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2nd November, 2009
Blimey, that got complex!
Starting with "World 1-1, 2-1, 3-1, 4-1, 5-1" I built a set of sideways Arcade menu start points.
Then I added the old "J/K" gameplay options in the style of World 10-1 and World 25-1.. Although from 6-1 and after, the theme isn't predetermined, and it's just picking random themes each time!
Each world contains 3 levels, so 1-1, 1-2, 1-3, 2-1, 2-2, 2-3, etc..
Lots of levels to pick.
1st November, 2009
Or rather, he needs one, but doesn't quite have one.
That's on tomorrow morning/tonight's list of things to do.
Otherwise we've got sounds, graphics, music, levels, level progression, bonus level sets and more.
Everything's nice and happy!
Blockman is happy, too!
(Finally added scores to the bottom of the screen!!)
One thing I'm slightly worried about, though, is online highscores.
At the moment, I could have One highscore table, or none-at all.
I'd like to have a whole bunch of tables, though.
Will I have the time to implement a multitude of tables before Tuesday? Probably not.
Which will be a shame.
No matter, the game's running, the spikes are skewering and the ghosts are roaming.
Blockman Gets More, Tuesday!!!
30th October, 2009
Like I suggested yesterday, those one-way arrows could lead to some serious deadends, so rather than allowing the game to plonk them down willy-nilly, I've brought back Path Mode's AI.
Path Mode will work the way it used to, a trail of dots leading to an eventual deadend..
But we'll also be using it to find paths for the arrows.
Find a path, pick 4 or 5 points at random, add the arrows.
Nice and simple.
Of course, if you leave all the arrows in, it does get a little bit hectic.
Don't worry, there won't be that many arrows ingame!
Things will be vaguely sensible!
Not added Boulders yet, so I'm going to go and do that next.
29th October, 2009
Sometimes you have really productive days.
Occasionally, though, those really productive days seem to drag on and on, and not actually produce much at all!
Here's what I've done today.
1. We're up to 5 skins, since I added a plain rock+lava one.
Plenty of graphical variety, but only as much as it's still a bunch of squares making up a maze!
2. Added the nice filter down level drop effect back into the game.
It's a nice enough effect. No need to jazz it up, nor remove it.
It worked, that's good enough for me.
28th October, 2009
Poor Blockman, all alone in a gigantic maze.
If only there were a way to zoom into the action..
27th October, 2009
A nice and simple game, this week, inspired by this week's Wednesday Workshop (#224) Board Game challenge.
Rather than having plain Questions and Answers, I've taken all the results from Socoder's daily polls, and rounded them up into the game.
Can you select the option that the most people at Socoder did?!
Pick the best to gain points, pick the least to lose points, and with any luck you'll have a decent score by the time you get to the other side.
This game was written entirely on Wednesday, with the audio plonked in, this morning, whilst full of Swine Flu! Hopefully I feel good enough to actually finish things off, on Blockman Gets More, this week!!
You can Download Guesstimates here and try to pick the popular answers.
Meanwhile, I'm off to lie down some more!!
AGAW Score : 11 weeks, 11 games, phew!!
27th October, 2009
24th October, 2009
Blockman Gets More is coming along nicely, with one slight issue to be aware of.
I've got the bloomin' Swine Flu, so don't expect a miracle super game by Tuesday.
I should have a game done by Tuesday, but it won't be Blockman Gets More, that's currently waiting until such a time that I can actually think straight, and not struggle to type!
Flu sucks, especially once it's got into your head.
This week's game will be probably be the poll-based board game that I started on Wednesday.
20th October, 2009
This week, due to popular demand, Blockman's Getting More.
As you may have read, I attempted a new art style (fweeDee!!) last week, which really didn't work out at all.
So, this week I'm aiming for the Pseudo popped-out-a-bit art style, and all seems happy in the world of Blockman.
20th October, 2009
Prepare for disappointment!
This week's been a bit of a disaster, really.
I started with Arcade Slots, and actually managed to get quite far into it, but eventually realised there wasn't anything new to add to the mix. So that got scrapped.
After that came a brand new Blockman graphic style, which was far too angled, and resulted in the maze being completely obscured. No good!
So, after those two, you'd think I'd suddenly come up gold. Third time lucky, right?
Yip consists of a little dog. Run along and catch all the frisbies, then pop your best score onto the highscore table.
And that's about it.
Better game next week!
You can Download Yip Here.
