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16th December 2008  
A sigh of relief, as the game is finally in an upload worthy state.
I'm sure there's plenty of bugs, mounds of forgotten features, and odd little untweaked things that aren't quite right, but what's here is plenty enough to be counted as Release 1.
<a href="https://agameaweek.com/?Game=37">
Download Alien Deathmatch 2</a> 3Mb!!!
Views 519, Upvotes 28  
Release
15th December 2008  
A more accurate title would be "Just like Windows Vista, here's a list of things I told you I'd be putting in, but haven't yet bothered to, so will be missing when I release the game.."
Except I'm one person, and have spent four weeks doing this.. Not 100 people working for 4 years...
...
*sigh* Vista sucks..
Views 23, Upvotes 3  
Daily Blog
14th December 2008  

Sometimes Copy and Paste works..


Having finally put the nice simple swooshy spawning sound back into the game, and got a couple of nice test levels up and running, and inside the scoreboard, and then got the whole "Nth position on the online scoreboard" display going, I decided to move onto more pressing matters.
I already copy and pasted most of the control scheme stuff early on in the project, so to help give the game a little consistency, and so as not to have to recode the whole th...
Views 22, Upvotes 4  
Daily Blog
13th December 2008  
In the old game you could create levels simply by making little 64x64 pixel .png images. The game would load them as it found them, and convert them to levels on the fly.
This was handy, but it didn't let you control all the possibilities of spawning, weapon types, and things like that..
This new one does!
But what if you really liked your old levels?
It's an extremely complicated procedure, so I've put together this step by step guide to help folk import their old level...
Views 20, Upvotes 3  
Daily Blog
12th December 2008  
Now I remember why the original Alien Deathmatch did this, too!
If I check a directory for files (level directory!) to compile my list of levels, and then add a level in there (Downloaded) and then recheck the directory to make a new list of levels, Blitz has managed to keep a cache of the directory, and so refuses to show up any new ones.
The only option is to close the game, and reload.
*sigh*
Views 24, Upvotes 4  
Daily Blog
11th December 2008  
<img src="http://socoder.net/uploads/1/onlinegets.png">
That there's the first official online highscore!
o/ YEAY! o/
But, boo that I had to manually copy and paste bits of text to get the level into the database in the first place!!
Views 21, Upvotes 3  
Daily Blog
10th December 2008  
I'm not ignoring it!!!
I woke up late, today, and time seemed to slip away fairly rapidly.. I spent about an hour browsing online shops, buying a cheap copy of Sonic Unleashed for only £20 (Gamestation) and an el'cheapo Digital Photoframe (£30 Aria.co.uk), and then surprisingly it was time to settle down, eat, and then go to work.
Where my time went, I don't know!!
Still, I did post the demo yesterday, so that's ok.
Meanwhile I think I've figured out ...
Views 39, Upvotes 5  
Daily Blog
9th December 2008  
I didn't get time to fix this up properly last night, or this morning, either.. Blame Alien Deathmatch!
So, this week's game is exactly as it was yesterday, when posted over at Socoder.
Wednesday Workshop #180 asked us to create a Darts game, so here's a quickly made one.
A target is written on the scoreboard, and with your three darts, you have to try to get as close to that target as you can.
Views 75, Upvotes 6  
Release
8th December 2008  
Folk who previously visited my DSBrew site will now find themselves plonked into this site.
This is AGameAWeek, and here I write a game a week! Just as it says!
I opened up my own little DSBrew site a while back, and started cataloguing DS games, but soon realised that keeping a DS Homebrew catalogue + writing a game a week didn't really work that well together, so DSBrew got left behind.
Up until today I've left it be, rotting away in an unused corner of the internet..
But.. There ...
Views 62, Upvotes 6  
Daily Blog
7th December 2008  
Today I started on the online highscore stuff.
Having sat playing AD2 for a while, again, last night, I figured I'd better get a move on and finish the basics off.
So, into the database we go, and I've set up the tables. I implimented the basic checksums to ensure each level is unique enough to qualify, and I additionally added a secondary "Bag" table, that can hold new levels until they're ready to be downloadable. Always something new, ready and raring to be sent!
Next up, ...
Views 26, Upvotes 4  
Daily Blog
5th December 2008  
Today I did a few fiddly little menu based things..
Things like...
1. The menu->Level switch now plays the "Beeeoooo-weeeee!" sound as the level starts.
2. There's a progress bar whenever a level is being rendered. ('cos it takes a teensy bit longer than it should! 160x160 tiles over a 5120x5120 pixel area!!)
Views 33, Upvotes 6  
Daily Blog
4th December 2008  
<a href="http://socoder.net/uploads/1/ad2_shot011.png"><img src="http://socoder.net/uploads/1/ad2_shot011_thumb.png"></a>
It's getting there! Slowly but surely.
I got the levels to doodle themselves, and everything swooshes around quite nicely (if a little blocky!)
I've had to implement a menu buffer image to keep the speed up (even if it is still a teensy bit slow) but everything's looking good for the menu.
At this point, I'll probably have a "Hol...
Views 29, Upvotes 4  
Daily Blog
3rd December 2008  
The main menu of AD2 is still pretty much a blank screen! Albeit a red blank screen, with a couple of white rectangles sliding into place..
So is the addiction of the game at this point, that it's quite easy to click the mouse, and accidentally play for 20-minutes.. whoops!
I have managed to tweak a few ingame things, though. And the Menu -> Game -> Menu transitions are more or less working, except for one small thing.
I'm not sure how to fade in a level, at this point.
Views 36, Upvotes 7  
Daily Blog
2nd December 2008  
Another week working on Alien Deathmatch means another week that I've not done AGameAWeek, so it's back into the big bag of failures to see if we can dig anything new out.
No..
But, the lack of anything new, and finished, doesn't always mean nothing on this Blog.. Let's bring back the old "Experimental" tag from way back when, and show off a few random bits of unfinished garbage.

