A brand new game
for Windows, Linux, Mac, HTML5, 3DS Homebrew and more
29th April, 2015
So, after yesterday's realisation that the StarFlips game wasn't going anywhere, I opted to head back to "Larger Project" and see if I could get any more done on it.
Whether I continue with Larger Project, or instead switch to a smaller intermediate project, will be dependent on how much happens between now and.. Um.. Unspecified date!
It took a little work, and probably isn't "quite" what I want, but the basics are in there.
Scrollable menu, lots of buttons, not much else. Simple and basic.
Maybe TOO basic?!
Either way, Larger Project now has a basic menu system, and only (*only!?) requires a good 100-or-so levels to go with it.
28th April, 2015
My laptop's been running slow, sluggish, juddery and .. generally BAD, since some time yesterday, and as much as I hunt the system, I'm struggling to find the reason why.
I think it might have something to do with Windows noticing the Mac on the network, and freaking out, thinking it's going to be replaced!
.. Acting all slow and useless isn't going to get you extra loving, Windows! Learn how to show off your skills, and act like a proper computer!!
Even as I type today's blog, there's stuttering on the screen. This is really rather bad, as far as slowdown goes.
As per usual, bringing up Task Manager only reveals the same issue that it always shows.. That Windows Modules Installer is being shit again.
Gee, thanks for being so descriptive, Microsoft. That helps :
So, for the past day and a half, I've been trying to track this down. I'm still no closer to finding the issue, but it seems to have started some time after that MASSIVE update that came through a couple of days ago.
Anyway, I managed to add some sound effects to "StarFlips" yesterday, and played through a number of levels.
To be honest, I'm slightly bored with the game, and I don't mean in a "Bored of coding it" way. In fact, the game itself is rather boring and uneventful.
As a result, I'm seriously considering scrapping the project, and moving on to something else.
.. I'm doing that a lot, this year. Usually I release any old crap, and see what you guys think, but in this case I don't think you'd want to bother with it.
It's bland, uninteresting, and not much happens.
27th April, 2015
Yesterday, I took the phrase "Sleepy Sunday" and worked the heck out it.
My cat woke me up at 6:15am, and I managed to stay mostly awake until just after 9, when I realised I was too tired to code, and instead went for a nap..
.. A long nap!!
I also had a second nap later in the day, too.
I suppose when you have little/nothing else to do, especially on a Sunday, that there's no harm in having a short nap. But when you have TWO naps, and they're not exactly short ones, you're pretty much wasting the day away.
As a result, not much code-wise happened yesterday. I did get the bullets hitting the bad guys, and balanced out the sheer chaos a little bit, but otherwise the game hasn't really been touched.
I did, however, doodle a few icons, which may or may not make it into a future game's menu system. I'm still unsure how that particular game is going to flow, but it's "The Big One" on the backburner, and these icons should at least help. .. I hope! Maybe..
26th April, 2015
Not a lot of coding got done, yesterday. I continued to fiddle with the new sprites, and got enemies spawning in the level, but then I started thinking about iOS again.
For the past year I've been focussing on OUYA. I've been making all my games controller happy, and as a result, have been neglecting touchscreen controls. I'm not sure why, probably all the AppleWatch stuff that's currently flooding my Twitter feed, but I'm finding myself somewhat nostalgic for the times that I struggled to come up with nice touchscreen based control schemes.
But in order to release onto iOS, I first need to get my Mac up to speed.
Since it's been sat completely neglected for much of the past year, I knew that it wouldn't be a simple case of "Turn on, Compile!" like it should be with Monkey.
Instead, after powering up the Mac Mini for the first time in about a year, I first had to install a complete new OS upgrade (since I hadn't yet installed Yosemite) as well as upgrading XCode.
After a good 4 or 5 hours of mostly waiting, everything had finished installing, and the system was ready to start having to deal with certificates and permissions and all the other gubbins.
.. The system was, but I wasn't! After 4 hours of mostly waiting, I was ready for a sleep.
Today I'll probably faff about some more with the thing, and try out a compilation or two, to see if the system still even works at a suitable speed. The ludicrously tiny 2Gb of memory isn't helping much!
25th April, 2015
Not an awful lot of stuff got done, yesterday, as I was having a bit of an off-day! Ho hum.. They're frequent, so expect a fair number of Daily Blogs to be of the "Couldn't do anything!" variety.
Still, I did bother to grab the iPad, load up Sprite Something, and doodle some sprites for the new game.
I drew a ship, a number of weapons, and some enemies, before heading over to Windows and getting them all integrated into the game.
It didn't take very long at all, but it does indeed make a nice change from seeing all those blinkin' circles everywhere.
Next up will be putting the enemies into the game, and figuring out some kind of level progression/objective. (Which, IIRC, was yesterday's goal!)
24th April, 2015
Welcome to the new daily blog section of AGameAWeek.com. I could do with reorganising the layout of the site, if I'm honest!
