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13th September 2015

Developments


Yesterday I started formulating the main menu of this game.
It's going to work a lot like ChuckABall did, in that there'll be a lot of levels within world, making up a huge collection overall.
But, right now, it's nothing to look at. There's a long line of blue circles with numbers in them, and a starfield in the background, and that's about it.
Views 9, Upvotes 3  
Daily Blog
12th September 2015

Super Mario Maker!

After waiting until 3:30 in the afternoon, the game finally showed up. Bah, humbug!
If you'd like to play some of my oddities, I am (of course) Jayenkai in the Miiverse doohickey.
I *think* it's that easy, anyway. Not sure!

Developments

...Waiting for the game to turn up gave me plenty of time to add a level ending to my levels, which takes the form of a lovely swirly line which teleports you off to the next level.
( width="560" height="315" src...
Views 22, Upvotes 2  
Daily Blog
11th September 2015

Developments


A simple and easy titlescreen has now been added to the levels.
At the moment it simply says World XXXX Y Z, but in future I'll have it showing stats and icons and things, too.
I'll try, of course, not to make it too cluttered, but it does at least need an icon for the level style, alongside a your current number of remaining lives.
( width="560" height="315" src="https://www.youtube.com/embed/C3fL_SbQDNg" frameborder="0" allowfullscreen>Views 77, Upvotes 2  
Daily Blog
10th September 2015

Developments


Yesterday I posted a test version of NeonPlat Adventure 2 over on the OUYA Forum, where people could download and test the game, to see how it is in it's current state.
Of the two commenters so far, I don't think either of them actually have tried it out, yet, which is a shame because in the world of AGameAWeek, I'm going to be ploughing ahead, and any issues they come up with will probably be out of date by the time they tell me about them! (This is why AGameAWeek is usu...
Views 7, Upvotes 2  
Daily Blog
9th September 2015

Developments


( width="560" height="315" src="https://www.youtube.com/embed/z95Cn1S9d78" frameborder="0" allowfullscreen>>
Yesterday was spent tweaking various difficulty settings. There are 11 (0-10) available difficulties being coded into the level generator, and this video shows what happens at Level 3.
Level 0 is easiest, with fewer easier to manage baddies, whilst level 10 is full of spikes and nasty Duck-Turrets.
Today I'...
Views 31, Upvotes 2  
Daily Blog
8th September 2015

Developments


With the music engine at a workable stage, it's time to start adding some extra danger into the game.
Starting with Duck Turrets, and Jack's movements, I'm slowly starting to make the entire game a little harder.
I'll also be trying to come up with a bunch of map-based obstacles to get in the way of the player, too.
Basically, this is the bit that involves a lot of little tweaks, building up to a nice big fuller adventure, and sees me having to try to separate ...
Views 8, Upvotes 1  
Daily Blog
7th September 2015

Developments


The music engine is now in place, and I've converted a bunch of melodies from AL's recent "Liquid" AL Bum.
Thrown into the engine, they're sounding melodically "OK~ish", but those instruments aren't working out, at all.
( width="560" height="315" src="https://www.youtube.com/embed/8opq1w_qZx4" frameborder="0" allowfullscreen>>
Today I'll be experimenting with oodles of different instrument types to see what sort of...
Views 15, Upvotes 2  
Daily Blog
6th September 2015

Developments


I won't make you put up with the current horror show of the game's ingame music generator thing. I managed to get it "working" last night, but the difference between "working" and "not sounding like shit" are somewhat lengthy.
Instead, here's a video of the game with just the sound effects added in, and I'm sure you'll agree, it's quite an improvement.
( width="560" height="315" src="https://www.youtube.com/embed/6nHCA81tDEE" frameborder="0" allowfullscreen>
Views 28, Upvotes 1  
Daily Blog
5th September 2015

Developments


Aaah, Spikes!
(URL "https://AGameAWeek.com/wp-content/uploads/2015/09/NPA2_010.png"><img src="https://AGameAWeek.com/wp-content/uploads/2015/09/NPA2_010.png" alt="NPA2_010" width="704" height="200" class="alignnone size-full wp-image-5006" />
A common feature in videogames since the early days, and one of the great standards of Dislike!
Views 20, Upvotes 1  
Daily Blog
4th September 2015

