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12th December, 2007
Those expecting another Saturday filled with happy retro memories have a long wait.
I took the week off!
Mostly because coding 18 games within 3 weeks takes quite a lot out of you, but also 'cos my DS finally gave up trying to hold onto the tiny shred of hinge it had remaining. (ie, it did that whole "R-trigger side snap" thing that DSLite's tend to do!)
During this week, though, I've been thinking about Galaga.
On the one hand, it'd be nice to make a tiny retro version of the Amiga classic "Deluxe Galaga" along with attack waves, and powerups and all that jazz.
On the other hand, I could just add powerups to Invaders, and quite frankly that'd be decent enough. There's already Invaders, Asteroids and Centipede. Surely that's enough shooters, right?
But then, if I add powerups to Invaders, you lose the plainer version of Invaders.
What I'd need is some kind of extra option in the menu, somewhere, to let you switch between "Invaders" and... .. "Invaders Plus"
"Platdude Retro Collection : 18 Plus!"
That sounds a bit of a dodgy title! But I think that's what I'm going to aim for.
So, over the next few days I'm going to be jotting down a few ideas, (I have my pad at the ready) and seeing if I can impliment some of those into the already existant games, to build up a collection of "Plus" versions for each.
Invaders, Centipede and Asteroids will be basic Powerups. As will, probably, Extract. (Hmm. Didn't I already make Extract with power ups on the DS?! Why, yes I did!!)
Tetris's "Plus" mode will more than likely be Bombliss, because I've been saying for a couple of weeks that I should make that.
As for Snake, Tron, Pacman, Frogger, Pong, Joust, Qbert, Spike Dodge, Missile Command, DotPop, Lights Out, 5-in-a-Line and Tune Tap....
Well, lets just say that Suggestions are welcome!
And, so's nobody gets too upset. This is only an idea, and it could still fall apart.. If that happens I'll just add some more games
Oh, yeah, and here's the logo from my Drunken Coders entry, if I bother to finish it..
8th December, 2007
Another week, another pile of retro-mania!
You get the idea by now, 6 extra games and the odd bugfix.
I had to redo a lot of Tetris, this week, since I'd ballsed up quite a bit of it last week! But it's all working rather well now, so you can happily settle down to a nice long game on Extreme modem and it'll now actually get faster as you head up the levels!
And the T shape's in it this week, too!
The Joust game's as good as it should be, without being much more. There's a great little Parappa-like "Tune Tap" game, and I'm not sure, but the 5-in-a-line game might be more confusing than it should be!
There's also a Lights Out game which is a lot more fun than I thought it would be, so thanks to Darig0n for that suggestion. Just took me a while to bother doing it!
Speaking of bothering to do things, I played about with the unfinished Donkey Kong game, again. I actually got quite a way through it, this time, but it's not very "Donkey Kong" like anymore! The main problem right now is that even though the game's engine is fun to play with, there really isn't much in the way of a point to it! So I held it back again! Maybe by release #78 you'll get to play it!
In the meantime, this is Platdude's Retro Collection v3, and it contains 18 games. (Not counting Racer, which is still hidden away in the rubbish menu.)
3rd December, 2007
All of this Game Collection stuff reminds me of something.. It's time for another pack of Workshop games, methinks.
Every week at Socoder.net, there's a little game-making challenge. Create a game with the theme suggested. This collection features all of my entries from weeks 31 to 60. (11th Jan - 2nd August 2006)
As with the last pack, some of these are good games, some are ok games, and most are just experimental pap!
A multitude of games, ranging from the inane to the insane.
Decent stuff like PipeRunners, a 2 player splitscreen Pipeline clone.
Terrible games like Zombie where everything moves way too slowly.
And even games like Typing Arcade, where you have to type what you see to win.
And, of course, let's not forget Mario's Fiery Forth.
I've included v0.5 of that, which is a Post-Workshop edition, built up a little futher than the original entry.
Lots to see, and lots to do!
Download the Collection
For more of the same, see Workshop Entries, Weeks 1 to 30, or my Wednesday Workshop entry list.
1st December, 2007
A week later, and I've insanely coded a whole new bunch of games!
The Donkey Kong thing didn't work out, and is so mind-numbingly dull it hasn't yet ended up in the Garbage heap. But not to worry, Racer's in there.. So that'll be keep you occupied!
I managed to fix up the Dot Popping game, so that's back in the main menus, and I also added a few others, including Pong and Tetris, since the commenters below seemed to really want to have a decent Tetris game. For reference, I modelled it on Tetris DX, but that's probably not all that apparent!