YesterdayYesterday I did a few odd little bits and pieces. I got "bombs" to work in the new engine, and managed to get a feel for the game. So far, so good. I think!
..or at least, assuming the rest of the game falls into place!
Next I'll be adding some enemies, and working out the pacing of the levels.
I also spent a bit of time making a new AL Choon.
Precarious Jogging is the 10th track from his Precarious AL Bum, and is a slightly slower piece.
23rd April, 2015
Bah, it's Thursday, already, and I've still not gotten a proper start on this next game.
You know what, this whole "Gap Year" thing... .. It's not working out, is it?
Instead of coding with a vague deadline, I'm spending every day doing nothing, relaxing, and generally being a lazy bum.
I'm supposed to be working on SOMETHING, but instead I've watched an entire season of Castle over the past few days. And this is roughly how my days are going, lately.
TV watching, resting, playing Words With Friends, and generally being a lazy Munky.
Gap Year was intended to help me achieve larger games, and try new things. Instead it's helped me waste day after day, and get next to nothing done.
I need a new plan.
I'm currently doing a Daily Platdude Pixelart (see here) which is going well, so I figured if that can happen daily, then other stuff might as well get thrown in, too.
As of tomorrow morning, whenever I post the Daily Platdude Pixelart, I'm also going to try to write a Daily Blog.. I've attempted Daily Blogging on MANY previous occasions, and they usually go well for a day or two, then get forgotten about. But this time, I'm already setting aside an hour or so each morning to do the Daily Pixelarts. .. If I use up the remaining time to blog, every single morning, then I might actually end up making something decent out of the whole thing.
And, hopefully, I'll force myself into actually DOING something during the rest of the day, so that I've actually got something to write about in the morning.
Or at least, that's the plan, anyway.
If you'd like to help out, you can head here.. It's the new improved Suggestion Box. Feel free to pop any random crap into the box, be it a pure game suggestion, an improvement to an old game, a bug report, or just a lovely message. Anything goes, and I'll add it's output to my daily blog, assuming I get any posts!!
So, there we go.. That's the plan.
Tomorrow I'll start a daily blog, and we'll see where that takes us.
AGameAWeek : Year 7 : Attempt #4?!
19th April, 2015
Another big gap, as I try to figure out what's happening next. I figured you guys oughta be kept up to date with current goings on, in the world of AGameAWeek, so here's a rough bit of blogging so that you can vaguely assume you know what's going on!
Current projects are..
1. Kee Bo Ard Go Deep
Another sequel in the Kee Bo Ard collection. I've so far built a fairly capable engine, but am struggling to decide exactly what I'd like to do with it. I've got the game up to a "You can complete a level" point, but the levels are currently bland and unexciting. As such, the game's been stuck in limbo for a couple of weeks, and I'm not sure if it's going to get any further than that.
I'll probably abandon it, even at this fairly late stage.
2. Something Unknown
I have an idea of what I'd like this game to be, but at the minute it's all a little bit haphazard. I think the game needs more time in the Oven of Insanity, before it's ready to reveal itself. At the moment, it's four controller controlled ships that float about the place, and not much more than that.
Basic issue.. I sort of know what I'd like to do with it, but haven't yet decided how best to do a big giant scrolling tilemap that I can split-screen, smoothly, for up to four players! Yikes!!!
3. Something Flippy
I started this game, this morning, after an odd dream popped it into my head. The controls seem to be working, but will the game? Only one way to find out!!
Other recently abandoned projects include..
Although this game started off well enough, it hit a brick wall. I need to add more thought into the way the game's built up, this time around, as it requires a couple of extra components to get everything flowing well. I'm leaving it on the backburner until it's ready.
2. Voyager Flight
Back in my Amiga days, I wrote a silly little Star Trek game, where you had to guide Voyager home through a wormhole, without hitting the ominous splodgy balls..
I keep meaning to remake this game, but would like it to make a little bit more sense than "Dodge the giant balls!" That requires art!! Eeeek!
3. Platdude in The Flower Garden
I've completely forgotten what I intended for this one, but I've made a folder, and drawn some flowers. .. *shrugs*
So, that's what's going on. Or rather, not!
It's odd that giving myself more time for each game is seemingly resulting in LESS output. I'm not entirely sure why that is, but I'm still assuming it's something to do with having overdone it over the past couple of years. I've written over 90 games in the space of two years, and realistically, that's a LOT of stuff!!! If you consider that I also tried not to repeat myself too much, it becomes quite a substantial number.
And even now that I'm struggling to produce anything, I'm still finding myself looking back at the past couple of year's worth of Monkey-X games, and thinking "Nah, that's too much like X/Y game".
The next game is around the corner, though. I'm certain of it! I just need to buckle down, and get some proper coding done.
Hopefully there'll be a game here by the end of the month.
Wish me luck!