Views 163, Upvotes 22  
Experimental
30th November 2008  
<img src="http://socoder.net/uploads/1/ad2_menufail.png">
Today, I really need to buckle down, and pad out the menu a teensy bit.
As you can see, it's... a little bit empty right now!
I'm still not sure how everything's going to fit onto the screen, but I found a nice font last night so it shouldn't be too hard to get everything nice and padded out, whilst still being jam packed with menu-style goodness.
After that, I really should start to add some kind of scor...
Views 31, Upvotes 5  
Daily Blog
30th November 2008  
Yesterday was my long work day, and since I didn't get up until about an hour before I was meant to go, I didn't really get much work done!
Still, no matter, today's a longer day..
Unfortunately, most of today was spent playing GTAIV
Oops!
Views 48, Upvotes 21  
Daily Blog
28th November 2008  
With the editor in, pretty much, full swing, I'm heading back to playing with the bugs again..

Update
Having been undecided for a while, I eventually decided that the green bad guys should explode with a nice little puff of green smoke..
Views 61, Upvotes 7  
Daily Blog
28th November 2008  
I'm quite happy with the level compression, now. Things are nice and trim, and everything's fitting into a small enough area.
So, today I'm thinking about how the server should work.. Note, I've not added the server yet, but I'm definitely getting prepared! What I've decided to do is implement an Author name and Level name directly into the checksum.
This way, when the server checks your game for new levels, it can automatically dig out the new stuff, and it'll know...
Views 24, Upvotes 5  
Daily Blog
27th November 2008  
To stop my head from exploding from all the compression stuff, I decided to play with the theme tune, today.
First off, I tried something different.
It was rubbish.
Next up, I tried the old theme, but rejigged.
Views 64, Upvotes 7  
Daily Blog
26th November 2008  
Today's work has been mostly of the external variety.
First off, compressing a level..
I'm taking 160x160 pixels, each one being around about 16 different colors (give or take, depending on what walls/floors/etc I bother to add.) and trying to bundle them up into a teensy tiny bit of data.
To me, compression's a fun time, where you get to play with lots of fiddly numbers, and chaotic maths, just to get large things down to size.
Views 29, Upvotes 7  
Daily Blog
26th November 2008  
Yesterday was spent playing with the editor some more.
As the game and editor become more closely entangled, I'm finding lots of little extra tweaks that need to be made to the game, so that the editor can be that little bit more complex.
Here's a nice list of things you can currently tweak within the editor..
The start weapon (1-16 so far.. there are 16 forms of Basic weapon, and then the Super weapons on top. I've yet to add any Super weapons, yet, though!) and also how fas...
Views 41, Upvotes 9  
Daily Blog
25th November 2008  
I'm ashamed of myself!
This site's meant to be a game a week. I'm meant to be challenging myself..
True... Making Alien Deathmatch 2 is a challenge all of it's own, but I was wanting my own special little site with it's own special little gimmick, and it'll all look a little bit worse for wear if I leave a second week without a new game...
So, let's have a rummage through Jay's directory of leftover bits, and see if we can come up with something special....
Views 130, Upvotes 8  
Release
24th November 2008  
<a href="http://socoder.net/uploads/1/ad2_shot009b.png"><img src="http://socoder.net/uploads/1/ad2_shot009b_thumb.png"></a>
An editor!
Today, I finally got around to making the editor. Starting nice and easily, I'll be adding bits and pieces as I go, so that .. hopefully.. when you get hold of it, it's not as empty as it currently is!

Views 57, Upvotes 6  
Daily Blog
23rd November 2008  
Yesterday I said I'd be working on something else..
I didn't! Alien Deathmatch keeps dragging me back in
Today I played with the weapons a bit more, to try and get a nicer feel to all the different main weapons. I also messed about with Particles because unbelievably I'd forgotton to put the things in! Silly me!
After that, a teensy bit more Alien AI work, and some more background tweaks managed to keep me busy through most of today...
Views 37, Upvotes 11  
Daily Blog
22nd November 2008  
Since we're already up to Saturday, and there's still an amazing amount of work to be done, I think I'm going to bump the deadline for Alien Deathmatch 2.. (OMG!! Missed Deadline!! WTF?!!?)
So, with that in mind, and since we missed AGameAWeek last week, I'm quickly heading back to Wednesday Workshop for a nice quicky idea.. This week's challenge is to create a game that works just as well played with a pen and some paper, as it does ingame..
For my entry, I'm not 100% sure, but I think I'll pr...
Views 56, Upvotes 34  
Daily Blog
21st November 2008  
I won't post a screenshot.. you wouldn't be able to tell the difference!!
But there is a difference..
Today I spent most of my day working a little more on the "Building up" stuff. That is, setting things up so that you start off easy, and things gradually get tougher.
I've put into place a huge number of little variables, all over the place, that should help decide how things progress in a level. Again, these will (somehow?!) be accessible within the editor.. once I bother...
Views 33, Upvotes 5  
Daily Blog
20th November 2008  
With random spawning added, and basic weapon upgrades up and running, the game's getting much more like a game, now.
<a href="http://socoder.net/uploads/1/ad2_shot007.png"><img src="http://socoder.net/uploads/1/ad2_shot007_thumb.png">
Basic Bog-Standard Arena</a>

Views 44, Upvotes 7  
Daily Blog
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