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13th May 2015

Developments


Yesterday I took some time to create a Choon to go along with the dark lava theme, and although it wasn't exactly what I aimed for, it does fit the gameplay reasonably well.
( width="100%" height="450" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/205161863&auto_play=false&hide_related=false&show_comments=true&show_user=true&show_reposts=false&visual=true">Views 9, Upvotes 1  
Daily Blog
12th May 2015

Developments


Well, it was somewhat inevitable that I'd keep the "Not Mario, Honest!" theme in the game.
(URL "https://AGameAWeek.com/wp-content/uploads/2015/05/SD3_010.png"><img src="https://AGameAWeek.com/wp-content/uploads/2015/05/SD3_010-1024x597.png" alt="SD3_010" width="660" height="385" class="alignnone size-large wp-image-4605" />
After a number of tweaks and fixups, the theme doesn't look "too" Mario-esque. It's still got...
Views 9, Upvotes 0  
Daily Blog
11th May 2015

Developments


Not a whole lot of news from yesterday, but that was mostly due to me not being in a coding mood.
Instead, I did at least manage to create the following ALChoon.
( width="100%" height="450" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/204825992&auto_play=false&hide_related=false&show_comments=true&show_user=true&show_reposts=false&visual=true">
Views 21, Upvotes 2  
Daily Blog
10th May 2015

Developments


Yesterday, I completely rejigged the "Bounce" of SpikeDislike.
Originally, the bounce was a simple Sine-wave, and has in fact been this in EVERY version of SpikeDislike, but this time I'm hoping to add a couple of new elements which have required a minor tweak in the usual ball bouncing mechanic.
This isn't something to be taken lightly, as I had to be absolutely sure that the end result still "felt" like Classic SpikeDislike.
At the moment it's a teensy bit fl...
Views 19, Upvotes 2  
Daily Blog
9th May 2015

Developments


Yesterday I found myself trying out a variety of themes, to figure out what does and doesn't work in the new engine.
Here's a brief selection of those tested.
(URL "https://AGameAWeek.com/wp-content/uploads/2015/05/SD3_GfxD.png"><img src="https://AGameAWeek.com/wp-content/uploads/2015/05/SD3_GfxD-1024x597.png" alt="SD3_GfxD" width="660" height="385" class="alignnone size-large wp-image-4591" />
Views 2, Upvotes 1  
Daily Blog
8th May 2015

Developments


Not much!
Or, at least, nothing I can show off just yet. I'm struggling to design decent looking new themes, whilst trying to stay clear of repeating what was in SD2. Which is a lot.. Meaning I've made my job much much harder!!!
Meanwhile, I'm still fiddling about with layers. They "sometimes" work, but occasionally get in the way of the raw gameplay, which is BAD!!
Going to have to put a lot of planning into exactly what sort of foreground elements may or m...
Views 1, Upvotes 0  
Daily Blog
7th May 2015

Developments


Not a lot of progress, yesterday.
A LOT of stuff happened, but nothing substantial enough that I can show it off!
I started adding background layers to SpikeDislike3, but at the minute it's all nasty looking temporary art. I'm quite surprised, however, that it worked as well as it did in the Faux-3D mode. Mmm.. Parallax!
It took a LOT of effort to get the new elements in place, and I'm hoping that the iPhings (at least) can cope with everything that's going o...
Views 8, Upvotes 1  
Daily Blog
6th May 2015

Developments


Yesterday I decided to try out something a little unusual for me. I attempted THREE DEE!!!
Not "proper" 3D, of course. I'm too lazy for that!
Instead, I took the 2D game engine, added a Skew function to tilt everything at an angle, then plonked the standard graphics over the top.
I wasn't expecting the result to be playable, but oddly enough, it's absolutely 100% normal. In fact, since the engine sticks to the original 2D principles, the game's entirely play...
Views 21, Upvotes 6  
Daily Blog
5th May 2015

Developments


( width="560" height="315" src="https://www.youtube.com/embed/l4RcZ365DbU" frameborder="0" allowfullscreen>>
*shrugs*
That might change at some point in the future. For now, it'll do as it is.
Views 10, Upvotes 1  
Daily Blog
4th May 2015