Anyway, this is the new one, and there's much to play, so I hope you enjoy it. I really need a sleep now!
28th November, 2007
If you're following development of Platdude's Retro Collection hoping for a new batch of great games, then you're in luck! TWO great games have been added, TWO rubbishy games have been added, and ONE more game is being worked on right now, as I type this..
Games 1 and 2 are listed in the official page, the Missile Command and Extract games. Nice, simple, retro, fast and fun.
Game 3 was also simple and fast. It's the usual "Things pop up, then you tap them. You get a minute, score as much as you can" type of game. But it really wasn't all that interesting in the end, so it'll probably be scrapped.
Game 4 was a Donkey Kong esque game. Rather than jump OVER the barrels, you jump on the goomba-esque creatures (The Space Invaders!) and use the higher-bounce-jump to make your way up the level. Sounds great. Unfortunately it turned out to be a very dull repetitive game. Not too sure why! Oh well..
Game 5, currently in progress, really can't go wrong. (Hopefully!)
Nice and easy!
Two screens, twice the mazes, twice the bad guys, twice the power pellets.
For those keeping track, I'll probably dump all the failed games together into a super-secret menu, so you can at least get to try them out. And at this rate, I'll probably need more than one!
26th November, 2007
So, the first release has emerged, and I've changed the name of the collection.
It's no longer a Green Retro Collection, but instead a Platdude one.
Worry not, the games haven't changed. In fact I've even created a special page for it.
The Platdude's Retro Collection page lists EVERY game that's in the package.
So, that's the 6 that are in there right now, and also 2 in-development additional games that will be in the next release. I'll probably forget to update that in future! Oh well.
So that's the release. It's fun! Enjoy.
24th November, 2007
Platdude's Retro Collection was first released in November 2007. Each new release will contain a handful of new games.
How many will there be in the end? Who can say!
The latest release, Download Here, contains 18 games from the list below.
Note : If you'd like to play, but don't own a DS, you can use No$GBA to play the game.
20th November, 2007
And so it begins, the long boring task of making lots and lots of games
I lie. It's not boring!
Centipede took shape, gradually, over the course of a day. Most of the tweaking was in the main engine, as opposed to the game itself, since I had to be sure of all my different variables, and how all the pieces of the menu system would fit together.
Now that the main code is mostly sorted I should be able to get things done at a much faster pace. The actual menu design hasn't yet been decided upon, and to be honest I'm even starting to wonder if it'll even be a "Greenie" collection. I guess we'll have to wait and see.
In the meantime I threw in a small second, slightly related game. Snake.
You know the drill. Run from side to the other, grab all the blobs, and try not to kill yourself.
It's a bit slow. But then, every Snake game is. So it was whilst creating this game that I decided to add Difficulty levels into the mix. I'm not sure where the level will be chosen, but all the games in the pack should use a standard "Easy, Normal, Hard" setting in the main menu, somewhere.
Set it to Hard, and Snake becomes a much more enjoyable game.
More games to come, and suggestions for gameplay mechanics, or additional games are welcome.
15th November, 2007
Having started and given up on a fair few projects over the past couple of weeks, I've decided to go back to basics. It's time to bring return to the 8-bit Tiny collection, and get things started once and for all.
So today I got working on a base program that can use a series of includes to incorporate a bunch of games. I've designed a neat collection of generic looking graphics, and started listing games that may or may not be included. I'll try to make all the games as Repeat-Play-able as I can, but obviously some games will need to use preset levels and things, so that might be something to avoid for the meantime.
If all goes well it should be quite a little collection once its all finished. (if it ever IS finished!) I'm going to challenge myself to produce at least two games a week, and hopefully I can work quick enough to do more. I've recently enjoyed doing some super-fast coding, getting as much done in a couple of hours as I can, so I might even attempt to do some small games in that space of time, too.
I'll be releasing occasional versions of the game, as the amount included builds up. Depending on how the menu ends up looking I'd expect each release to include about 5 new games, so the first one should be up and running within the next couple of weeks.
In the meantime, if anyone has any suggestions for games they'd like to see/play on the DS (albeit in a tiny form) list them below.
My only worry, right now, is how to make use of the second screen.....
(If you'd like to see a list of possible games, you'll find it here.)
1st November, 2007
Retro Remakes are holding a Top Down 2D Dungeon challenge.
Socoder are holding a Remake a Workshop Game challenge.
