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22nd October 2017
Yaha!!

^ That'll be debug output from iOS, by the way.

Views 103, Upvotes 19  
2018 Framework
Focus Day Blog
22nd October 2017

Developments

I decided not to work on the Framework, yesterday, and instead focus on the more immediate issues.

Views 72, Upvotes 5  
Daily Blog
21st October 2017

Developments


Things are looking great for this week's game.
The balance is now just-right, and I'm getting more or less similar scores on each play-through, which is usually my sign that I've done a decent job at making the thing play at the same level each time.

Views 102, Upvotes 12  
Daily Blog , 2018 Framework
20th October 2017
Ugh.
I wasn't expecting my first attempt at iOS/XCode to run smoothly!
The main complaints from the dozens of error messages, were warning me that "C++ Expects Types" when declaring and using functions.
Well, no.. It doesn't..
Views 134, Upvotes 15  
2018 Framework
20th October 2017
Also available on SoundCloud, or in the Jukebox.

Developments

This week's game is near enough in a playable state.

Views 76, Upvotes 4  
Daily Blog
19th October 2017
So far, no progress on the box.
I decided to attempt to get my simple Hello World code to additionally run on Android, so I started by looking into "Android compile C++"
Various sites suggested I need the Android NDK and to look at the included examples.
The examples, of course, weren't bloody well included, and I had to hunt for those, too.

Views 118, Upvotes 17  
2018 Framework
19th October 2017
I imagine future Daily Blog posts might end up reading roughly the same way, for a while..
"Today, I coded more of my new Framework..."
and that's about it!

Views 23, Upvotes 5  
Daily Blog
18th October 2017
Today's been all about Emscriptn, which is the tool I'll be (hopefully!) using to convert C++ to HTML5 projects.
First issue, the compiler didn't know how to include extra includes, so my "I can do it all via the command line" didn't quite work out, already!!

Views 123, Upvotes 24  
2018 Framework
18th October 2017
I really need to finish off this week's game!

Views 19, Upvotes 3  
Daily Blog
17th October 2017
Nothing much at all is different, and I'm afraid this is mostly a "For Futureproofing" update to the game.
iPhoneX's silly screen ratio was making it so that Sheepy would leap right off the top of the screen.
I've fixed that. .. I think!
Although, in all honesty, I'll need someone with an iPhoneX to double check it.
Views 69, Upvotes 10  
Ios Dev
17th October 2017
"Hello World" claims the title of the box.

Views 157, Upvotes 19  
2018 Framework
17th October 2017
I give up.
Over the past 30-odd hours, I've tried a boatload of languages, and although all seem capable in their own particular ways, none of them seem to do everything that I need them to do.
I'm still annoyed that GLBasic doesn't do sound-pitching.
Seriously, WTF?!
Views 96, Upvotes 11  
Daily Blog , 2018 Framework
Breakdown Blog
16th October 2017
OUYA's been dead for a couple of years, now, but it seems that Razer's latest plan is to replace "Android TV Gaming" with "Android Mobile Gaming", and .. well, I've written about that, before.

Views 138, Upvotes 5  
Daily Blog
15th October 2017
Enemies are currently letter x's whilst bullets are letter o's.
The game is nice and fast, and as RSKGames suggested in a comment, it does indeed have a "World of Castles" vibe going on.
The regular AGameAWeek deadline is pretty much imminent, so I think I'm going to let it whoosh past, and instead give the game the attention is deserves.
Chests and Treasures and Hearts and Potions and a whole bunch of evil do-ers roaming around the dungeon.
That's probably the best w...
Views 24, Upvotes 4  
Daily Blog
15th October 2017

Developments

With the basic dungeon generator up and running, I spent most of yesterday adding in enemies.
At the moment, the game is FAR too difficult, and definitely needs some kind of balancing.


Views 127, Upvotes 8  
Daily Blog
14th October 2017
I'm finally happy with the "Third Time's a Charm" dungeon layout generator.


Views 19, Upvotes 3  
Daily Blog
13th October 2017
Also available on SoundCloud.

Views 83, Upvotes 7  
Daily Blog
12th October 2017
Sleepy Jay took over, yesterday.
I knew what coding needed to be done, but nothing productive was happening at all.
I tried a few things, including building a nice random dungeon generator, but.. .. Boy, that didn't end up nice, at all!
Today I might scrap what I did, and redo-from-start.
Views 31, Upvotes 3  
Daily Blog
11th October 2017

Developments


I spent AGES working on a new Level Generator for Sheep, yesterday.

Views 31, Upvotes 4  
Daily Blog
10th October 2017
A few tweaks have to be done to the frontend of Sheep Goes Right.
RSKGames has noticed the Credits screen is an absolute mess, and that there's no Back button on the Level Select.
There's also a weird jiggle to the level select when you first load the game.

Views 37, Upvotes 6  
Daily Blog
9th October 2017
Each week, players send in their thoughts for that week's game.
Or, at least, RSKGames does!
If you want to submit your own thoughts, stick 'em in the comments, or email them in.
This week's game is Sheep Goes Right

RSKGames

Overview: A totally different AGAW game in terms of art style and music but with the familiar mix of twist to the gameplay mechanics and attention to detail. A pleasant surprise is that the game is not endless, it has finite levels and ends w...
Views 194, Upvotes 27  
Player Thoughts
9th October 2017
It's about flamin' time!!

Views 267, Upvotes 15  
Release
9th October 2017
Last night's midnight sheep-testing did NOT go smoothly.
Bloody iPhoneX's fault, again...

Views 55, Upvotes 1  
Daily Blog
8th October 2017
Sheep Goes Right is now in the hands of Apple.
The iOS edition is "OK", and doesn't appear to do anything out of the ordinary, but we'll have to wait and see whether Apple approve it or not.
Meanwhile, tomorrow I need to figure out how to display the Windows Online Leaderboard on the screen.
The menu in its current state doesn't really leave the usual gap for that, plus I kinda broke the usual online functionality.
Views 31, Upvotes 2  
Daily Blog
8th October 2017

Developments

I've got a basic scoring method in the game.
3 stars instead of 3 sheep, but basically a case of "Beat the level on your first try for 3 stars, 2 stars if you lose a life, 1 for losing 2, and anything beyond that gets no stars."
A tally is on the right hand side of the menu, and that's pretty much all the scoring there is.

Views 56, Upvotes 3  
Daily Blog
7th October 2017
Getting closer to release.
The current version of the game is now on my iPad, and I'll be stress testing all the levels to ensure they're the same set of levels that the Windows and HTML versions have.

Looks gorgeous
Views 35, Upvotes 4  
Daily Blog
7th October 2017
Over on this week's Patreon Notebook Pages Lookback thing, I've stumbled upon an unfinished project!
Head on over, and if you're a subscriber, you can download a rubbishly unfinished test engine that doesn't do much of anything!
Woohoo!!
Views 54, Upvotes 5  
Daily Blog
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