Developments


I spent most of yesterday working with the pathfinding AI.
The basic idea is that, once the basic level has been generated, an AI player runs through the level, trying to reach the other side.
To ensure at least one of these players survives, a fleet of 32 AI players are sent over the level, and each tries to find the "best" way through.
(URL "https://AGameAWeek.com/wp-content/uploads/2015/09/NPA2_009.png"><img src="https://AGameAWeek.com/wp-content/uploa...
Views 7, Upvotes 3  
Daily Blog
3rd September 2015

Developments


Yesterday I started to put some effort into the "Pre-Game AI Player" stuff. It's going to be a lot more complicated than I'd thought, but I'll try my best to get it working.
I basically need to create a computer player that runs through the level, ensuring that you can at least reach the end without dying.
Along the way, he'll generate a path which I'll use to plant various objects like the Checkpoint flags, and perhaps some evil objects to get in your way.
T...
Views 15, Upvotes 2  
Daily Blog
2nd September 2015

Gameboy Spikes


Do you own a classic Gameboy?
Do you have a flashcart for it?
Then today's (*yesterday) your lucky day!
Views 15, Upvotes 2  
Daily Blog
1st September 2015

Developments


Last night, I started watching a series on Vimeo titled (URL "https://vimeo.com/channels/itvintheface">"ITV In the Face".)
The show is essentially a look back at all the various UK ITV franchises, along with the history of what happened to all the different companies along the way.
Thrilling stuff, I'm sure you'll agree.
But it kept me awake until 5am, this morning, and is one of those "Can't stop watching" sort of TV-History documentary things that I have a...
Views 31, Upvotes 2  
Daily Blog
31st August 2015

Developments


I tried doing some music, last night, but everything I attempted turned out terribly. I guess my spurt of musical talent has run out, for now! Aw well, at least I can concentrate on getting my game done, instead.
( width="560" height="315" src="https://www.youtube.com/embed/d0aJDTgu71k" frameborder="0" allowfullscreen>>
Yesterday I tackled Object vs Object collisions so that thrown weapons could interact with enemies a...
Views 9, Upvotes 2  
Daily Blog
30th August 2015

Developments


More complicated work playing with the level generator, yesterday. I still have LOADS to do, and progress has been somewhat slow, but I'm taking my time and trying to account for lots of different things at the same time.
There are some elements that need to be missed out, this time around. Ladders and "drop down" things simply won't work on a touchscreen, unless I start making the onscreen dpad do up and down, which honestly, I'd rather not do. One single axis is plenty...
Views 7, Upvotes 1  
Daily Blog
29th August 2015

Developments


Jumped back and forth through a couple of things, yesterday, but mostly spent more time working on the level builder.
Things are starting to look a little more varied, and thankfully the addition of vertical scrolling has added a little bit more.
I'm currently worried about making sure the levels are completable, as I haven't yet added an AI player run-through of the level, to ensure it's at least playable. I'll have to do that next, I suppose.
In the meantime...
Views 9, Upvotes 4  
Daily Blog
28th August 2015

Developments


Another uneventful day, yesterday.
I say "uneventful", but what I actually mean is that someone on Twitter ((URL "https://twitter.com/ashervo">@AsherVo)) suggested I try out a new game on iOS, and damn...
Addictive!?
Views 13, Upvotes 4  
Daily Blog
27th August 2015

Nada!