In a way, these two coincide, since I'd already decided to remake Greenie's Gameboy
Adventure for the Socoder, before the Retro Remakes challenge was finalised.
So that's what I'll be working on for the next couple of weeks, a larger version of Greenie's Gameboy Adventure, complete with a proper storyline, a few more enemies, and more than just Jelly Babies for Greenie to collect!
Or at least, that's the plan, anyway!
28th October, 2007
Wow, how time flies!
A total of 2 weeks and 4 days work (although I did take a few days off ) , and here's the first release of Arcade Slots.
It's a Slot machine, with Arcade rules applied.
Not much else to say, really!
Download Arcade Slots for DS : 500Kb
22nd October, 2007
Most of my remakes seem to fall into a single category, in that they all tend to feature my character Greenie.
To be honest, I'm not sure why I started doing this. It was never something I planned, it just kind of happened that way!
Still, here's a whole page dedicated to that stupid bumbling idiot!
Green's 8-bit Tiny CollectionBlitzCoder, 2005. The 8-bit compo asked us to create games in a 8-bit style. No more than 20 sprites, all of which were 2 colors, and 8x8 pixels in size. So I made 12 games in one. Then after I won the compo, I felt compelled to add a few more.
The collection includes (reading, and occasionally playing like something from Cascade 50!)
Football, Centipede, Platformer (JNKPlat!), Maze (JNKMaze!!), Arkanoid, Tron, Bouncer, Frogger, Matrix Blaster, Monkey Balls, Slalom, Tanks, Mummy, Invaders, Shuffler, Dropper, Mr Driller, Squares, Sumo, Shoot It, Spell Em and Make it Blue.
A classic collection if ever there was one.
Download Them All!
Greenie : The Helecopter HeroI'd been doing the Wed.Workshop for about a year, so when the Retro Remakes 2006 compo opened, I was ready for a decent-length compo. Unfortunately I have the memory span of a goldfish, and within a week or two I'd forgotten I was remaking Activision's Hero. When Socoder had it's "March = Finish it off Month" in 2007, I took the time to.... finish it off! And it turned out pretty well, too.
Download Greenie : The Helecopter Hero
Greenie : The Eccentric EgyptologistIn September, Socoder asked for classic games recreated (or new games!), but with loads of Pickups thrown in for good measure. I spent the time recreating the classic CPC game Oh Mummy. I added a fair few (mostly useless) pickups, but sped up the gameplay from the old 80s pace. I also added a couple of tweaks to the gameplay. And multiplayer
Download Greenie : The Eccentric Egyptologist
22nd October, 2007
This page was updated Jan-2009
6 nice little games, all running happily on your DS.
There might be more releases in the future that I forget to add to this page, so keep your eye elsewhere on my site, just incase!
#1 - JNKPlatJNKPlat, the DS edition was a souped up version of the classic JNKPlat games. It features "Amazing" animated graphics!
Click here for more JNKPlat DS info, and the download!
#2 - Stringy Things
This is a half-finished version of Stringy Things, but there's plenty of gameplay to be had within. A nice bunch of word games, a game of Yahtzee, and the "Escape" game from Platdude's Retro Collection.
Play it.. You'll like it!!
You can Download Stringy Things 2-ish here
#3 - Arcade SlotsMy third release was Arcade Slots. A set of slot machine games with Arcade rules.
Download Arcade Slots for DS
#4 - Platdude's Retro Collection
Platdude gets his own collection of retro arcade classics! Click here for a full list of games, and the latest release.
#5 - Centipong DS
A remake of the PC edition, whereby you control the Pong paddle, and have to destroy the centipedes with your ball.. And then it goes crazy!
Nice and simple gameplay, but fun.
You can Download CentipongDS here
#6 - Puzzobomb
A nice simple puzzle game.. Connect the alike coloured blocks to make them disappear.
LOTS of levels..
Like, tons of them!!
Really really really a LOT of levels!
You can Download Puzzobomb here.
22nd October, 2007
A list of games you can download, and play in Windows. Most systems can suitably handle most of these games, so no need to worry if you've a slow machine.
To help neaten things up, I've moved all my main Platdude games to their own JNKPlat page.
The Greenie page has become home to some of my Remakes.
You can find the best of my Wednesday Workshop entries, all ripe for the picking.
And if you still want to try out some more stuff after all that, you can check out the Space Monkeys.
and then, there's...
