A brand new game
for Windows, HTML5, iPhone, Android TV and more,
18th May, 2009
I haven't started it yet!
This week's Wednesday Workshop (#201) asks us to create a game within a 3 hour limit.
Looks like I'm aiming for that, then!
Additionally, since I've been thinking of my phone all week, I think I'm also going to try to come up with a game that works on that.
Maybe a puzzle game, of some sort.
So, first in Blitz, then later on the Phone.
I might even redo it again, and pop it into PRC2, 'cos that's looking rather empty lately.
That's my plan.
Not sure why I'm typing all this, though, 'cos it's cutting into my 3 hours!
13th May, 2009
Occasionally, I like to jot down my current doings. It helps keep track of projects, and ideas, and sometimes getting a bit of feedback helps.
So feel free to do that!
Since I got my latest phone (an LGCookie) I decided to get back into Java coding... Except, without that horrible Java bit.
So, whilst learning MidletPascal, I've released a few games, and also started to write a series of MidletPascal tutorials, too.
So, there's that!
I'm continuing to build up a fun little cookie-games collection, and will post more as they appear.
2. DS.. uhoh!
I started PRC2 AGES ago, and it seems to have already run out of steam, after only 4 games.
Having said that, this week's Splat game was fun, so I might add that in there.
I hate when projects lose their momentum.
This week I managed to integrate a whole buttload of stuff BACK into Classic BlitzBasic 2d.
It was actually a bit of a struggle, since I'd coded the whole Badges/Multigame Save engine thing into Blitz3D, and had to head in, remove a bunch of odd 3D commands, and try to get it going in a simpler way.
Who knew the 3D could take control so easily!!?
Why? Well, because I like my mods. B3D's not playing nicely with mods, so I took things back to where they oughta be working.
Should be ok from here on..
4. Large Project of the moment.
And then we get to this point.
I started a Large Project a few weeks ago, in that I did a few tests in 3D. (fook, mods won't work....)
For the most part, the tests gave me some decent ideas, and I think I'm about ready to start on that nice new big project.
I guess I should also get XNA up and running again.. Get an X360 version, working, too..
Either way, whether I use XNA or B3d, a whole new JNKPlat will be appearing on a PC near you, soon.
I keep meaning to do some stuff in Flash.
But who has the time!?
12th May, 2009
This week's Wednesday Workshop (#200! wowie) asked us to create a game using no more than 2000 characters.
I managed to recreate the classic 8-bit title "Splat!", whereby you control a spider through a maze, picking up fruit.
In order to squeeze all that into 2000 characters, I opted for simpler mouse movement, and few other bits and pieces.
Then I figured, what the heck, and decided to make it a wee bit bigger for AGameAWeek.
Guide the worm through the maze, grab the circles, avoid the squares, and..
well, that's about it!
I think I've done enough snake games, now!!
Highscores enabled, Badges too!
And if you have a copy of BlitzBasic, you'll also find the 2000 character version in there, too, as sourcecode.
Titles = Me, from the Spider game
Ingame = -Elwood-, "Deadlock", grabbed from Aminet. I really need to deal with my lack of music, somehow!
You can Download Splat 2000 here
12th May, 2009
5th May, 2009
Is that title subtle enough for Google, d'you think?
This week, I've been getting to grips with MidletPascal, and dodging it's annoying mid-compile crashes, in a vague attempt to get some games onto my phone.
Sorry folks, this week's AGameAWeek is entirely Java based.
Or at least, unless you have a decent phone, anyway!
2nd May, 2009
Stupid spambots are taking the smeg, so I've added a fake captcha thing to see if it does anything.
Like it says, just ignore the thing, and it'll ignore, too.
30th April, 2009
My cookie work's kicking off, now. With a fully working keyboard, and sprites flying around the screen, I'm ready to start building games.
I've a few games in mind and am hoping to get some work done during the week.
But what does that mean for AGameAWeek?
Well, A Java game is still a game! So, if I get anything nice working, that'll be this Tuesday's AGameAWeek release.
Sorry for all if you'd rather complain about that! But I can't work on 100 things at once.
Or rather, I can't get the 100 things done within a week
If I can get Blitz + Java games done, I'll probably post them here, too.
But then I also have to get the PRC2 DS thing done, too!
Yikes.. So much!!
28th April, 2009
With all the time spent playing around with Java and MidletPascal, this week, along with the time spent on H~S~R, we seem to have hit a bit of a low point.
Still, no matter, here's a "fun" game!
Take lots of dust, push it around by clicking on the screen, and try to get all the dust into the red area.
You'll have to guess where the red area is, 'cos it ain't labelled!
Wherever the dust becomes red, that's where it's at.
There's a timer.
And, to be honest, there's not much gameplay.
This is really just a quick test to see how much fun this game might be on my phone. I'll probably do that version later today, but with chunkier paper/dust, and a few other rules. Who knows! Look out for that.. But, either way there's only taps required, and since the Cookie seems to like that, it's definitely a possibility.
Anyhoo, back to this..
You can Download Dusty here, play it, and maybe even rummage about inside the included sourcecode!
Weird note of the day..
FFS, Boyle's even getting in my Blog's Spam now!!
"That was moving when straight some wierd looking lady started to chorus like an angel! Susan Boyle was a heartfelt throw for a looper for millions!! WOW!"
27th April, 2009
26th April, 2009
22nd April, 2009
I'm taking a day off from H~S~R today, thinking ahead for next weeks game, which may/may not be a word game.. not sure..
Anyhoo, there are bugs, and Swarmer found a couple, so head inside to have a good read about 'em.
21st April, 2009
21st April, 2009
20th April, 2009
No scores, No End of Game, No Badges, and to be fair, nothing really new, either!
Can Jay complete about 75% of a game within a day!?
Find out tomorrow, when a probably incomplete H~S~R turns up, at AGameAWeek.com!
18th April, 2009
Vaseline gives me migraines
Anyway, we managed to go, what, 30+ years of gaming without it, so I think we can manage!
Even more extra lovely glow, today. With a few tweaks, the background's starting to smear! Not sure why, but damn if that doesn't look cool!!
You'll be playing away, and the background colours all start to smear outwards, as if puddles of colour in some water.
And completely inexplicable!
Anyhoo, onto badges.
Badges = Achievements!
I've implemented a nice multi-game-save system, so you should be able to keep your username throughout all future games. Nice and simple method of doing it, hopefully it doesn't go tits up!
Unfortunately, with the Badge-Display things only about half coded, and this game really needing to be done by Tuesday, I'm in a wee bit of a rush.
If the badges aren't finished up by tuesday, the game will be released, with an impending secondary "+ Badges" version coming soon afterwards.
But at least it's coming!
17th April, 2009
H~S~R's coming along, nice and slowly.
As I add each new little thing, I spend about an hour playing with the lovely swooshy swirlyness of it.
The whole Texture-Buffer-Blurry thing has really added some niceness to the game.
And, just for good measure, you can turn off the texture section. So, if the game's not quite up to speed, turn off the blur, and the game carries on without it.
Every element in the game has 2 layers. The Sprite, and the line.
Lines are left in the background, to swooshy away, whilst the sprites are overlaid on top. (but, not actually on top, due to the complexities of my buffer system!) It means that whenever you add the blurryness, only the lines and swooshies are actually blurred.
You still get nice crisp clear game gameplay, but you also get a nice blurring background, too.
And with all the overly blurryness of it, it all blends together, a bit like how the old Geiss screensaver does it, with single pixels lines slowly blending into the overall niceness of the background.