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Blog
  7th June, 2018


...you must first, Break EVERYTHING!!!

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Views 11, Upvotes 2, 7th June, 2018
2018 Framework , Apple Fixes
Blog
  7th June, 2018
Yesterday was all about planning, as I took a few important steps towards recoding the framework to work with Metal.

Lots of little chunks of ideas, setting aside methods and preparing to sit and do the coding.
The intention was to get everything ready and then spend last night actually sat at the Mac getting things up and running.

I was ready to get going, so headed upstairs for "Evening Session" coding time, and then...

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Views 13, Upvotes 3, 7th June, 2018
Daily Blog
Blog
  6th June, 2018
Today I'm going to reattempt the "Draw tiles to a buffer, draw the buffer" stuff.

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Views 11, Upvotes 3, 6th June, 2018
Daily Blog
Blog
  5th June, 2018
I spent quite a while, today, trying to come up with a nice fast tilemap technique for 3DS.
On the Desktop edition, I can draw to a buffer, then draw the buffer to the screen, but due to memory limitations, that's not quite as easy to do on the 3DS.

I've tackled a few different ways, already, but none of them seem to be helping in the speed department.

Essentially, I'm getting about 30fps out of a screen full of 8x8 tiles, which is absolutely horrendous when you consider that I used to be able to get BOTH screens full of 8x8 tiles on the DS, at a rock solid 60fps.
Basically, because I'm doing everything with 3D routines, the resulting engine is quite a bit slower than what it would be with a 2D technique.

I really need to look into ways of optimising my 3D techniques.

Meanwhile..

Views 10, Upvotes 3, 5th June, 2018
Daily Blog
Blog
  5th June, 2018
God damnit, Apple..

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Views 16, Upvotes 3, 5th June, 2018
Daily Blog , 2018 Framework
Blog
  4th June, 2018
I'd love to tackle a new Alien Deathmatch sort of game, but I'm not really sure which way to take it.

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Views 13, Upvotes 3, 4th June, 2018
Daily Blog , 565
Blog
  3rd June, 2018


Blockman returns in this super-retro dot-munching remake.

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Views 137, Upvotes 4, 3rd June, 2018
Release , 564
Blog
  3rd June, 2018



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Views 12, Upvotes 2, 3rd June, 2018
Daily Blog
Blog
  2nd June, 2018


I've got a quick pathfinder working on Blockman Gets "Something", now, so all levels should be bearable, with targets that make sense and are indeed possible.
Might be insanely hard to find that path, but I'm fairly confident that it's working the way it oughta be.

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Views 16, Upvotes 3, 2nd June, 2018
564
Blog
  2nd June, 2018
I spent most of yesterday trying, over and over, to get the regular standard mode to feel right.
After hours (literally hours!) of playtesting, I'm fairly sure now that the basic levels are at least mostly beatable.

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Views 12, Upvotes 3, 2nd June, 2018
564
Blog
  1st June, 2018
I spent ages yesterday finding the right balance.
Playing Blockman Gets and Blockman Gets More, there's a distinct feeling that something's missing from More.

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Views 16, Upvotes 3, 1st June, 2018
Daily Blog , 564
Blog
  31st May, 2018


A rather productive day, today, as most of the audio got finished off, the level creation worked out well, and 3DS controller tests now feel much more comfortable.

I'm now trying to come up with interesting concepts that might expand the basic game, but as usual I'm worried that doing so might break the very logic of the game. I'll really need to think hard about what does and doesn't work in the game, and might even split it into its own "arcade mode", rather than break the main game's playability.

But, yeah, going good!!
Views 52, Upvotes 3, 31st May, 2018
564
Blog
  31st May, 2018
I mostly switched off, yesterday.

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Views 15, Upvotes 3, 31st May, 2018
Daily Blog
Blog
  30th May, 2018
Views 17, Upvotes 3, 30th May, 2018
Daily Blog
Blog
  30th May, 2018
It seems that if you have a .php file inside a folder, then it gets its own error_log file, meaning all this time I've been having a little error log grow inside an old abandoned folder, because I forgot it had a broken .php file in there!

.. Oops!!

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Views 14, Upvotes 3, 30th May, 2018
Daily Blog
Blog
  29th May, 2018


Spent most of today trying to find the right feel for the controls.
I'm still not 100% happy with them.
Although they feel ok with the tapping of keyboard keys, they feel totally wrong when trying to play with a DPad, which is odd, because I tend to think of those two things as being very much the same thing.

Anyhoo, other than that, the game seems to be coming along nicely, although I've yet to add anything new into the mix.
I'm currently trying to think of interesting ways to add a bit more action into the mix.

I've often found that Blockman Gets works best when left as just a simple puzzle game, but it's starting to feel a little dated, and I think it needs something.. .. More!!
Hmmm..
Views 32, Upvotes 2, 29th May, 2018
564
Blog
  29th May, 2018
The gameplay fits nicely into multiple screen resolutions, but what do I do about the main GUI?

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Views 14, Upvotes 3, 29th May, 2018
Daily Blog , 564
Blog
  28th May, 2018
Boy, it's not fun trying to doodle a bunch of mazes for Blockman games.

I HOPE that I'm sticking with the current 25x15 maze size, because having to remake all these maps would drive me slightly crazy.

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Views 17, Upvotes 3, 28th May, 2018
Daily Blog , 564
Blog
  27th May, 2018


Going through my list of "games I probably should do using the new C++ Framework"..
I should probably do something a bit like this..
Thoughts?!

I think I'll strip it back to the original "just a plain puzzle game" mechanic, and then see where I can go from there.

Possible titles : Blockman Gets Retro, Blockman Gets Classic, Blockman Gets Deluxified...
*shrugs*
Views 18, Upvotes 4, 27th May, 2018
Daily Blog
Blog
  27th May, 2018
After every game's release, the influx of feedback is intense!

Let's see what @RSKGames thought of this week's game.

@RSKGames
Overview: A fun little endless side scroller with lot of jumping and endless supply of enemies.

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Views 49, Upvotes 5, 27th May, 2018
Playerthoughts
Site credits : All of the above : Jayenkai
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