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30th October 2015
DevelopmentsFeedback from PlayJam suggests that my newest controller code is still causing some kind of lagging ingame, when more than one player's connected at a time. An ultimatum, then. If I can't get it fixed by Monday, then that's it.. I can't fix it, and it's an issue to be dealt with later. I've spent about 2 weeks, straight, trying to solve this one single issue, and I realistically can't keep focussing on it, especially if I'm also trying to get an Advent Calendar AND NeonPlat's C...Views 85, Upvotes 13
Daily Blog
21st October 2015
(URL "https://AGameAWeek.com/Pixelart.php?img=294">
Daily Doodle : Plat To The Future<img src="https://AGameAWeek.com/iconz_512/0294.png">![]() Views 18, Upvotes 5
Daily Blog
19th October 2015
DevelopmentsThe new FlarePlay (PlayJam's GameStick replacement) thing is apparently having issues, and crashing a LOT with my games. I'm hoping to fix them up during a second pass through the 42 games, and for now am simply uploading as-is until I can fix them all up. But at the moment it's looking like I'll need to have a GameStick version and a FlarePlay version of all my games, which is a bit of a pain in the arse, if I'm honest! The whole point of the fixups was that these would be "Andr...Views 17, Upvotes 4
Daily Blog
17th October 2015
First thing's first, please be aware that I'm not compiling with sales in mind.
With sales/IAPs, you'll need to do all manner of extra stuff like managing purchasable items and ensuring your code handles them correctly.
This might break if you have IAPs!!! Untested!!!
1. Select OUYA target, and compile.
2. Head into build_folder/android_ouya/res/drawable-xhdpi
Here you'll find the regular icon, and the OUYA Dashboard icon.
Replace/doodle as necessary.
3. Compile again.
4. Head into build_fo...
Views 52, Upvotes 5
Daily Blog
16th October 2015
DevelopmentsTearing my hair out over the Android Controller stuff. I can *nearly* get it working, but it's still playing up on that Archos Gamepad. I've now managed to somehow get the Archos' controller to control THREE players simultaneously, which is entirely the wrong bloomin' way 'round!! Today I'll probably strip everything back to basics and redo-from-start. That usually helps.. ... Sometimes. No new music, no new game stuff, no nothing. I've been super-focussed on the control...Views 20, Upvotes 7
Daily Blog
9th October 2015
DevelopmentsHow long have I been coding NeonPlat Adventures 2? Because last night I only just got around to adding moving platforms, and that was one of the first thing I wanted to add to the thing. Grrrr. All this OUYA-Recompile stuff is certainly taking it's toll on getting the newer things done. Other things I wanted to do this year include getting an online scoreboard system working, making a new version of The Gear That Works, and of course making a new Advent Collexion, as well as g...Views 31, Upvotes 8
Daily Blog
Y7 - D275 - Flu...
Blog
2nd October 2015
DevelopmentsSuffering, yesterday, as a runny nose took control, and left me really not in the mood for doing much of anything. Hurray.. : I spent what dev-time I could manage, working on Greenie's Mini Quest/Little Adventure. For starters, I gave it it's proper original name! Always seemed silly that the game should have two titles, so I settled on Little Adventure, since that was the name in the logo. (eg, that was easier!!) Next, I tackled the level generator, making levels a little to...Views 20, Upvotes 6
Daily Blog
30th September 2015
DevelopmentsI got a new "Timer or Event" bar under the score, in NeonPlat's Cosmic Adventure, which either displays a depleting timer for things like Shields and Speedups, or a set of blocks when displaying weapons and whatnot. It's a fairly simply little bar, and isn't much to write home about, but there it is! Meanwhile I'm also finding (or rather, other people are finding..) a weird quirk with some of my older games, on some Android devices. It seems that upon first load, the games occa...Views 22, Upvotes 7
Daily Blog
Y7 - D271 - A Logo
Blog
28th September 2015
DevelopmentsNPA2 is now NPCA, as it finally finds a proper title, "NeonPlat's Cosmic Adventure". I spent about 5 or 6 hours trying out various programs desperate to find a nice way to get a properly designed logo that would curve around the edge of the planet. In the end, I did what I usually did, and opted to just do the bloomin' thing myself. Ingredients 1. (URL "https://blitzmax.com">BlitzMax) 2. Selection of Fonts from (URL "https://www.1001freefonts.com/">10...Views 24, Upvotes 9
Daily Blog
27th September 2015
DevelopmentsYesterday I spent far too long attempting something that, inevitably didn't actually go anywhere. As I continue on my alphabetised fixups of OUYA games, I found myself reaching Boxsplodings. I've never been happy with the fact that there are "only" 64 levels in this game, and last night I attempted to make a random level generator for the game. Unfortunately, all resulting attempts ended up looking boring, dull, and somewhat similar. More work on that, in the future, I reckon. ...Views 19, Upvotes 6
Daily Blog
21st September 2015
DevelopmentsYesterday was spent doing four tasks. 1. Converting recent ALChoons to work with NeonPlat's ingame music engine. Not all of them were a success, mind! Some of the more frantic choons ended up being a bit of a mess, so have been scrapped. 2. Recreating some of the "Hat" powerups from NeonPlat Adventures 1. I've now turned all 6 of the turret enemies into "8 bullets" hats. I'm not sure how to display "bullets remaining", as at the moment, the character's looking a bit .. um.. ...Views 18, Upvotes 8
Daily Blog
Y7 - D262 - "QUIT!"
