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21st July, 2014
For a limited time only, a select few AGameAWeek games are 100% off, on iOS!
Until July 23rd (2014!) four of my more recent iOS games are free, because.. Um.. *shrugs*
Blockman Worlds is a puzzle arcade game. Try to rescue the Blocklets without blocking yourself into a corner.
Disc Blaster is a lovely glowy shoot-em-up, set inside a petri-dish type arena, battling the evil microbes.
Spiky Tower sees you trying to reach the top of the tower, whilst avoiding the ever dangerous Spikes.
and BlastTrax is a straight forward, on the rails shooter, on a super colourful rainbow road!!
My sales figures of late have been staggeringly low, so in a futile attempt to advertise, I'm doing the only thing I can afford to do, and making a nice little pack of my games available for free for a limited time.
Will it help perk my sales figures? Or will it be like the other times, where Bucketloads of people will get the games for free, as will the pirates, who will then slap my games onto pirate sites, so that nobody will ever bother paying for them ever again..
.. Probably the latter, if I'm honest.
Aw well, never mind.. At least folk are playing..
Enjoy my games!!
21st July, 2014
After a week or so of tweaking, testing and preparing, I've finally settled on a nice PaperArcade template, and have started uploading the lovely little papercraft models into my Archive.
These will be done weekly, along with the games, and older ones will be sporadically generated as I find time, and/or are bored!
If there are any particular games you'd love to see a PaperArcade for, let me know in the comments.
You can find all the PaperArcade enhanced titles here. Click into the title, and there's a PaperArcade link within the bonus assets section.
(The filter is currently on the sidebar, under "fun tags", until I find somewhere nicer to put it!!)
Remember that, when doing papercrafts, the thicker your paper, the easier it is to build!! (I've found that photo paper seems to work reasonably well.)
If you print and build any of these, be sure to send piccies!!
16th July, 2014
14th July, 2014
OK, I think I've worked out most of the kinks in my papercraft arcade machine. Previously...
There are still a few niggly bits, most notably that top bit, where you can't quite wrestle it into place without getting gobs of glue everywhere.. And there are oodles of little white gaps everywhere, which I really oughta sort out, but if I'm honest, that's probably more down to my crappy hand-eye co-ordination at the minute. (Shaky hands makes for terrible cutting and glueing!)
Also, thicker paper helps. I've used HP Photo Paper this time, instead of generic flappy crappy stuff. The extra solidity helped all the bending, although that inner-curve where the screen sits at the back, has left a strange "tear" effect. *shrugs*
Still, it's a darn sight better than the last failed attempt. I'm definitely getting better at this.
Make Your Own
Click for LARGE!Read More
14th July, 2014
I wonder what on earth the mystery object could be!?!?
Print out, and piece together to find out!
Click for Bigger
(*NOTE : This post is not meant to be taken seriously!)
13th July, 2014
A quick test..
I recently bought a nice new printer, and figured it might be nice to design a little Arcade cabinet thing.
Bloody fiddly bastard! I didn't quite have the patience, so gave up trying!!
If I'm honest, it'll probably fit together nicer if I didn't use such flimsy paper, and goopy glue, but.. What the hey! It almost worked, and future attempts should be marginally less crappy!
Build Your Own
Click for ludicrous-size
How I Created ItI used Sketch Up to design a simple white cabinet model, then Pepakira to "unfold" the model into a nice white paper-cut-out template.
Next I recoloured all the faces, saved it as a png, and rewrote a fairly significant chunk of my Icon Resizer to take the logo, icon, and some screenshots, and then piece them all together around the cabinet, using the different coloured faces as guides.
The image is then saved as a 3200x3200 pixel .png which you can simply print off, and then faff about with for FAR too long, trying to piece the thing together.
Hopefully my next attempt comes out a little better!! I'll let you know.
If you attempt to build the model, let me know! Send pics
6th July, 2014
As I sit here trying to code this week's AGameAWeek, I'm struggling.
Not because I don't know what the game's supposed to be. I actually have most of the game planned out in my head, and I think it might be fun, but something else is butting in.
For some strange reason, I can't stop thinking about NeonPlat Adventures.
I'd like to make "Greenie's Communication Tower", but each time I open the code, I instead find myself thinking about the complexities of Platform World Generation, and how much fun I found those early days of building NeonPlat Adventures!
I can't seem to get it out of my head, and .. as of this moment, I've closed the "382-GCT" folder, and instead created a "383-Adventures" one.
Current thinking is that the game will probably be a standard world, rather than NeonPlat one, in that I'll need to draw tiles and things instead of relying on neon glowing stripes to cheat my way through things.
I'll need to draw plenty of world themes, and create a whole swarm of new enemy creatures.
It'll require some kind of world/map system, with a nice "infinite levels" structure, which somehow looks vaguely formatted like the old Calendar version was.
And then there's the level layout thing. That'll need redoing from scratch, because I've a couple of tweaks to consider along the way.
