A brand new game
for Windows, Linux, Mac, HTML5, 3DS Homebrew and more
10th August, 2013
I'll try not to make a habit of making iOS Pay-For apps the "Weekend Retreat" thing, but there's something to be said for having decent iOS games that charge you upfront, rather than slamming adverts into your gameplay, and IAPs all over the damn place..
So.. Yeah.. If a game's good, it's good!!
6th August, 2013
As we near adding game #300 to the Archive, things are getting a wee bit chaotic in my Dev-folder.
Games are being started, then largley ignored, as I constantly jump from project to project in a desperate attempt to find "That special something" which will do for #300.
So far, nothing big has turned up, so, with only a few weeks until we get there, I've still no idea exactly what that game might end up being.
Still, it's a fun trip, and this week's game idea comes courtesy of Twitterer @GameProducer
6th August, 2013
2nd August, 2013
Foppy's (@FoppyGames) finally released his lovely little retrotastic Grand Prix game!! o/yeayo/
It's a good old fashioned 3D-in-2D styled racing game.
Looks like Pole Position..
Feels like Pole Position..
Complete a lap before the time runs out, and then continue to do that until you can't do it no more!
Scores are based on distance travelled, and cars passed.
30th July, 2013
Although this week seems like a quick re-use of old sprites, I can assure you that they are in fact a completely different set of sprites!!
Brand new Puzzobomb sprites, ready for an all new Puzzobomb game!
But before I tackle the lengthy process of making a whole bucketload of levels, let's see what it's like without any levels at all...Read More
30th July, 2013
28th July, 2013
Yet again, my lack of forward planning has resulted in me coding myself into an awkward corner. This time with NeonPlat.
NeonPlat 1 & 2 occurred on the PC. NeoPlat exists on the DS and is features entirely different gameplay mechanics. NeonPlat Adventures takes things even further! NeonPlat Classic is on iOS and uses Tilt controls.. And then there's NeonPlat Raw on Android/Windows which uses touch/key controls, but has no moving platforms.
There's a whole lot of variety for a single game!
I have, on my todo-list the words NeonPlat Extreme.
The plan was, to follow up NeonPlat Raw with a bigger better version with extra gamemodes, like how NeonPlat 2 is a bigger version of NeonPlat 1.
I'm not 100% sure where I'm going to take it, but let it be known that, somewhere along the way, it's going to happen.
If there's anything in particular that you'd like to see, stick it in the comments below.
27th July, 2013
@Madgarden's wonderful little retro shooter has finally been released to iOS, this week, so that's getting the Weekend Retreat treatment!
It makes quite a change from AGameAWeek's fast pacing and insane difficulty levels, as you leisurely float from side to side, gently blasting away at the bad guys!
23rd July, 2013
The BoopyBots return, to dance in this week's teensy little game.
Yes, it's a quickly cobbled together game, and it isn't all that big, or clever.
What can I say, I've been doing a lot of background stuff!! Crazy times ahead.
18th July, 2013
I don't give up, very often, but on this occasion, it's unfortunately going to happen to my big Month-Long project.
I seem to have narrowed the problem down to the following issue.
... Wasn't hard enough!
It seems that, nowadays, I can only tackle a project if it's got enough of a challenge attached.
Either a game has to be coded in a stupidly small amount of time, or the game needs to have lots of new things required, to keep my interest held.
16th July, 2013
This week's game was suggested as a silly idea by someone who plays Words With Friends against my mum!!
The two started chatting about Spiders, or something, and the idea of battling spiders with toothpicks somehow came up.
I'm not quite sure, it all seemed a bit odd and random, but in the spirit of AGameAWeek, here's a game of it!!
16th July, 2013
13th July, 2013
I was going to post about @Madgarden's upcoming shooter "Chillaxians", this week, but when I asked him if it was safe to post it, he replied .. "Well I dunno, not done yet, heh."
So, guess that's not happening, then!
Still, follow him anyway, the game's looking great!
Instead, here's @GlenMcNamee's latest PlayMyCode game, which is a platform/math game.
You can play Number Runner here in your browser.
12th July, 2013
In yet another example of AGameAWeek Gold plucking out examples of games I'm currently reworking, here's a great little blast from the past!
AGameAWeek Gold is our occasional dip into the pool of previously released games, taking a look at what I've previously released on this day in history.
9th July, 2013
This week's game is a lot like last week's game, only slightly more colourful, and with baddies that come at you!!
Apologies that I wasn't more imaginative, this week!!
5th July, 2013
Over the years, @Spinal_Cord has continued to perfect the stylings of the top-down maze genre.
Taking his cues from an old C64 game he once played, Sensitive, he has created a whole host of variations on the theme over the course of his time doing game-dev.
His latest effort in this genre sees him using the Monkey language, along with some lovely simple 2D commands, to generate a faux-3D look, which wouldn't look out of place in an old-school tech, or scene music demo.
4th July, 2013
The great big 1.5 update of SpikeDislike2 is now available from the Android or iOS App Stores.
This version brings the HUGE end mode, Choose Your Own Dislike, which features all those lovely options that the original game had, along with a couple of new ones.
SpikeDislike2 v1.5 is available for iOS and Android. If you've already got it on your device, visit the store to check for updates.
I've enjoyed the development of SpikeDislike2!
What started, originally, as a simple minigame in an Advent Calender quickly took on a life of it's own, and the iOS version became a favourite for those who bothered to look beyond it's crappy graphics.
But with an overly complex option screen gave a multitude of different scoreboards, and although that worked in a pre-GameCenter world, the second I came to integrate GameCenter, the whole project suddenly hit a wall.
How could I cram all those options into GameCenter's limited scoreboard methods?
The answer was, of course, that I couldn't. And so SpikeDislike slowed to a crawl, as new ideas simply couldn't be fitted into the chaotic sprawling mess of icons that was the menu system.
It had started so well, but GameCenter broke my game.
3rd July, 2013
Over the course of July, I'll be working on a nice new edition of RetroRaider.
It currently looks a lot like the old versions, but I'm hoping to tweak things quite a bit, this time around.
No idea how well this'll turn out, but .. It oughta be good!
So, in honor of July being RetroRaider month, here's a nice new RetroRaider Desktop.
Click for MASIIVVVEE (3200x3200)
Estimated Time of Arrival : Let's say July 30th!