Blog
19th September 2015
DevelopmentsAfter finally getting my Forge/NewYA stuff working, I figured I should let TeamOUYA take a look at what I've got so far. The feedback was roughly "Needs an Exit button". Because the Forge doesn't have the big obvious "OUYA BUTTON" that the OUYA controller has, it's much harder to assume the player has a single button to exit the game. As such, I spent a fair amount of time, yesterday, adding a Quit button into my frameworks. I now need to replace old menus with new menus, incorp...Views 18, Upvotes 4
Daily Blog
11th September 2015
DevelopmentsA 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>![]()
Daily Blog
9th September 2015
Developments( width="560" height="315" src="https://www.youtube.com/embed/z95Cn1S9d78" frameborder="0" allowfullscreen>![]() Views 49, Upvotes 8
Daily Blog
Y7 - D247 - Paths
Blog
4th September 2015
DevelopmentsI 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/uploads/2015/09/NPA2_009...Views 20, Upvotes 9
Daily Blog
31st August 2015
DevelopmentsI 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>![]() Views 19, Upvotes 6
Daily Blog
30th August 2015
DevelopmentsMore 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 for mo...Views 17, Upvotes 6
Daily Blog
Simple and Clean
Pixelart
#236 -
24th August 2015
Views 107, Upvotes 22
Jpop
,
Utada Hikaru
,
Hikari
24th August 2015
DevelopmentsAnother 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 types of enemies...Views 17, Upvotes 7
Daily Blog
Y7 - D230 - Check!
Blog
18th August 2015
DevelopmentsYesterday'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 29, Upvotes 7
Daily Blog
15th August 2015
DevelopmentsDidn't get an awful lot of stuff done, yesterday. I attempted to code, but leftover migraine seemed to be hammering away. I find that my migraines come in waves.. They usually last over the course of about 3 days, with days 1 and 3 being the worst, and day 2 being the eye of the storm. A calm, easy to cope with, day. Yesterday was Day 3, and as such I ended up sitting on the couch, reading Twitter and not getting an awful lot done. ( src="https://vine.co/v/edT1ujmI7uW/embed/...Views 75, Upvotes 7
Daily Blog
13th August 2015
Three years ago, I posted <a href="https://AGameAWeek.com/2012/08/home-again-home-again-jiggity-jig/">this post</a>, all about my time in and out of hospital having a rather large splodge of evil-stuff removed from the middle of my head.. It's become something of an annual ritual to post a similar blog each year.
BalanceMost of my current health problems stem from a lack of balance. The head is a fluid-filled place, and it all tends to slosh about in there, but it's all...Views 116, Upvotes 30
Health
13th August 2015
DevelopmentsGeneral rule of thumb. If you have a migraine, STOP CODING!! It took me about half an hour of confused bafflement yesterday, to figure out why a simple "Create a line of floor tiles" was completely refusing to work properly. As it turns out, I was making a completely stupid schoolboy error. I was doing (Y*Height)+X instead of (Y*Width)+X, when referencing my array, which was causing all manner of tile-based issues along the way. How incredibly silly of me! Once I realised ...Views 39, Upvotes 6
Daily Blog
6th August 2015
Melodical DevelopmentsLast night I re-rendered and uploaded the entire (URL "https://archive.org/details/PrecariousAlBum">Precarious Al Bum to Archive.org) Annoyingly, I forgot to trim the tails on the tracks, so they all end with about a half-a-second of silence. Ooops.. I'll have to poke around in Archive.org's settings and see if I can update the files, but I imagine they're probably going to have to stay like that. Aw well.. Meanwhile, I also created a new track for the Liquid A...Views 22, Upvotes 7
Daily Blog
2nd August 2015
DevelopmentsI could've sworn I did SOMETHING, yesterday! ..but can I remember what? I should probably jot these things down, as I go! I know I had SpikeDislike3's source open for a bit, but then I also had BlastTrax's source open, too. If I want to update BlastTrax, I first need to upgrade it's framework, and then add some music. hmmm. Then I messed about with Arcade Slots. I do enjoy Arcade Slots, but other people still hate the "randomness" of it all. Weird.. So, yeah, I actual...Views 22, Upvotes 8
Daily Blog
27th July 2015
DevelopmentsDrawing silly pixelart characters is one thing. Having to animate a horse!? That's a whole other thing!!! Over the past week, I've animated a cat, a dog, and now a horse, too. I'll admit that, having animated the horse and got it into the engine, I then closed the laptop and opted to play games for most of the rest of the day, instead. Animating really takes it out of you, even if it was only 6 entire frames of animation!! I just don't have the stamina for animating. It wea...Views 19, Upvotes 5
Daily Blog
26th July 2015
Developments(URL "https://AGameAWeek.com/wp-content/uploads/2015/07/SyncComplete.png"><img src="https://AGameAWeek.com/wp-content/uploads/2015/07/SyncComplete.png" alt="SyncComplete" width="348" height="289" class="alignnone size-full wp-image-4884" />![]() Views 44, Upvotes 8
Daily Blog
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