10 weeks, 10 games, still on top but hopefully a better game next week! You can't win 'em all.
19th October, 2009
If you're currently coping with a bad bout of depression, it's probably not a great idea to download this week's AGameAWeek game, because.. quite frankly.. it sucks!
As I type this, the game currently consists of a badly drawn dog, a badly drawn bit of grass, and a few badly drawn birds.
I've hit a dead end as far as this game goes.
I also hit a dead end with Arcade Slots, and I even hit a major blockage with Blockman Gets More.
All in all, this week has sucked!
I've got practically nothing imaginative done, nothing's worked out, and it's all been a great big cock-up.
Let's hope next week will be better.
Meanwhile, I'll carry on trying to make the dog game (currently titled "Yip") into a better game.
It probably won't work.
Tomorrow will be disappointing!!
--> Stick some stuff into the Suggestion box, ta muchly -->
16th October, 2009
I got the basic slot machine reels working.
A couple of nice functions. 1 to fill them up, 1 to draw them.
Nudges work, Holds work.
Everything vaguely important works..
Then I added the Pacman sprites.
and started to get that "I've already done this, there's nothing new I can add..." feeling.
I think I'm done with Arcade Slots.
I've already done it..
There's nothing new to add.
16th October, 2009
"GET IT OUT OF MY EYE!"
#025 - 16th October 2009
Tell all your friends!
; Hello all
Post things, people!!
; No More Super Show
RIP, Captain Lou Albano, the wrestler who once
played Mario before Bob Hoskins completely destroyed
; Loving the Code!
What keeps you coding? Is it the feeling of
accomplishment, the desire to do something
functional, or the withdrawls when you aren't doing
; Redo From Start
If something works, why would you break it?
Do you recode something just to make it neater, or
do you try to make your program run a little faster?
13th October, 2009
Thursday 8th of October 2009 01:46:19 PM
Name : Nam
Idea : May I suggest a "Tower of Druaga" mode for Arcade Slots?
It's been a long while since I played inside the Arcade Slots source.
If I remember rightly, there was some odd little issue in the code that made adding more stuff a little difficult. Can't remember entirely.
I do remember trying to come up with drastically different gameplay styles for each game, so that the player wouldn't just get bored. Not sure if that worked or not, though.
Meanwhile, there's a PC version that I intended to create, but never really bothered to do.
I wonder if now is the right time to start that?
I'll leave it up to the comments section.
Have a good natter in the comments, and try to come up with as many Game -> Slot combinations as you can.
I'll also have a good think over the next day or so, and we'll all come together to see what comes out of it.
Windows or DS? Who knows!
In fact, given my collection, I could just create a JNKSlots, with entirely JNK based characters...
*incase you're wondering, there's no weekly mailbag anymore, because there's nothing being posted into the suggestion box. .. unless you count all the spam!
13th October, 2009
The last time we tried Munky Blocks we had 1 munky and many blocks. Munky had to collect the blocks, piece them together to form coloured areas, and blammo, they vanished.
This time, we only have one block.
Munky needs to pick up that block, and place it on top of the red button, to open up the red exit, and then he can leave.
A simple enough concept, but one that took so long to build I didn't really have time to build a decent set of levels.
11th October, 2009
Munky's Block is graphically coming along nicely, but unfortunately I've yet to actually start making levels.
So far it's all been "Niceness" stuff, and as a result things are lacking a bit.
Probably should've stuck to the blocky background like last time.
Oh well, no matter.
With only one day remaining, I'll be spending tomorrow messing around with the blocks, and trying to come up with some nice puzzle, and if I've some time adding music into the mix.
I should probably add a level editor, too, but that'd be horribly rushed at this stage, so you might have to start ascii-tweaking to do any form of editing!
Make sure you've got notepad on standby!
And wish me luck!!
9th October, 2009
Ok, let's try that Munky thing again, shall we!?
I've scrapped the "Portal" style stuff, and am instead focusing on a Munky Blocks styled affair.
Munky's Block seems an apt title, so we'll stick with that.
Currently I have only 1 setpiece, and 1 silly simple test level.
But the engine's up and running, and Munky's hopping around about the same as he did in the last game. So, yeah, things are definitely coming together.
My biggest challenge over the next couple of days will be to try and come up with a batch of complex puzzles to keep you entertained.
And then add a batch of setpieces, and maybe add a level editor if I get time.
But otherwise, it's a good start.