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The DrunkenCoders Christmas Compo finishes tonight.
I bothered to enter the new JNKPlat Xmas Special (You can download that here) but it's nothing too special..
So, this morning, at around 8am, I decided to get my arse in gear and actually make something nice and snowy for the compo.
Around 5 hours later, give or take, and Snowman Attack is the result.
Run around and shoot the snowmen before they get you. You have 5 bits of health and a constantly running countdown. There are 4 powerups available, for health, extra time and weaponary.
A nice simple game, made quickly!
No hiscores, no online abilities, and not even any music.
Note : This is much more Game-Specific than my regular posts!
Bombliss is one of my favourite alternate Tetris games. It has all the playability of the original Tetris, and it also has bombs, and chain reactions and things, too.
Last night, I opened up the Tetris sourcecode for the Retro Collection, and started hacking away for it's Xtra Mode. (renamed so it looked more obvious on the menu) For reference, to start a Xtra Mode game, either hit X to start the game instead of A.. OR tap the far right of the menu item, where the new X's are.
So, starting off badly, things got progressively worse! First up, not only did the blocks have to rotate shapewise, but they now had to rotate "bit"wise, too. That is to say, once you start adding bombs to specific parts of a Tetris block, those bombs have to rotate into the right places as the pieces spin. That was awkward enough, and took quite a rewrite of my spinning routines to get it going right.
Happy that it now worked, I started adding the bombs into the play area. That was easy enough, since they're just layered over the standard array, and drawn on a foreground layer. Nice and easy to keep track of. Unfortunately due to the fact that I have no "Big Circle" sprite, I haven't added in the "2x2 Big Bomb" object. If I can figure out how to do it in the next few days I might add it back in. For the meantime, it's MIA.
Then came the time to add detonations. At this point I had to play Tetris Blast on my old Gameboy several thousand times to work out exactly how it all worked! I think I got things pretty similar, although minor differences will probably be noticable.
Detonations over with. I was starting to feel proud of my tweaks, and replayed the game in classic mode to be sure I hadn't broken the original Tetris game in the process.
Next up was the new falling mechanism. Since there are explosions throughout the playfield, the remaining bits no longer fall Line by Line, but instead Clump by Clump, with each seperate grouping dropping as it should. This bit has taken by far the longest time, and probably much longer than it should've done! In the end it was easier than I thought it would be.. (I was over thinking things again!)
If anyone else is recreating Bombliss, perhaps this might help. Do the checks line by line. For each line, find each group of blocks. If any block in a group has a block under it, hold the group up, otherwise drop the group. Much easier to do it line by line, than having to check every possible "under" block of every brick within a whole multi-line group!
And so, there it is.. Bombliss. It's done and dusted, and I'm pretty happy with it. I still have to tweak that 2x2 Bomb in, somehow, and I'm sure the scoring's totally off by this point, but it's at least playable the way it should be, and I'm happy that I can finally play a decent Tetris AND Bombliss on something other than my aging gameboy! Long live Tetris+Bombliss!
Oh, and I got ship-diving and power ups in the Invaders Xtra game, so it plays a bit more Galaga-Like.. Yeay!
Not sure when this next release will appear. Maybe once I've added plenty of Xtra modes.. But more than likely once I've added another 6 brand new games, instead!
The whole Gabby Gets a Turkey (logo on last week's post) game is being scrapped due to bizarre scale issues!? A white cat in white snow is a nice idea, except when you realise that a 16x16 pixel head is going to need a huge non-existant body behind it!? The whole thing just felt really odd, and I decided to just scrap it instead.
I know that the Drunken Coders people hate entries that are "X game + Xmassy theme added on later", and I came up with the Gabby game so's it definitely didn't feel like a tacked on theme.? ? That didn't work out, and for some reason (probably "18 games in 3 weeks" related) I'm all out of ideas.
So, if I want to do something for their compo, I'm going to have to go the "Tacked on" route, no matter what.? And if I'm going to do the whole "Tacked on" thing, I might as well do it in a way that most people would still enjoy.
JNKPlat + Xmas = JNKPlat : Xmas Escapades
Not sure exactly how to make everything super-xmassy, but there'll be presents involved somewhere along the line!
In the meantime I've added the first plus_mode to the? collection, with Invaders now occasionally dropping down ala Galaga.? I'm about to start adding some powerups, but am unsure what sort of powerups to add..? I think Double+Triple shots might be TOO powerful..? Hmm..
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..
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.)
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.
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!
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.
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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!
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.
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.
And so it begins, the long boring task of making lots and lots of games :D
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.
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.)
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!
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