3rd April 2009
I'm jumping all over the place, lately, aren't I!!
With Skeleton files to update, Menus to rejig, and even super-complex Socoder work, there's lots and lots and lots for me to do!
This morning, I've hopped back to Platdude's...
2nd April 2009
OK, as I said earlier, I've been playing with the Skeleton stuff today.
Whilst I was in there, I wondered how fun it might be if I added some kind of overriding features into my default engine.
You might (or not) have noticed, but since Wednesd...
2nd April 2009
OMG! The complaints are everywhere!
I guess the general verdict is that my games are too hard.
To be honest, I never thought of them as being "hard". I just kinda skip over the dull early parts, *ARRGGHH!! TUTORIALS!!!!* and get the player rig...
31st March 2009
I had intended to update this a fair bit. Add music, add extra pickups, things like that.
But in the end, I instead decided to leave it as it is.
This is (with added Highscore table) pretty much as it is at the end of the two hour session.
30th March 2009
Yesterday I filmed some stuff, a nice big 250Mb video file, and posted it to Youtube.
It took 2 hours to film, and then about 2 more hours to upload, before YouTube spent another couple of hours decoding it, before finally deciding that they weren...
28th March 2009
Uno's a card game, Connect 4's a board game, Battleship's a board game.
Who the f'k are you kidding Microsoft?
See "Wii Virtual Console : Arcade" for further details.
27th March 2009
As game time progresses, so do the many bugs that appear!
With sprites drawing WAY out of bounds, and memory being messed up all over, there's chaos in the game.
But a few tweaks here and there, and everything's coming together nicely!<...
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Platfire was originally made, way way back in Wednesday Workshop #2!!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!!)
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 Ingam...
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 sh...
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...
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.
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..
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 mot...
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.!
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 ...
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.
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...
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 ...
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 strang...
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 a...
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 eas...
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 o...
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, ...
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 th...
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 ...