Developments


I spent a lot of yesterday faffing about with the "Start" screen of SpikeDislike3.
At first I intended to have a giant spike be in the center of the screen, and in fact that's what happened for quite a while, but .. I'm not sure why, but I decided to switch to circles instead.
Reusing my generic stripy circle from my basic menu meant I didn't have to redraw anything, and the new "Start" screen looks rather neat. .. or at least, for something I've done, it does!
Views 21, Upvotes 4  
Daily Blog
3rd May 2015

Developments


Yesterday I settled into "Music Mode", where I can generally whip out an AL CHOON for whatever purpose.
Unfortunately, after a good two hours of twiddling dials and buttons in Korg Gadget (iPad only) I came out with absolutely nothing decent whatsoever.
Ashamed that I'd wasted a good amount of time pretty much doing nothing, I instead decided to load up some old Choons, and see if they worked within the new SpikeDislike3 engine.
Good news! SpikeDislike3 will h...
Views 12, Upvotes 2  
Daily Blog
2nd May 2015

Developments


Continuing with the new edition of SpikeDislike, and I'm still adding basic elements into the engine.
I've a whole lot of work to do on the game, including all the graphical styles and things like that, but for now I'm happy that it's totting up the combos in the way it should be.
( width="560" height="315" src="https://www.youtube.com/embed/YIwcx9Gcbfs" frameborder="0" allowfullscreen>>
Scoring and Death are now b...
Views 11, Upvotes 1  
Daily Blog
1st May 2015

Developments


Yesterday was spent fixing up little things in SpikeDislike3.
I got Predetermined Layouts working, but still haven't bothered to implement any sort of collision detection!
Still, you can now start a round, have it spawn the spikes in the same place, and then exit back to the menu.
Having the spikes show up in the same place, is of course super important in SpikeDislike, as you learn the layouts of the level, and try not to die for ages and ages. I'll have to a...
Views 5, Upvotes 2  
Daily Blog
30th April 2015

Developments


Yesterday, someone new registered on my home village's website (LittleLever.info)
They, of course, instantly forgot their password, so used the "I forgot my password" button to find it out.
At this point I should probably explain why I've mentioned this..!
About a year ago, the original owner of LittleLever.info gave up paying for a site that never had any visitors. He stopped payments, and the site fell into disrepair before eventually getting pulled down com...
Views 166, Upvotes 17  
Daily Blog
29th April 2015

Developments


So, after yesterday's realisation that the StarFlips game wasn't going anywhere, I opted to head back to "Larger Project" and see if I could get any more done on it.
Whether I continue with Larger Project, or instead switch to a smaller intermediate project, will be dependent on how much happens between now and.. Um.. Unspecified date!
(URL "https://AGameAWeek.com/wp-content/uploads/2015/04/SD3_003.png"><img src="https://AGameAWeek.com/wp-content/uploads/2015...
Views 10, Upvotes 2  
Daily Blog
28th April 2015

Developments


My laptop's been running slow, sluggish, juddery and .. generally BAD, since some time yesterday, and as much as I hunt the system, I'm struggling to find the reason why.
I think it might have something to do with Windows noticing the Mac on the network, and freaking out, thinking it's going to be replaced!
.. Acting all slow and useless isn't going to get you extra loving, Windows! Learn how to show off your skills, and act like a proper computer!!
Even as I...
Views 7, Upvotes 2  
Daily Blog
27th April 2015

Developments


Yesterday, I took the phrase "Sleepy Sunday" and worked the heck out it.
My cat woke me up at 6:15am, and I managed to stay mostly awake until just after 9, when I realised I was too tired to code, and instead went for a nap..
.. A long nap!!
Views 9, Upvotes 1  
Daily Blog
26th April 2015

Developments


Not a lot of coding got done, yesterday. I continued to fiddle with the new sprites, and got enemies spawning in the level, but then I started thinking about iOS again.
For the past year I've been focussing on OUYA. I've been making all my games controller happy, and as a result, have been neglecting touchscreen controls. I'm not sure why, probably all the AppleWatch stuff that's currently flooding my Twitter feed, but I'm finding myself somewhat nostalgic for the times...
Views 81, Upvotes 3  
Daily Blog
25th April 2015

Developments


Not an awful lot of stuff got done, yesterday, as I was having a bit of an off-day! Ho hum.. They're frequent, so expect a fair number of Daily Blogs to be of the "Couldn't do anything!" variety.
Still, I did bother to grab the iPad, load up Sprite Something, and doodle some sprites for the new game.
I drew a ship, a number of weapons, and some enemies, before heading over to Windows and getting them all integrated into the game.
It didn't take very long at al...
Views 12, Upvotes 1  
Daily Blog
24th April 2015
Welcome to the new daily blog section of AGameAWeek.com. I could do with reorganising the layout of the site, if I'm honest!

