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24th March, 2009
A long forgotten game gets a remake today.
Platfire was originally made, way way back in Wednesday Workshop #2!!
To be fair, #1's probably the better game, style wise. (As in, it wasn't rushed within a few hours, since yesterday!!)
But Platfire 2 is in the "It's super hard, and you won't get much of a score" style that I seem to be leaching onto, these days.
Piles and piles of enemies will appear, and you just keep taking shots at 'em until you're dead.
As I type this, I realise I've forgotton to put a health-meter anywhere on the screen, so.. count yourself! You get 6 hits..
You can Download Platfire 2 Here and try not to die too quickly!
23rd March, 2009
Game 3 needed a few tweaks, here and there, this morning.
Mostly due to the controls being a little twitchy.
Plus, something's missing.
And annoyingly, it's becoming increasingly apparent that the missing something is indeed Ingame Music!
It's bad enough having to create a jingle for each and every game, but to now start building up a bunch of little ingame tunes, let alone a big enough collection that folk won't grow tired of.
That's a lot of music to do!
I might need some help with this bit!!
Any MOD musicians out there?
22nd March, 2009
With more tweaking than my head could stand, I finally got Game #2 wrapped up yesterday, so I'm finally starting on Game #3, today.
As stated previously, Game #3 will be reusing quite a lot of the core engine that Game #2 used, so it should be short and sweet putting it all together, like some kind of coded jigsaw puzzle.
Once that's done, Game #4's ready to get going (ie, I have a vague idea in my head!) and will also be coded in Blitz for this week's AGameAWeek, so watch out for that.. .. within 2 days! eeek!
Carrying on from there, I've got a few quicky ideas in mind that'll do for games #5,6 and 7, although.. Whether #7 will be easy, I'm not too sure.. If not, I'll have to come up with another idea, instead. I still have the large list of ideas, over at GBATemp to refer to. So, shouldn't be too hard!
Oh, and the basics of the menu are in.
The border of the titlescreen looks amazingly similar to PRC1's titlescreen, having been copy+pasted across
I'm not sure if the actual menu method will be the same, and right now it's not even a menu.. it's a case of "Tap the screen to play the game I'm currently working on" which seems to work reasonably well
Anyhoo, I'm getting ahead of things.. Game #3 has to be done first!
So I'm off to do that.
Wish me luck!
21st March, 2009
Off and on, a bit at a time, the past few days, what with the DIY, and the AGameAWeek, and the Socoder work the past few days.. So, rather than call 10 minute sessions a day at a time, I'll call them a great big long "Popping in and out, looking at the code, struggling to figure out what's wrong, and then going to do something else instead" day.
It's a cheat, but since the annoying issue is still there, it still counts!
I'm stuck on Game #2.
And it's annoying that I'm stuck on game #2.
Because this small (really small!) bug is actually integral to a lot of other games.
Game #3, for one, will need this working.
See, as much as I got the wraparound sprites working, occasionally (not very often, but occasionally) one or two of them will inexplicably vanish from sight.
It's very annoying, and I'm still wrestling with the code to get them working.
I'd like to move on, but still I'm here at Game #2.
Progress is slow.
I hate bugs.
17th March, 2009
A nice quicky, this week.
Having spent most of the week doing DIY, sorting out Socoder, and occasionally working on PRC2 when I get a chance, I've not had much time for a game, this week..
So, I did what all frantic coders do.
I threw loads of colour on the screen, and hid the fact that I haven't done much work this week
No levels.. As you move, pellets will replenish.
No power pellets, either, so no eating up the ghosties..
Just You, Pellets, Ghosts, and that's it...
Score as many points as you can.
You can Download Blockman Forever Here.. \o/ Yeay! \o/
Oh, and it's quite fast, too! So, watch for that!
13th March, 2009
BAH!! DS Coding is annoying!!
Techy stuff inside..
11th March, 2009
Another morning complaining to GoDaddy. They didn't know what was up, so I sorted it out myself.
Problem solved, eventually, but with no time left for any Game work today..
Still, there's always tomorrow.
10th March, 2009
Game #2's turning out quite well, except it'll probably need to be taken down a peg or two.
Currently it's, shall we say, a little psychedelic!
And, that's only amplified once it gets onto the blurry DS screen!
Lots of motion + lots of colour = lots of Weeeeeeee!!!
Not a good combination.
It looks great, but it's probably not going to look that great for long.
Which is a shame.
The player's in, and I'm ready for adding AI to the game.
Once that's done, Game #3 will follow quickly afterwards, since Games 2 and 3 share a large amount of elements.
More to come..
10th March, 2009
Just a nice simple game this week, mostly done after my shouting at Worms, earlier this week..
It's nothing fancy, as I've been short on time, but.. We'll call it a Start.!
20 ships on screen.
Each one counts their distance from their start place.
Blast them all to the right, and get a score based on their total movement.
You can Download Ship Flinging here.
If you want a complete worms clone, you'll just have to wait. Kinda busy right now!
9th March, 2009
This morning I started a bit more work on this week's AGameAWeek. (Tomorrow! eek!!)
And then I thought to myself "Why don't I finish off that new Showcase design for Socoder.. Should only take about 10 minutes".
It didn't take 10 minutes.
Instead, it took all day!
So, no work on my games, today!
The new Socoder showcase style is now up and running. Prepare the linkage!!!