It seems my head's in the right place to start this, and no matter how much I want to carry on with the regular AGameAWeek schedule, I'm going to have to divert from the normal style, to go ahead and do this slightly different task.
I've no idea what this'll end up looking like, and if I'm honest, it might not even be Platdude once all is done.
In all honesty, I've no idea where this one's going to end up.
Prepare for Brand New Adventures..
More news as it happens.
3rd July, 2014
Seem to be in a bit of a coding-lull at the minute.
I'm also not doing much music, or even silly doodles on twitter, or really much of anything.
Seem to be at the unimaginative apex of the year, or something..
I had a game idea planned for this week, but I've barely touched it, instead opting to laze around the house, sleeping far much more than I oughta, and spending the time watching odd bits and pieces on YouTube.
If there's no resulting game, this week, blame it on sheer bone-idleness.
Normal service will resume when I can be bothered!
29th June, 2014
This week, I started a game with ducks.
Having spent most of last week thinking about OUYACentral/Brew's "Lester and Ralph" game, I was looking forward to making some kind of game which made use of both thumbsticks to control two characters at once.
I'd already given up on Lester and Ralph, since there wasn't any realistic way I could fit it all into a single week, but I carried on with the twinstick control thing, and brought it down to a more manageable scale.
Ducks (and Swans) on a blue pond seemed like a good idea.
Left thumbstick controls the Ducks, right the Swans.
I added a single obstacle into the pond, and attempted to guide both characters around it, at which point the game started to fall apart, as the ambidextrous nature of the controls became all too much to handle.
Over the course of this week, I've tried tweaking and rejigging the controls to get it to feel better, but at no point has that been successful.
It seems a shame to waste a week's worth of work, but sometimes things just don't pan out like you expect them to.
Game Fail : I'll go back to standard simpler controls, next week!
28th June, 2014
This week's game has been started, but progress is slow. There's no particular reason for this, just that my mind doesn't seem to be in a game making mood.
Instead, I've been playing Mario Kart 8 and Tomodachi Life, as well as faffing about with various website tweaks, and doing other none-productive things.
I guess my mind must need a rest or something, as I seem to be taking a lot of breaks lately.
Hopefully, I'll be back in action by next week.
See you then!
23rd June, 2014
This week, I got a new phone, and so game-dev took a bit of a back seat. As a result, this game isn't quite as good as it could've been, since it's missing a fairly significant part.
21st June, 2014
This month's "Platdude In" game is going to be a good old fashioned Joust-ish game. The rules are slightly rejigged in a usual AGameAWeek style, and things are fast and furious, but all the essentials are in.. Flapping, Bumping, Killing. Sorted!
I'm currently fiddling with my standard controller code to get it working with two players, for the co-op and battle modes. I won't be adding players three and four any time soon, but figured I oughta at least add a player two into the mix. It's all a bit of a mess right now, though, so if the game ends up being single-player only, know that I did at least try!!!
Tuesday : Platdude in ... Battling Ostriches
20th June, 2014
A graph of all the available data from the Archive. May not be entirely accurate, but shows approximately that I've gotten better at scheduling AGameAWeek. As it reaches 2013/14 it all gets a little smoother!
2011 is where I attempted AGameADay for a little while, so it all gets a bit busy.
.. Also, a bit of a gap during 2012 : Couldn't be helped..
But otherwise, it's been a nice, reasonably steady flow of games, and with any luck, that'll continue for a long time to come.
18th June, 2014
Someone over at Softpedia has been closely following AGameAWeek for quite some time. It seems that each time I post a new game, within a relatively short period of time, it pops up on Softpedia's archive.
Handily, they tend to link directly to my downloads, so if in the future I opt to update any of my games, people will be able to get the latest edition.
They also write their own little descriptions and take nice screenshots, too.
It's a nice way of doing things. I'm rather happy about the way their site works. It brings in a couple of extra visitors a week, and that's all great for getting new people to learn about the great AGameAWeek style of gameplay.
16th June, 2014
Another epic space based blaster. Complaints about control scheme were all the rage for our last game, so this week I've opted for something a little bit simpler, and easier to control. Especially since it shoots for you!!
15th June, 2014
And we're back to test-editions again!
I recently donated my Nexus 7 to my sister, thinking all was silky smooth in the land of Android dev.. Then I bought a new laptop, and had to reinstall the entire dev-kit, and now I've no idea whether things are actually working anymore.
Guess I really need test devices, eh? Aw well, live and learn.
If you've an Android device handy, You can Download Space Clusters here as an .apk, and give it a whirl. Hopefully it works fine. Be sure to let me know if it does.
14th June, 2014
Welcome to Xmas 2004, when I released an early test version of Platdude Spheres!
The game's basic idea was sound, but the gameplay never quite fit the idea, and it doesn't exactly "feel" like Platdude, either.
As such, the game was pretty much abandoned at the stage you currently see it.
Maybe now would be a good time to re-attempt the game, perhaps as part of this year's Year of Platdude?
You can Download Platdude Spheres (Xmas 2004) here, but be aware that it's quirky and broken!!