A brand new game
for Windows, HTML5, 3DS Homebrew, iPhone, Android TV and more,
12th December, 2010
Same as, Advent continues right through until Xmas!
Although, whether the advent collection will include a game for Xmas day or not hasn't yet been decided..
If I can manage to do enough, I will, but I won't be spending christmas morning coding anything, so..!
Meanwhile, over the past few days I've been building this.
There's currently 52 tracks in there, and.. well.. It's a start, anyway.
I have other stuff to go in, and extra features/tweaks to make.
A "Song by URL" feature would be nice, as would being able to throw things into little albums, but for now it is as it is.
I'll let you know when I update it!
Tuesday (and other days!) : More Advent
5th December, 2010
I've said it before, and I'll say it again.
I'm happy for any/all magazines to put any/all of my games in their magazines, or on their coverdisks.
If you do, TELL ME, and I'll do my best to purchase a copy of your magazine.
Heck, you might even be nice enough to SEND me a copy, for free!
But you probably won't, because it's actually really really really stupidly rare when you ever bother to even tell me.
4th December, 2010
As we continue on our short Advent based journey, I'm having a bit of fun making silly little non-games for a change.
It's been a while since I allowed myself to do such simplistic games, and I'm even finding myself coding them in the small hours of the night.
eg, since 10pm, when I got home from work tonight, I've done the following..
1. Watched an episode of Corner Gas whilst eating my tea/supper. (still watching repeats of that!! Doesn't get old!)
2. Made a game.
3. Watched tonight's Merlin.
4. Made another game.
5. Watched last night's Smallville.
It's now 2:16am, and I'm at a loss as to how I've actually managed to cram all of that in.
Aw well, carry on!
This week : AGameADay continues!
2nd December, 2010
It's Thursday, time for a suggestion box, and a little more info on what's happening Advent-wiseRead More
1st December, 2010
A brand new game, EVERY DAY over Christmas!
30th November, 2010
Or, to put it another way, this game got to about 70% done, I got really stupidly bored with it, I lost interest, and I still bothered to get it to about 92%. At 92%, I gave up.
Here's a game at 92%. Read More
28th November, 2010
Somewhere along the way, I got bored with RPG.
Was it the stupidly annoying menus I half-assed my way through?
Was it the annoying issues with the control scheme?
Was it the fact that it's a smegging RPG?
Nobody can be sure.
But I'm carrying on, and it'll be vaguely playable on Tuesday.
I still need to organise the baddies, and spread out the pickups and things like that, and then there's the endgame, and figuring out how to keep the game alive...
but it's mostly there.
And at least the weapon building stuff is in, even if it has a really really crappily bland menu system to do it!
Tuesday : Box's Romp
27th November, 2010
The Last and Final Word is a series of interviews with indie videogame developers.
A lovely new set of interviews which should lead to some insights about your favourite indie developers.
PS. I'm Nuts!!
Hopefully some of the others will be nice and lengthy, too, otherwise it's just me prattling on for a while, and feeling quite old.
25th November, 2010
Thursday = Suggestion day, and usually a lookback on Tuesday's game.
22nd November, 2010
Or rather, Curse You, stupid USB drive that killed about 4 hours of my work at 3am on Monday morning..
Although, If that hadn't have happened, I'd probably still be way way behind.
I had in mind, as I sat to code tonight, that I only (only!!) needed to add the weapons.
But, as I sit here at midnight, that's not really it, is it...
See, I have to build the weapon powerups, and tweak the weapon styles, and then integrate baddy health and all of that, too.
"Only" adding the weapons is a much bigger task than expected, and then there's the whole progression thing, and ...
Oh well, I guess I'm skipping a week.
Next week : This game.
This week : Not a chance!!!
AGAW Scoring : 6 weeks, 4 games, 1 utility.
21st November, 2010
I'm just throwing random things at this game, now, to be honest.
I haven't a clue what sort of game it'll end up as, but I'm pretty sure it won't be an RPG of any kind.
Still, I'll keep trying, and we'll see what comes of it.
Odnetnin46, This is as much of an RPG as you're gettin'!!
Hurray for semi-unused furniture drawn 6 years ago!!
Tuesday : Something!
18th November, 2010
Am I doing the RPG or not!? Damnit, Jay, make up your mind!
18th November, 2010
If you've an idea for AGameAWeek, let it be known in the comments below!!!
Meanwhile, thinking time...Read More
16th November, 2010
"You just hold right, and jump a bit"
14th November, 2010
This week's game will be slightly more minimal than originally planned.
I originally was going to add baddies and pickups and progression and all of that.
But then I started playing it.
After about 10 minutes without a single blink, I figured it'd probably be a bit TOO much to add anything more.
At 10:30 this morning, this week's game was "good enough", and I've not touched it since.
I do need to fix the scoring, and I'll probably throw in some online scores, but that'll be about it.
Tuesday : Super Happy Speedy Gerbil
12th November, 2010
Ooops, THAT's what I'm supposed to do on Thursdays!
No matter, a day late, not to worry!
Here's this week's suggestion box.
Fill the comments with your ideas/suggestions for future AGameAWeek stuffs.
9th November, 2010
Right now, we'll call this version 0.5.
The tool is at a working version, and most of the bugs are ironed out.
I'll update it as the weeks go by, and hopefully we'll have something Most Excellent by the end.
Sliders, menus, buttons, etc.
Fiddle about, you might figure it out!
There's a bunch of presets on the left. Click one, and a sprite appears bottom right.
If you click "New" the sprite will change, but still based on the same sprite-building parameters. This means that, even through the sprite is different, it also kindof looks the same'ish.
You can then click the Build menu (top right) to trigger a sprite building event, which creates a 512x512 pixel spritesheet filled with approximately random versions of the sprite created in the parameters.
There's also a size menu, and a palette menu, and if you open up the .png images you can also have a play around, adding more filters and shapes and palettes.
There's LOADS you can do with this, and I'll try to add more to it later, too.
Download it here for Win/Lin/Mac!
Sourcecode coming later.
AGAW Scoring : 4 weeks, 3 games, 1 utility. That still counts, right!?
7th November, 2010
As I've already mentioned, the MiniRPG's on hold whilst I build the sprite maker doohickey. The doohickey's coming along nicely, and make quite a large leap today, but I'm still fiddling about trying to get it to feel "Just Right"
The thing is, although my old sprite maker seemed to come up with nice blobs, the new one appears to be much more random.
Either they're preset shapes, or they're crazily splodged messes.
I'm not really sure why that's happening, but I'm bashing ahead, and seeing if I can smooth things out a little.
Should be here on Tuesday, although I'm not sure how good it'll end up being.