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unless exhausted!
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Blog
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!

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Views 5, Upvotes 2, 19th October, 2017
Daily Blog
Blog
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!!

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Views 11, Upvotes 1, 18th October, 2017
2018 Framework
Blog
I really need to finish off this week's game!

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Views 8, Upvotes 2, 18th October, 2017
Daily Blog
Blog
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.

But otherwise, that's the fix, and that's it uploaded and submitted for review.
Oooooh.. Exciting!!!
Views 3, Upvotes 0, 17th October, 2017
Ios Dev
Blog


"Hello World" claims the title of the box.
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Views 32, Upvotes 2, 17th October, 2017
2018 Framework
Blog
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?!
An Amiga 1000 could do that in 1985.

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Views 42, Upvotes 1, 17th October, 2017
Daily Blog , 2018 Framework
Blog
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.
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Views 78, Upvotes 2, 16th October, 2017
Daily Blog
Blog


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 way to go.

.. oh, and some decent graphics, too!
Views 8, Upvotes 2, 15th October, 2017
Daily Blog
Blog

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.



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Views 62, Upvotes 4, 15th October, 2017
Daily Blog
Blog
I'm finally happy with the "Third Time's a Charm" dungeon layout generator.



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Views 9, Upvotes 2, 14th October, 2017
Daily Blog
Blog

View on YouTube
Also available on SoundCloud.

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Views 62, Upvotes 5, 13th October, 2017
Daily Blog
Blog
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.
I know I can do better than that!

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Views 8, Upvotes 2, 12th October, 2017
Daily Blog
Blog

Developments


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

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Views 10, Upvotes 4, 11th October, 2017
Daily Blog
Blog
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.

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Views 10, Upvotes 3, 10th October, 2017
Daily Blog
Blog
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 with ''Well Done!'' message.

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Views 53, Upvotes 4, 9th October, 2017
Player Thoughts
Blog


It's about flamin' time!!

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Views 122, Upvotes 4, 9th October, 2017
Release
Blog
Last night's midnight sheep-testing did NOT go smoothly.
Bloody iPhoneX's fault, again...
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Views 32, Upvotes 1, 9th October, 2017
Daily Blog
Blog
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.
Hmmm..

I'll have to dig and delve, I think!
If the game turns up without online scoreboards, assume I gave up trying!!
It's only a Star count, after all.
Views 9, Upvotes 2, 8th October, 2017
Daily Blog
Blog

View on YouTube

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.

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Views 37, Upvotes 3, 8th October, 2017
Daily Blog
Blog
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.


View on YouTube

Looks gorgeous :D
Which isn't something I get to say very often, about my games.

Views 10, Upvotes 2, 7th October, 2017
Daily Blog
Site credits : Jayenkai made this.
(c) Jayenkai 2017 and onwards.
AGameAWeek - Games by Jayenkai