A rest day..
I spent most of yesterday watching YouTube videos and generally lazying about.
I watched (URL "https://www.youtube.com/watch?v=vbt1bz0byUQ">RHLSTP), A couple of (URL "https://www.youtube.com/watch?v=9ddSq5mQhTw">Music) (URL "https://www.youtube.com/watch?v=WBtIpN-a5nI">Videos), as well as spending a good half hour watching (URL "https://www.youtube.com/watch?v=zinQKOhf4vs">a man walking.)
As someone who's stuck indoors most of the time, being ...
Views 7, Upvotes 1  
Daily Blog
26th August 2015

Developments


Last night I added some blocks to the Level Generator, which of course then required me to faff about adding extra rules to the player, and the baddies, and the other objects, to ensure they collide "roughly" correctly with the tilemap.
It didn't take too long to get the basics in, but having to essentially rewrite the rules for half-a-dozen different object types meant for a long and complex bit of work.
( width="560" height="315" src="https://www.youtube.com/embed/...
Views 17, Upvotes 2  
Daily Blog
25th August 2015

Developments


Nothing much worth reporting again, today.
I've still been fiddling about with characters some more, and playing around with their various physics.
I really oughta be working on the level structure a little, so I might stop faffing about with characters and instead focus on the look of the levels a little more. All the pieces are currently coming together to create something a little less special than the original, so hopefully I can find something magical along the...
Views 10, Upvotes 4  
Daily Blog
24th August 2015

Developments


Another lazy day, yesterday.
Well, I say that. I've started to reorganise the enemy sprites into a new set of groups, so that they work slightly better on Android devices. Mostly, I don't want to have that annoying "loading" stutter at the start of every level, and similarly I can't trust loading EVERYTHING into the game at once. (SpikeDislike3 had issues with memory on some devices)
Instead, I'm grouping the enemies together, and starting to organise particular ty...
Views 6, Upvotes 2  
Daily Blog
23rd August 2015

Musical


Seem to be in a musical mood, lately, so I attempted a second "Korg Remix Challenge" thing again, yesterday.
( width="100%" height="450" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/220437954&auto_play=false&hide_related=false&show_comments=true&show_user=true&show_reposts=false&visual=true">>
I don't expect to win, as there are MUCH bett...
Views 18, Upvotes 1  
Daily Blog
22nd August 2015

Musical


Each week or so, Korg send out a newsletter, and for the past couple of weeks I've been trying to ignore their little competition, but last night after receiving yet another email about it, I figured it was about time I gave it a shot.
So, I put down NeonPlat for the night, and turned to my iPad to do some mixing.
( width="100%" height="450" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/220309050&auto_pla...
Views 62, Upvotes 2  
Daily Blog
21st August 2015

Developments


I've added chuckables, so I guess those need tested, too. But without enemy sprites bouncing about the place, there's not much point in having chuckables, so.. umm..
(URL "https://AGameAWeek.com/wp-content/uploads/2015/08/NPA2_005.png"><img src="https://AGameAWeek.com/wp-content/uploads/2015/08/NPA2_005.png" alt="NPA2_005" width="643" height="286" class="alignnone size-full wp-image-4969" />
I added Jack in!
Ja...
Views 66, Upvotes 2  
Daily Blog
20th August 2015

Developments


Tackling multicoloured craziness in HTML5 is NOT an easy task..
Desktop (and/or Android, OUYA, iOS, etc) version
(URL "https://AGameAWeek.com/wp-content/uploads/2015/08/NPA2_004.png"><img src="https://AGameAWeek.com/wp-content/uploads/2015/08/NPA2_004-1024x542.png" alt="NPA2_004" width="604" height="320" class="alignnone size-large wp-image-4963" />
Views 6, Upvotes 3  
Daily Blog
19th August 2015

Developments


Yesterday I loaded up JMTrackr for the first time in .. a LONG time!
I spent most of the day creating a new set of instruments for the engine, and ensuring everything still sounded .."Not awful"
After that, I fiddled with the engine a bit, and am now midway through trying to figure out a way to auto-generate Monkey-Code which includes a multitude of different choons, all in one neat little bundle.
( width="420" height="315" src="https://www.youtube.com/embed/R...
Views 309, Upvotes 3  
Daily Blog
18th August 2015

Developments


Yesterday's task was to get basically collectables, items, that kind of thing to work properly.
I haven't yet added the whole lot, but thought that one useful "collectable" might be a checkpoint.
( width="560" height="315" src="https://www.youtube.com/embed/TOm4G0M6BSI" frameborder="0" allowfullscreen>>
Views 18, Upvotes 3  
Daily Blog
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