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every week,
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Blog
  29th June, 2011
Today I did a bucket of iOS dev, but not the think I'd been doing previously.
As with a whole lot of other iOS half finished games, it seems that Microbes (MLG) will be stuck in it's special little rut until I can fathom some sort of difficulty level system that actually tries to kill the player, rather than kinda bob about a bit.

Meanwhile...
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Daily Blog
Blog
  29th June, 2011
Yup, seems like I'm doing this, so I might as well make a neat little calendar that can keep track of my progress.

This is a GoogleSpreadsheet thing, so if you keep bouncing back to this page as the weeks go on, you should see it get filled up nicely.
Unless I give up, in which case you won't!

iframe based Google Spreadsheets no longer seems to work

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Daily Blog
Blog
  28th June, 2011
It's been an incredibly un-British warm weekend, here. I'm not sure why.
But the past couple of nights have been spent without hardly any sleep at all.
I think I've had about 5 or 6 hours in the space of 48 hours, and.
.. I'm now wide awake. Which is really quite annoying!
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Daily Blog
Blog
  28th June, 2011
So called because, although I know that other people love this sort of game, I really can't stand it at all..
bleugh..

Let me know if you like it..

PlayMyCode games no longer work

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Release
Blog
  27th June, 2011
Since I'm now doing AGameADay for a while, I figured it might be somewhat of a change of pace if I also did one of those "blog" things daily.
I tried doing this during my previous month off, and although it kinda worked, it didn't really last.. d'oh!

Still, try and try again!

As a reminder, I've set up a calendar alarm thing to bleep at me, every night, at 22:15GMT.
Either that'll work really well, or it'll start to tick me off, to the point where I throw my otherwise completely and totally unused HTC Wildfire into my bin!
We'll see..
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Daily Blog
Blog
  27th June, 2011
Yes, this is a lot like that one from the Advent Collection.
Simply roll around, avoid the blocks, and grab the little green dots.

PlayMyCode games no longer work

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Release
Blog
  26th June, 2011
AGameAWeek teaches us one thing.
Some games you win, some games you lose.
When you lose, there's not a lot you can do.
Pick yourself up, dust yourself off, and move on.

This is a post about how I threw myself on the ground.
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Daily Blog
Blog
  26th June, 2011
Rule Number One.
If you're ever making a minigame collection, there absolutely MUST be a version of snake!

This is a version of snake!
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Release
Blog
  25th June, 2011
Today I've a few more PR'y bits and pieces for the Sheep Goes Left iOS thing to contend with. This is the WORST bit of iOS dev. Although.. to be honest, I didn't do ANYTHING for SpikeDislike.
SpikeDislike just kinda took off on it's own, so the fact that sheepy isn't is.. well..
.. bah.

Screw it, carry on.

I'm considering my daily routine, and how I can slot in the AGameADay's.
I might make some sort of timetable or something, so I can fit it all in, not sure, but we'll see.
I normally have Sunday and Monday completely free so those should be easy enough to do, but doing AGameADay, and doing that new Microbes-iOS thing, AND doing another 100 levels for Sheepy (even if they do go completely unplayed!)... ooh, it's gonna be a tough one!

Only time will tell if I can manage!
AGameOCcasionally?
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Daily Blog
Blog
  23rd June, 2011
The other day I suggested that a new set of AGameADay might be in order, since I'm totally stuffed for ideas, lately.
Out of ideas, make the requirement more.... Sure, that makes sense, right?!

Anyhoo, today I spent . um.. all day.. doing yet another one of those Framework things that I apparently love to do.
This time I used PlayMyCode.com, and the resulting menu/score/game thing has actually worked out quite nicely.

First game, Chase The Block, a simple chasey game.
Created (using PlayMyCode.com, and my nice new fancypants framework) within the space of 41 minutes!!
yikes!

You can play it below!
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Release
Blog
  21st June, 2011
Seem to be having a bit of a down-session, lately.
I'm pretty sure it's down to the fact that Sheep Goes Left is going mostly ignored.

I'm going to try and give it a bit of a shove in a day or two, once the Lite edition shows up, but judging by the fact that it's getting next to no interest, I think we're already at the "aw well, next!" point.

Damn, that's depressing!Read More
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Daily Blog
Blog
  21st June, 2011
This week, I started a game on a grid.
It started well enough, with a lovely grid-doodling method making nice colourful griddy squares, and a simple circle on the top for the player. Then I got to the point where I had to do character movement, and my head just kinda went "Ugh.. I just can't be arsed!!"



