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A Relaxed Pace
Blog
24th July 2018
It's been a long long time since I did a bog standard Snake clone, and yesterday's code session reminded me of just how utterly simplistic a snake clone can be.
Today I'll be making the tail follow the player, as it currently doesn't clear out as it goes, making things much harder for the player. Once that works, I'll be adding more tail-pieces as the player eats more, and then coming up with a soundtrack that matches the presentation of the game.
Views 96, Upvotes 22
573
RAWR!!
Blog
15th July 2018
#571 isn't coming together, AT ALL..
No matter what I do, I can't seem to get it to work out.
Either it's too easy, and your bullets are too powerful, and the baddies can't reach you...
.. or it's WAY too difficult, and the sheer insane bombardment of enemies is completely overpowering.
Views 86, Upvotes 24
Daily Blog
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571
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Music
Inverse Difficulty
Blog
14th July 2018
I thought that, for this game, having a string of enemies would result in a more difficult enemy to beat.
Views 96, Upvotes 12
Daily Blog
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571
Enter Your Name
Blog
9th July 2018
@RSKGames says..
This is a comment about the recent feature ''enter your name'' after playing one time.
Views 146, Upvotes 32
2018 Framework
Puzzling
Blog
21st June 2018
Spent all day trying to work out a nice way to generate these kinds of puzzles, and I'm fairly certain that the current method works to within a decent standard.
The general gist will be that you need to walk out a path between the two similar coloured blobs, and that links them up.
A typical colour-path sort of thing.
As stated earlier, I've worked hard to get the level generator to come up with the most fiendish levels possible, but it also makes some nice simpler levels that can be used to...
Views 50, Upvotes 6
369
15th June 2018
This week's game is currently alarmingly difficult.
With all the little bats floating around inside the cramped space, it can be extremely difficult to make simple moves without getting caught out.
Views 45, Upvotes 8
Daily Blog
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567
Collision!
Blog
13th June 2018
Man, I hate writing platform game collision code! Those darn diagonals always freak out..
Views 52, Upvotes 13
Daily Blog
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567
Back to Mac
Blog
10th June 2018
I've been focusing on JNKPlat much more than I should've, this week, and neglecting to get the Metal part of the framework up and running.
That'll be today's task.
Because I REALLY need to do that!
Views 126, Upvotes 39
Daily Blog
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2018 Framework
9th June 2018
JNKPlat 2018A new JNKPlat 2018 adventure is in the works.Views 182, Upvotes 12
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 138, Upvotes 46
2018 Framework
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3ds Homebrew
Not Much...
Blog
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 39, Upvotes 16
Daily Blog
3rd June 2018
Blockman returns in this super-retro dot-munching remake.
Views 261, Upvotes 34
Release
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564
Lazyman's GUI
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 ways to add a bit m...
Views 98, Upvotes 18
564
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 238, Upvotes 60
Playerthoughts
OK, Now What?>
Blog
16th May 2018
I haven't got much planned for this week's game, yet.
I was first waiting to see if a Buffer Drawn Tilemap might be workable, but it seems that it's going to be a missing feature on 3DS.
Views 103, Upvotes 55
Daily Blog
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562
CIA Flapping
Blog
15th May 2018
Flappadiddle Doo - 3DS is now available as a complete 3DS .zip package, containing the .3dsx homebrew file, alongside a .cia file that can be installed directly into a hacked 3DS's frontend.
Hopefully it works ok. If you do try it, be sure to let me know.
Views 90, Upvotes 22
Daily Blog
12th May 2018
Eating bugs, just for fun!
Views 524, Upvotes 39
Daily Blog
A bug in the site..
Blog
11th May 2018
I've just noticed a really odd bug in my site, via the method of visiting another site!
Over at Nintendo Max they've listed Flappadiddle as being from October 2017.
"October 2017? It definitely isn't from then.. Where on earth have they got THAT date from?"
.. I checked my own site, and...
Oh..
The dates on the downloads in the Game Archive Downloads have been wrong since the site rewrite!!!
Views 79, Upvotes 4
Daily Blog
Flappin' About
Blog
6th May 2018
95% of Flappadiddle now works on the 3DS, but it still needs a bunch of tweaking to be done, in order to get it nicely 3DS worthy.
Like the level select menu...
Views 143, Upvotes 11
Daily Blog
Coming Up...
Blog
6th May 2018
With the 3DS onslaught in full swing, and this week's game being delayed, what better time than to stop and pause, and think about the other myriad of things that I'd like to do..?!
Views 128, Upvotes 21
Daily Blog
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2018 Framework
Two Tasks
Blog
5th May 2018
1. Finish off the Franken-Jumper game.
2. Rewrite my giant Array declarations.
.. Oh, and then double check that the new stuff works on all targets.
Views 113, Upvotes 23
Daily Blog
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561
Memory Woes
Blog
4th May 2018
I tried to compile "On a Space Shooting Trail" for 3DS tonight, but it wasn't having any of it!
Seems that my habit of creating giant arrays, at launch, isn't very good when it comes to trying to then run them on the limited 3DS.
It seems that if I "alloc" the big arrays at a later point, they tend to work better than if I try to just declare "I'm having a ginormous array, here!", right at the start of the code.
The task, then, will be to rewrite a significant part of "On a Space Shooting T...
Views 146, Upvotes 30
3ds Homebrew
Half Sound
Blog
28th April 2018
Well, that kinda works..
Views 123, Upvotes 30
Daily Blog
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3ds Homebrew
A Menu Appears...
Blog
13th April 2018
It works, but like I said this morning, I really need to fix the scaling quite a bit to get everything working properly.
But, yeah.. Our familiar Framework Menu! Woot!
Views 128, Upvotes 38
3ds Homebrew
3DS Latest
Blog
7th April 2018
I can now launch, quit, relaunch, requit, re-relaunch, home, resume, sleep, resume, and quit the 3DS Framework, over and over, without it crashing!!
Turns out, I had "gfxInitDefault();" occurring twice. Such is the chaos of my framework, took me bloomin' ages to find the bug.
Views 150, Upvotes 37
3ds Homebrew
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