Star Trek Pong : 3!Back when I worked in Amos on the Amiga, I coded a silly little test game of Pong with the 2 Enterprises batting a ball to each other. It was very silly! Then I made Star Trek Pong 2 on the Amiga, and added all sorts of collectible items. It was kind of like Arkanoid, but for Pong. And it was still silly, but it was also fun!
When I first got started in Blitz, I made Star Trek Pong 3, and this is it. It's still silly, but it's still fun. Think of it as Arkanoid meets Pong... But with Deathmatch rules thrown in, too.
Download Star Trek Pong 3
Stringy Things 2One of the last games I made in Green's 8-bit Tiny Collection was Spell Em. As soon as I'd created it, I realised how much fun it was to play, and decided to build it up into a bigger collection of word games. The result was Stringy Things, which was a good game to play, but not exactly the best looking game in the world. A year later I recreated it with much better graphics. Stringy Things 2 is probably the best collection of word games you could have in one single download!
Download Stringy Things 2
Even More!For the latest info in my Windows game creation, check out the WinDev section of the site, and to try out a few of the oddities, you can take a peek at the Experimental section.
8th October, 2007
Greenie - The Eccentric Egyptologist Version 0.9
A few additions will be added in due time, but for now this is all well and good!
Enjoy running away from Mummies!
30th September, 2007
I decided to do things the easiest way, code wise. To unlock the exit to a level, you need to open all the boxes within that level. Nice and simple.
There are 10 level layouts currently in the game. I might add more, I'm not sure. So far the largest level only uses up about 1/16th of the available map size, but if I make them too big they get a little dull.
So, 10 levels, and then it loops back with a higher difficulty, going right up to level 100.
There's plenty of pickups, 3 types of enemies, and even a stash of TNT to blow 'em all up with.
I've also played about with the colourings a little. There are 6 Background colour schemes, and the engine picks out one colour for floors, one for buttons and one for blocks. It keeps things a little more interesting instead of it all being drab sandy yellow throughout.
The game, as it stands, is pretty much what I'd aimed for when I started. It has all the elements I'd planned and a fair few more.
But I've two more weeks before the Monthly Challenge's deadline.
What more could I add?
I'm sure I'll think of something!
Greenie - The Eccentric Egyptologist - Coming soon!
|update| The final release is available here |update|
24th September, 2007
This month, Socoder are having a "Make a game with Pickups" challenge.
It took me a bit of a while to decide what game to do, but I think I've finally settled on one.
Greenie - The Eccentric Egyptologist.. Named so it fits alongside Greenie - The Helecopter Hero.
It's a remake of Oh Mummy but with a couple of tweaks here and there, including the way you open the areas.
Instead of just being "Walk around the box" there's now a set of buttons around the edges of the areas. Push down all the buttons and then the area opens up. But if you leave the buttons, they slowly pop back up again. This means you have to run all the way around, trying to keep the buttons down.
Different sizes and shapes of areas means there's plenty of variety, and the levels can become easy/hard depending on how the areas are layed out.
So far, only Mummies are in the game, but I'm planning on adding a few more creatures, and the pickups are coming along rather well.
The one thing I haven't yet decided, though, is how to end each level.
In the original game, you had to find the key in each level, then get back to the door. For this one I'd like to make things a little more complex.
But I might not! I haven't decided yet.
More info later.
|update| The final release is available here |update|
10th September, 2007
I'm currently working on a nice shooter game. A "take it in turns to kill each other" type blaster.
Like Scorched Earth..
Or, if you prefered the Amiga version, like I did, Scorched Tanks.
Anyway, this game isn't exactly like either of those!
Imagine the tanks being UFO's, and they're floating in space, with a bunch of randomly sized planets between them.
They fire shots, and the weapons float about in space, being pushed and pulled by various gravitational forces, until they either float away, hit a planet, or hit a player.. (sometimes that could even be yourself!)
I've been working on this game for a couple of days, now, and it seems to be coming together quite nicely.
For it's title theme, I decided to take the original theme from Scorched Tanks. A tune by Sidewinder, named Horizon's Edge.
I spent most of today working on a nice new rearrangement of the theme, and figured I'd let you hear the tune as it currently stands.
Horizon's Edge : Beta!
The mix will probably be tweaked, here and there, between now and the game's release (I'll probably tighten up the start, and neaten the end a little, and do a few little twiddly bits in the middle) but, all in all, it's pretty much what I wanted out of it.
And.. Credit goes to Sidewinder for his amazing 30Kb, 4 channel original version!
