fiddled with that "about" section that I never bother to fill in, and added nice level open/close sweepy things that make things look a little less slapped together.
They're still just slabs of coloured rectangles, but they swoop left/right, so they kinda fit the bill
I've tweaked little font things here and there, changed a couple of sprites around, and made the baddies a little bit tougher.
Loads of little touchups, all over the place, and nothing major.
But, these things must be done.
I still have a WHOLE MONTH left to go, though, so with any luck, I won't need to mess about with this stuff again, and I can get back to throwing in bucketloads of new material!
(although I've yet to make that "goal" display any better, up top!)
Here's to November 13th!
.. and Friday for the beta peeps!
11th October, 2011
One of the hardest things about adding baddies to this game is, surprisingly for me, not actually drawing things!
With NeonPlat I've created a weird skewed world, where nothing looks exactly as it should.
This gives me a little artistic license with my artwork. .. or rather, I can be shit, and nobody'll notice!
If something looks a little too odd, I simply make it look odder in the animation, and it somehow cobbles together nicely.
Want an example?
The Bats don't flap, they kinda invert-flap, with their wings flopping down instead of up.
It's a very bizarre style of movement, and yet it somehow works.
It's been that way since NeonPlat 1, and nobody's ever complained.
10th October, 2011
Over the past year or so, I've done a few month-long iOS projects, but NeonPlat Adventures is the first time in a long time that I've tackled a nice big Windows/Mac/Linux project.
Today, 11th October 2011, marks the one-month anniversary since I officially started this project.
9th October, 2011
At the moment, I'm sending occasional beta editions of NeonPlat Adventures to two people.
One is AuthenticKaizen (/PixelProspector).
He got instant beta-status, because he started the whole NeonPlat thing.
This is all his fault!!
I've been sending him little hidden youtube clips, occasional "New Stuff!" screenshots, and discussing possibilities with him.
The other is Spinal (/Spinal Cord) who recently redid SpikeDislike as Nintendo DS Homebrew.
Spinal and I tend to think and code the same. We're both on the same level of "New style coding" hatred, so we often share our new stuff.
So, he gets to play, too, just incase he comes up with a random idea that I hadn't considered!
8th October, 2011
Games get Spread, Games get Played, and more importantly they're all PlayMyCode games, so it's helping to get their name/brand/codeyness out there as well as the AGameAWeek thing.
5th October, 2011
AnotherWorld wanted a complete JNKPlat history page thing, but found my old page a little (3 years?!) out of date.
Today, I updated it, and added some nice inbetweeny bits.
I give you, The History of JNKPlat!
4th October, 2011
If you've been paying attention to this blog, or my Tweets, you'll have probably noticed a strange increase in Hat mentions, with no real purpose.
Around about Day 3 of NeonPlat Adventure coding, I realised the need to do something new with the spheres.
The Ice-thing would freeze a baddy, and then you could smash it.
If that was all that the spheres did, then they'd be nothing special.
The spheres needed to be special.
Today, I finally got around to making some Hats!
3rd October, 2011
Back to NeonPlat Adventures today, and I spent a good 6 hours doodling away in Paintshop Pro, trying to get some nice new graphics for the game sorted.
In all that time, I managed to draw (and integrate) 2 new World Themes, and 2 new Baddies.
6 hours for THAT?!
Still, the baddies are in, the worlds look fairly decent, and the game's still ticking away like it should.
.. more to come!
and no screenies, 'cos that'd be giving things away!
2nd October, 2011
On September 30th, I had one game to cope with.
Today I was juggling 4!!
2nd October, 2011
One at a time.
Get the task done, finish the game entirely, move onto the next.
Our current task is NeonPlat Adventures.
Let's see how much I added today..
30th September, 2011
NeonPlat Stats So Far
Throwables : 3 (still the same 3!?)
Objects : 8
Baddies : 9
Bosses : 1
Background styles : 1.5! (first complete, 2nd half done but needs tweaked so everything isn't dodgy looking blue squares!)
Level types : 3'ish (depending on how I tweak the numbers)
Music : 2'ish (2 very similar tunes, and a separate "Boss Time" tune.)
26th September, 2011
Had another Migraine day, today, and thus managed to accomplish bog all.
'tis a bit of a downpoint, considering how productive I've been over the past couple of weeks, but I pretty much ended up reading forums, messing about on Twitter, and.. .. Relaxing a bit.
Because, apparently that's important, even when you're kicking ass making a really great platformer. Go figure!
25th September, 2011
Apologies for the lack of daily blog/rant lately. Work schedule is crazy, sleep schedule is crazy, and AGameAWeek schedule is also all messed up.
Well... I say that..