Yesterday

Yesterday I did a few odd little bits and pieces. I got "bombs" to work in the new engine, and managed to get a feel for the game. So far, so good. I think!
(URL "https://AGameAWeek.com/wp-content/uploads/2015/04/410_001.png"><img src="https://AGameAWeek.com/wp-content/uploads/2015/04/410_001-300x225.png" alt="410_001" width="300" height="225" ...
Views 8, Upvotes 3  
Daily Blog
Activity! Blog
23rd April 2015
Bah, it's Thursday, already, and I've still not gotten a proper start on this next game.
You know what, this whole "Gap Year" thing... .. It's not working out, is it?
Instead of coding with a vague deadline, I'm spending every day doing nothing, relaxing, and generally being a lazy bum.
I'm supposed to be working on SOMETHING, but instead I've watched an entire season of Castle over the past few days. And this is roughly how my days are going, lately.
TV watching, resting, playing...
Views 11, Upvotes 3  
Daily Blog
19th April 2015
Another big gap, as I try to figure out what's happening next. I figured you guys oughta be kept up to date with current goings on, in the world of AGameAWeek, so here's a rough bit of blogging so that you can vaguely assume you know what's going on!
Current projects are..
1. Kee Bo Ard Go Deep
Another sequel in the Kee Bo Ard collection. I've so far built a fairly capable engine, but am struggling to decide exactly what I'd like to do with it. I've got the game up to a "You can complet...
Views 17, Upvotes 2  
Daily Blog
5th April 2015
A few days ago, I reposted the Conspicuous AL Bum over to Archive.org, where it's available to listen live, stream, download or whatever.
Tonight, I did the same thing to the Enigmatically AL Bum!
That's pretty much every music track from 2014, available online, in an easy to access format.
(URL "https://archive.org/details/ConspicuousAlBum"><img src="https://AGameAWeek.com/wp-content/uploads/2015/03/AL_Conspicuous-300x300.jpg" alt="AL_Conspicuous" width="300" height="300" class="ali...
Views 8, Upvotes 0  
Daily Blog
31st March 2015
Since 2014, I've been using the wonderful KORG Gadget app on iPad to create most of my ingame music.
Each week or so, I make a new silly tune, and upload it to Soundcloud where people get to hear it, and then eventually the tracks get dumped into my various games, willy nilly.
As a way to keep track of my tunes (since there's so many of them) I've recently taken to naming each album a single word title, and then giving each track an alphabetical name.. So, first track is "Album A", then Album B...
Views 63, Upvotes 1  
Daily Blog
30th March 2015
Invisible Munky is BACK!
It only took 10 years for Invisible Munky to re-appear*, and in that time, it's learned an excellent new skill.
<img src="https://AGameAWeek.com/complete/Invisible_Munky_2_20150330B_thumb.png"> <img src="https://AGameAWeek.com/complete/Invisible_Munky_2_20150330A_thumb.png">

Views 68, Upvotes 23  
Release
23rd March 2015
I say "slow", but of course, I mean "Slow in the realm of AGameAWeek!"
I've been working on Invisible Munky 2 for nearly THREE WEEKS, now! Blimey, that went fast!
I'm currently working on building levels, and trying to keep the momentum of the game flowing in a decent manner. I'm also trying to add a decent mix of music, but it's all kinda samey. I might have to head in a completely different melodical direction, or something. *shrugs* Not sure!
Anyway, the game currently contains 9 leve...
Views 15, Upvotes 2  
Daily Blog
15th March 2015
The engine's working nicely, an art style has been defined, and things are getting put together.
I've started building some proper levels, now, but already the game's feeling like it's still missing something.
At the moment, I'm attempting to add wandering bad-guys into the levels, which should help make things a little less lacklustre, but trying to get them to wander nicely within the areas is proving to be much more complicated than I thought, especially when the levels are build up with noth...
Views 9, Upvotes 1  
Daily Blog
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