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9th June 2018

JNKPlat 2018



A new JNKPlat 2018 adventure is in the works.

Views 171, Upvotes 6  
Daily Blog
Hmmmmm... Blog
9th June 2018
Maybe I'm coding this wrong, but I swear I'm doing everything the way I'm supposed to!!

Views 76, Upvotes 27  
2018 Framework , 3ds Homebrew
Hmmm... Blog
9th June 2018
Saturday.
My "week-off" is nearly over.
As I look back at what I've achieved this week, I'm somewhat astounded by how little I've managed to get functioning correctly.

Views 72, Upvotes 21  
Daily Blog , 2018 Framework , 3ds Homebrew
8th June 2018
At the same time as I'm trying to get the Mac/iOS Metal stuff to work, I'm also trying out lots of techniques for tilemaps on 3DS.

Views 26, Upvotes 2  
Daily Blog
7th June 2018
...you must first, Break EVERYTHING!!!

Views 62, Upvotes 16  
2018 Framework , Apple Fixes
7th June 2018
Yesterday was all about planning, as I took a few important steps towards recoding the framework to work with Metal.
Lots of little chunks of ideas, setting aside methods and preparing to sit and do the coding.
The intention was to get everything ready and then spend last night actually sat at the Mac getting things up and running.
I was ready to get going, so headed upstairs for "Evening Session" coding time, and then...

Views 32, Upvotes 14  
Daily Blog
6th June 2018
Today I'm going to reattempt the "Draw tiles to a buffer, draw the buffer" stuff.

Views 25, Upvotes 6  
Daily Blog
5th June 2018
I spent quite a while, today, trying to come up with a nice fast tilemap technique for 3DS.
On the Desktop edition, I can draw to a buffer, then draw the buffer to the screen, but due to memory limitations, that's not quite as easy to do on the 3DS.
I've tackled a few different ways, already, but none of them seem to be helping in the speed department.
Essentially, I'm getting about 30fps out of a screen full of 8x8 tiles, which is absolutely horrendous when you consider that I...
Views 37, Upvotes 4  
Daily Blog
5th June 2018
God damnit, Apple..

Views 69, Upvotes 29  
Daily Blog , 2018 Framework
4th June 2018
I'd love to tackle a new Alien Deathmatch sort of game, but I'm not really sure which way to take it.

Views 27, Upvotes 3  
Daily Blog , 565
3rd June 2018
Blockman returns in this super-retro dot-munching remake.

Views 202, Upvotes 27  
Release , 564
Chock? Blog
3rd June 2018
<iframe width="100%" height="300" scrolling="no" frameborder="no" allow="autoplay" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/452912940&color=%23ff5500&auto_play=false&hide_related=false&show_comments=true&show_user=true&show_reposts=false&show_teaser=true&visual=true"></iframe>


Views 25, Upvotes 2  
Daily Blog
2nd June 2018
I've got a quick pathfinder working on Blockman Gets "Something", now, so all levels should be bearable, with targets that make sense and are indeed possible.
Might be insanely hard to find that path, but I'm fairly confident that it's working the way it oughta be.

Views 50, Upvotes 7  
564
2nd June 2018
I spent most of yesterday trying, over and over, to get the regular standard mode to feel right.
After hours (literally hours!) of playtesting, I'm fairly sure now that the basic levels are at least mostly beatable.

Views 45, Upvotes 7  
564
1st June 2018
I spent ages yesterday finding the right balance.
Playing Blockman Gets and Blockman Gets More, there's a distinct feeling that something's missing from More.

Views 46, Upvotes 9  
Daily Blog , 564
31st May 2018
A rather productive day, today, as most of the audio got finished off, the level creation worked out well, and 3DS controller tests now feel much more comfortable.
I'm now trying to come up with interesting concepts that might expand the basic game, but as usual I'm worried that doing so might break the very logic of the game. I'll really need to think hard about what does and doesn't work in the game, and might even split it into its own "arcade mode", rather than break the main game...
Views 78, Upvotes 6  
564
31st May 2018
I mostly switched off, yesterday.

Views 23, Upvotes 4  
Daily Blog
To Atari Blog
30th May 2018

Views 19, Upvotes 4  
Daily Blog
error_log Blog
30th May 2018
It seems that if you have a .php file inside a folder, then it gets its own error_log file, meaning all this time I've been having a little error log grow inside an old abandoned folder, because I forgot it had a broken .php file in there!
.. Oops!!

Views 26, Upvotes 4  
Daily Blog
29th May 2018
Spent most of today trying to find the right feel for the controls.
I'm still not 100% happy with them.
Although they feel ok with the tapping of keyboard keys, they feel totally wrong when trying to play with a DPad, which is odd, because I tend to think of those two things as being very much the same thing.
Anyhoo, other than that, the game seems to be coming along nicely, although I've yet to add anything new into the mix.
I'm currently trying to think of interesting w...
Views 78, Upvotes 10  
564
29th May 2018
The gameplay fits nicely into multiple screen resolutions, but what do I do about the main GUI?

Views 57, Upvotes 8  
Daily Blog , 564
28th May 2018
Boy, it's not fun trying to doodle a bunch of mazes for Blockman games.
I HOPE that I'm sticking with the current 25x15 maze size, because having to remake all these maps would drive me slightly crazy.

Views 46, Upvotes 9  
Daily Blog , 564
27th May 2018
Going through my list of "games I probably should do using the new C++ Framework"..
I should probably do something a bit like this..
Thoughts?!
I think I'll strip it back to the original "just a plain puzzle game" mechanic, and then see where I can go from there.
Views 28, Upvotes 5  
Daily Blog
27th May 2018
After every game's release, the influx of feedback is intense!
Let's see what @RSKGames thought of this week's game.
@RSKGames
Overview: A fun little endless side scroller with lot of jumping and endless supply of enemies.

Views 130, Upvotes 29  
Playerthoughts
27th May 2018
I'm not 100% sure about those trees...

Views 81, Upvotes 25  
Daily Blog , 2018 Framework , 3ds Homebrew
26th May 2018
Have a super squashing time.

Views 244, Upvotes 27  
Release , 563
26th May 2018
Whilst rushing to complete this week's game, I found myself with less than an hour's battery remaining.
I quickly opened up two virtual boxes, Linux 32 and Linux 64, and rapidly compiled both versions of the game.
I then compiled the Win edition, and 3DS, too.
Then I opened up the Mac via Remote Desktop, only to find it wanting to do a bazillion updates.
Views 23, Upvotes 5  
Daily Blog
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