8th March, 2009
Game #1, Sokoban, required a nice scrolling tilemap, of infinite size. I spent a couple of days getting that all up and running, so that it'll do for other games, too.
But today, Game #2, Surprise!, required a different type of map.
Game #2 needs a wraparound map, so you can move from one side to the other, and carry on in a continuous loop.
This means that as well as drawing tiles where they're meant to be, on the DS's 512x512 pixel Background Layer, I also have to draw tiles if they're off to the far left, or far right of the map, too. Oh, what fun! (Game #1 didn't want this, as it's be confusing, in Sokoban, to suddenly see the left of the map on the right hand side!!)
It took me about an hour of tweaking, and a whole lot of %'s to get things up and running, and.. Assuming that what the screen's showing me is the same as what's in it's memory (!) I can now get to work on Game #2.
Game #2 should be done by tomorrow, as I know exactly what's going into it, and it's not exactly the world's most complex game!
6th March, 2009
I just paid 400 points for Worms on X360.
What the hey, right?! It's Worms... What could possibly go wrong!?!
Well, aside from the things I ranted about, on the original DS version, a long while ago..
Well, would you believe it, there's something wrong with the Xbox Live version, too!
6th March, 2009
Bug fixes already! Oh dear!
Sokoban had a bizarre map limit bug, whereby if you were off the left hand side of a small map, it freaked out, and the screen jiggled around like crazy..
That got fixed early this morning, and then since it's Friday I took most of my time working on this week's AGameAWeek. (So I can bugfix Sunday and neaten it Monday, ready for release on Tuesday.)
In many ways, I haven't done anything to PRC2!
PRC2 : Still only 1 game..
4th March, 2009
I'm still building up the basic reusable map functions!
Had some crazy memory issues, yesterday, but everything seems ok, this morning, so it's time to move from silly map things, to actually building the game up.
Starting with a strange grouping of maptiles, I'm going to have to add crates, and a player, and get the movement up and running.
It should be pretty easy to do, though, as all the arts ready and waiting.
So with all that being done today (hopefully) I should be able to move on to game #2.
I'm not really sure what Game #2 will be, just yet, though.
Something simple, methinks..
I should probably point out, that there's still one issue I'm having, though..
Sokoban's on the bottom screen.
Since the game uses a nice neat scrolling screen, it's really difficult to warrant the use of both screens.
I'm not sure what I'm going to do about that..
3rd March, 2009
Yeah, I figured I'd forgotten a few things, and as Sokoban gets built up, slowly but surely, all the forgotten things are poking their heads out, waiting to be sorted.
Click inside for coder-heavy stuff.. or just grab Sokoban from earlier today and play that for a while!!
3rd March, 2009
As mentioned the other day, whilst sorting out all the PRC2 stuff, I first created Sokoban for windows, using Blitz.
So here it is.
A is the hard pack, B is the easy one.
or as I like to think of it..
A is really hard..!
And so's pack B.
B's meant to be "For children and beginners", but I could only get up to level 11!
*sigh* I suck at sokoban!
All levels are from David W Skinner's Sokoban Level Site, and there's plenty of 'em.
You can Download Mini Sokoban here, and get in some practice before PRC2 turns up.
2nd March, 2009
Yesterday was spent getting Sokoban to work in BlitzBasic for Windows. It ended up reasonably well, but there's a few things that should be tweaked, including one persons complaint that bundling all 600+ levels into a single pack kinda kills the fun of it.. A dull trek through a long list of simple levels before you even touch on the slightly more difficult levels, does not a fun game make.
So, I'll split them back up into their seperate packs, and give folk a nice selectable menu system.
1st March, 2009
I'm yet to start coding anything gamewise, yet, but I've made my first start on the first game.
Gerinych over at GBATemp suggested a Sokoban clone.
Usually, I avoid Sokobans. They're kinda dull, generic and boring after 5 seconds, but there's something in Sokoban that's really useful right now.
Sokoban has a LOT of levels, and since one of the Socoder members (JL235) is making his own Sokoban clone, he knew where I'd find a whole big bunch of levels for it.
So, in rapid succession, here's what happened this morning.
27th February, 2009
This time around, every game will have it's own quickly made titlescreen.
Not wanting to spend too much time doing each one, I figured I'd get away with doing NES style titles. They're simple, but effective.
I'm deciding all this, now, because it's so much easier than having to frantically throw it all together, later on, with 10 or so games all needing to be worked out!
So, the style right now is, Title of game at the top, highscores below, and "Press Start" below that.
Nothing fancy, just enough to say "And now, here's....."
I also figured that, if that were on the bottom screen, then the top screen would probably do for placing the nice subtle control scheme icons, from last time.
25th February, 2009
For DS Development, I use PALib and DevKitPro.
DevKitPro compiles everything nicely for the DS, whilst PALib is a set of functions that makes everything nice and usable, as opposed be being a baffling chaotic mess!
However, if you try updating it, a whole fleet of incompatibilities arise, be it because of DevKitPro changing, or PALib. And, it's not just little things either. A simple PALib upgrade will mean that pretty much all of my old games start getting little breaks in them, and it's a whole big bunch of work to fix 'em all.
So, for that reason, I've stuck to an old edition of PALib and DevKitPro (They're both here, in my Quick-Learn DS Jumpstart guide.)
The two I'm using work well enough that my games will run well. And that's the important bit.