A brand new game
for Windows, Linux, Mac, HTML5, 3DS Homebrew and more
21st June, 2011
This week, I started a game on a grid.
It started well enough, with a lovely grid-doodling method making nice colourful griddy squares, and a simple circle on the top for the player. Then I got to the point where I had to do character movement, and my head just kinda went "Ugh.. I just can't be arsed!!"
So I took a day off, and if you've been following me on Twitter, you'd've seen I spent about 6 hours rewatching the start of Star Trek : Enterprise. That was a nice change!
19th June, 2011
I'm sitting, trying to type, but I'm so tired it's all coming out as bizarre random codey bits, and nothing's really working out at all.
Things achieved since last sunday
1. Puzzobomb PlayMyCode
2. 2 ALChoons
3. Drum machine mixeybob thing, started, sounding ok, still not quite there yet..
4. Sheep Goes Left, 100 level pack + new ingame objects + organised menu to do both the packs. (upped to Apple, waiting for release)
5. Sheep Goes Left Lite, albeit cheated 'cos in the end I figured having to make yet another level pack might've killed me! (upped to Apple, waiting for release)
I think I've outcoded myself this week!
I currently have 2 games in mind, and would love to get either of them done by Tuesday, but my brain's turned to mush.
Sorry, we'll have to skip one.
I might re-release the fulll complete Sheep Goes Left (first 100!) WiLMa thing on Tuesday, instead, then. Might as well, it's selling fuck all.
14th June, 2011
I love it.
There are new features.
There are old features remade.
There are better ways to do things.
Quicker ways to do things.
There's a lovely set of notifications!
The world of iOS5 is remarkably fantastic!
But there are downsides.
14th June, 2011
On Twitter last night, there was a semi-conversation about how to go about doing AGameAWeek.
Once I'd headed off to bed, I lay and typed this gubbins into the iPod's Notepad thing, and then swiftly forgot about it, until just now!
It's a bit waffley, and probably not entirely intelligible (it was 4am!) but here it is anyway..
If anyone DOES want to give it a go, let me know how you get on, and .. should it become a proper thing, I'll see about making some kind of linkage system.
(reminder to self : You STILL haven't done that for NMcCoy's AGAW thing! You lazy git.. Get it done already!!)
12th June, 2011
Note to self : Don't post mp3 urls straight to Twitter.. Foook!
Instead, here's that mp3!
More info later..
12th June, 2011
With all the freeware that's on here, the years of making freeware, and the fact that I've only ever made games for the fun of making the games, it's pretty damn unthinkable that one of my games might actually be a demo!
But that's how it's going to be for this one.
I like this game.
I like it a lot!
Last month, this started as a simple remake of a shitty little spike dodging game.
A quicky, or so I thought, to slap onto the AppStore as a semi-sequel to SpikeDislike.
But once I started getting into it, the game grew and grew and grew!
The full game's iOS Appstore release was on Thursday 9th July, and so to compliment it, I'll be posting a kind of demo/port of the game, for Windows/Linux/Mac, as AGameAWeek, this coming Tuesday.
10th June, 2011
Bonus iOS Game!
For iPhone, iPod Touch and iPad (£1.19/$1.99/equiv.)
View on YouTube
Got an iPhone/iPod Touch/iPad?
Grab Sheep Goes Left!!
Go get it!
It's out now!
I'll be posting the semi-demo half-assed ported to Win/Lin/Mac edition as Tuesday's AGameAWeek, so you can try it out there, but the iOS one's much neater, has nicer menus, lovely swooshy bits, and even contains a wonderful little 20-track soundtrack! (woot!)
Additionally, much like SpikeDislike turned out, the iOS one will be getting the updates, while the Win/Lin/Mac one ends up being somewhat ignored. Not because I'm a mean spirited evil bugger, but because I can't really be bothered to constantly jump back and forth, porting little bits and pieces over and over again, whilst simultaneously building loads of levels, and keeping up with AGameAWeek, too! Far too much at once!
What'll more likely happen, is that I'll get a bulk of the iOS one done (I have about 4/5 releases in mind so far), and then throw all of that into a big Win/Lin/Mac one, once it's all finalised.
Seems less tweaky that way!
For now, if you have the opportunity, go grab the iOS one, and see how far you can get.
ps, yes, it's a Tier 2 price. That means it's twice the price that SpikeDislike was.
SpikeDislike took about a week to make, and is all random elements.
This one's taken a month, has (for me!) decent background art, 20 pieces of music, and 100 levels.
Hopefully that all counts for something!
7th June, 2011
The other day I played another of those Fire Escape style games.
You know the ones.
They started on the Game&Watch and got remade over and over.
4th June, 2011
I might skip another AGAW, this week, sorry!
I have a half-game play-thing half done, but I've just started another one of those spur-of-the-moment things that might take over my entire weekend.
31st May, 2011
I've been hyping this one all week!!!
.. don't expect much!
29th May, 2011
I'd love to, but considering it's taken me about 6 months to get around to fixing Ubuntu (just starting, may not go well!!) the chances of me fixing my DSBrew stuff is pretty darned minimal.
26th May, 2011
Blimey, haven't done one of these for a while!
Any game ideas, slap 'em in the comments!
24th May, 2011
Mark this down as a "Well, it DOES work, it's just not for me" kinda game.
20th May, 2011
Kristina - May 19, 2011
Well i have been playing you game and it suck i havent been hitting things and it still says game over you guys created a piece of crap!