Hmm..
...
So I took a day off, and if you've been following me on Twitter, you'd've seen I spent about 6 hours rewatching the start of Star Trek : Enterprise. That was a nice change!
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Daily Blog
Blog
  19th June, 2011
I'm sitting, trying to type, but I'm so tired it's all coming out as bizarre random codey bits, and nothing's really working out at all.

Things achieved since last sunday
1. Puzzobomb PlayMyCode
2. 2 ALChoons
3. Drum machine mixeybob thing, started, sounding ok, still not quite there yet..
4. Sheep Goes Left, 100 level pack + new ingame objects + organised menu to do both the packs. (upped to Apple, waiting for release)
5. Sheep Goes Left Lite, albeit cheated 'cos in the end I figured having to make yet another level pack might've killed me! (upped to Apple, waiting for release)
6. Newsletter
7. Sleep!!!

I think I've outcoded myself this week!

I currently have 2 games in mind, and would love to get either of them done by Tuesday, but my brain's turned to mush.
Sorry, we'll have to skip one.

I might re-release the fulll complete Sheep Goes Left (first 100!) WiLMa thing on Tuesday, instead, then. Might as well, it's selling fuck all.
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Daily Blog
Blog
  14th June, 2011
I love it.
There are new features.
There are old features remade.
There are better ways to do things.
Quicker ways to do things.
There's a lovely set of notifications!
The world of iOS5 is remarkably fantastic!

But there are downsides.
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Daily Blog
Blog
  14th June, 2011
On Twitter last night, there was a semi-conversation about how to go about doing AGameAWeek.
Once I'd headed off to bed, I lay and typed this gubbins into the iPod's Notepad thing, and then swiftly forgot about it, until just now!

It's a bit waffley, and probably not entirely intelligible (it was 4am!) but here it is anyway..

If anyone DOES want to give it a go, let me know how you get on, and .. should it become a proper thing, I'll see about making some kind of linkage system.
(reminder to self : You STILL haven't done that for NMcCoy's AGAW thing! You lazy git.. Get it done already!!)

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Gamedev
Blog
  13th June, 2011
Yeay!


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Release
Blog
  12th June, 2011
Note to self : Don't post mp3 urls straight to Twitter.. Foook!
Instead, here's that mp3!

: Download

More info later..
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Daily Blog
Blog
  12th June, 2011
A demo!!?!?!!?!?!

With all the freeware that's on here, the years of making freeware, and the fact that I've only ever made games for the fun of making the games, it's pretty damn unthinkable that one of my games might actually be a demo!
But that's how it's going to be for this one.

I like this game.
I like it a lot!

Last month, this started as a simple remake of a shitty little spike dodging game.
A quicky, or so I thought, to slap onto the AppStore as a semi-sequel to SpikeDislike.
But once I started getting into it, the game grew and grew and grew!

The full game's iOS Appstore release was on Thursday 9th July, and so to compliment it, I'll be posting a kind of demo/port of the game, for Windows/Linux/Mac, as AGameAWeek, this coming Tuesday.

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Daily Blog
Blog
  10th June, 2011
Bonus iOS Game!

For iPhone, iPod Touch and iPad (£1.19/$1.99/equiv.)


View on YouTube

Got an iPhone/iPod Touch/iPad?
Grab Sheep Goes Left!!
Go get it!
It's out now!

I'll be posting the semi-demo half-assed ported to Win/Lin/Mac edition as Tuesday's AGameAWeek, so you can try it out there, but the iOS one's much neater, has nicer menus, lovely swooshy bits, and even contains a wonderful little 20-track soundtrack! (woot!)
Additionally, much like SpikeDislike turned out, the iOS one will be getting the updates, while the Win/Lin/Mac one ends up being somewhat ignored. Not because I'm a mean spirited evil bugger, but because I can't really be bothered to constantly jump back and forth, porting little bits and pieces over and over again, whilst simultaneously building loads of levels, and keeping up with AGameAWeek, too! Far too much at once!
What'll more likely happen, is that I'll get a bulk of the iOS one done (I have about 4/5 releases in mind so far), and then throw all of that into a big Win/Lin/Mac one, once it's all finalised.
Seems less tweaky that way!

For now, if you have the opportunity, go grab the iOS one, and see how far you can get.


ps, yes, it's a Tier 2 price. That means it's twice the price that SpikeDislike was.
SpikeDislike took about a week to make, and is all random elements.
This one's taken a month, has (for me!) decent background art, 20 pieces of music, and 100 levels.
Hopefully that all counts for something!
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Daily Blog
Blog
  6th June, 2011
The other day I played another of those Fire Escape style games.
You know the ones.
They started on the Game&Watch and got remade over and over.


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Release
Site credits : Site built from the ground up, in php, using Programmer's Notepad 2, and a very bored Jayenkai.
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AGameAWeek - Games by Jayenkai