7th September, 2007
Yesterday whilst browsing through Google Analytics, I stumbled upon a website for the magazine WebUser. They'd sent 3 people to my site, from this webpage.
It seems that on page 40 of their latest issue (Issue 169), they'd included a link to Horizontal Shooter! With no description of that page available online, I knew my only choice was to pop out and buy a copy.
They gave me a paragraph.
o/ !!!YEAY!!! o/
They could've told me!
26th August, 2007
I decided to start a Dev diary here, for all my DS Developing. I figured people would eventually stumble across it, and start reading away at all the fun coding. Either that, or they'll completely ignore these bits, and just download the Experimental stuff like they usually do.
Either way, this is going to be a part dev-diary, part progress report, and part release schedule for all things DS.
I currently have 4 DS Projects on the go. They are Stringy Things, JNKPlat, An Alien Breed type clone, and a Green game collection.
Of those, Stringy Things will probably appear online first, then the Alien Breed thing.
Stringy Things - 75%You probably played the version of this I released last year. This newer version contains a load of bugfixes, a whole new (much better) word list, and so far 2 new games. I'm hoping to build that number up a bit!
It's also got a new menu system, which allows for more variety in gameplay. As you can see in the screenshot, Strings now has an Endless mode, which means that new bubbles appear at the top, as you play.. Other playmodes are being integrated into the other games.
I've shifted "Dice" over to the "More Games" tab at the top of the screen. This lets me place in some extra types of games that I normally wouldn't be able to add, like new addition "Extract"
If you'd like to play a windows version of this game, head over to here, where Chris Davis' (aka Magicman) original version is playable.
I ported it over into Stringy Things, added a few DS friendly pickups, and with bubbles instead of squares it fits into the collection quite nicely.
The main issue I'm now having with Stringy Things is memory related. Or at least I think that's what's causing it. There are many curious bugs appearing where there previously were none.
I'm attempting to fix all these issues, and you can be sure they'll be gone by the time I release the new version.
Alien Breed - 10%So far the engine looks like this.
It's not too bad, considering I'm only at 10%!
So far the player's onscreen, and the background's scrolling well. The interface works reasonably well, and even the control schemes are integrated nicely.
Four different control schemes are available.
1) Walk in the direction of the DPad, and fire by pointing. "Default style"
2) Walk/Strafe with the DPad, turn by pointing, fire by holding the trigger. "FPS style"
3) Walk in the direction of the DPad, and fire in the direction of the Face Buttons. "Robotron style"
4) Walk in the direction of the DPad. Hold A to shoot. Hold B to strafe+shoot. "Alien Breed style"
They're selectable via the menu system, so I know that's all working well!
Thus far I've not added any collision, or enemies, or pickups, or even a decent map. So I've got quite a bit to go, yet!
JNKPlat DS - Unsure!Last year I released the first version of JNKPlat DS. People enjoyed it, which was nice
It was the first JNKPlat game to feature smooth animated graphics, and it gave the game a whole new feel, turning it more into an Action platform than just a puzzle game.
I've come to like that style more and more over the past year, and as such I'm not at the point where I'm considering redoing the whole game, as opposed to just re-releasing it with a level editor added.
See, if I redo it from scratch, I can redo all the graphics. I can rescale the whole game, and give it an even bigger, even better look.
It's not an easy decision, though. JNKPlat has essentially looked exactly the same for the past 10 years. Do I really want to change what it looks like!?
So, Either I restart the whole thing, or I just add in a level editor and rerelease the old one.
I'm not sure, yet!
Green's Collection - Unstarted
And lastly to the biggy!
The original collection, for windows, is available here. It's a set of small games, each with basic rules, and gameplay. They're fun, but small.
I've always thought a DS version of the collection would be fun, but so far I'm unsure of the graphical style I should go for.
As far as memory's concerned, the lesser the graphical style the better.. That way I can reuse plenty of the graphics, and fit in lots more games. But since I'll be using sprites for everything, I'll probably need chunkier graphics, so I can fill the screen, and not end up with only 128 8x8 pixel images on the screen! (128 is the DS's limit of sprites onscreen at once.)
I'm not sure if I'll go for the 8-bit style, try out a 16-bit style, do all line graphics, or maybe even go down a couple of steps and go for a super-retro Atari2600 style of graphics.
If I plan out a few games, maybe the graphics will find themselves. But I haven't even gotten that far, yet!
This game is mearly a sidethought in my mind, since I have plenty more things to be getting on with.
If you have any ideas for the collection, feel free to pop them into the comments below.