A brand new game
for Windows, Linux, Mac, HTML5, 3DS Homebrew and more
13th August, 2015
General 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 my mistake, and was fully aware that "None-Migraine Jay" would probably not have made such a silly mistake, I closed the laptop for the day, and decided to tackle other none-coding things, instead.
A Choon full of Bass!
Seems that Migraine-Day = No Coding = Music! So there's that, at least.
12th August, 2015
Since the HTML edition of NeonPlat Adventures 2 will use a slightly different method to recolour the tilemap, it means I need to try and make the two different methods as close to each other as I can.
Yesterday I started to tackle this issue.
It's not 100% perfect, but I'm sure with a little number crunching, I'll manage to get the two editions looking "mostly" the same!
On the left is the HTML5 edition, which takes 2 different coloured sprites, and merges them atop one another to produce a variety of shades.
On the right is the Desktop EXE edition, which uses a single white sprite and recolours it as it draws it.
As you can see, they're "close", but not quite perfect. There's a little more colour in the HTML5 edition (oddly!) so I need to rejig my maths in the windows version to make it a bit more saturated. Android, iOS, OUYA and other editions will be the same as the Windows EXE build. It's just the HTML5 that'll have to use the odd "2 sprites per tile" method.
Still, it's not bad for a first attempt, and I'm quite happy that the HTML5 edition looks as vibrant as it does.
Now, I really should get started on that Level Generator..
11th August, 2015
Uhoh! Forgot about colours!!!
That's going to make NeonPlat Adventures particularly tricky, should I want to include an HTML5 edition.
.. and, of course, I DO want to include an HTML5 edition, so I guess I'm going to have to retackle the whole "multicoloured scenery" issue.
And so I spent most of yesterday drawing some basic template scenery and getting it all ready. I added a whole new section to my re-renderer engine, and now it's spitting out high quality assets in 9 different colours.
Since I'm starting off with 4-colour greyscale assets, the resulting .png files aren't "too" big, and ingame they'll only be used in the html5 edition, so they should (*should) be safe enough to use.
Reason : HTML5 is RUBBISH at recolouring images. Scaling, Rotation, Flipping, Transparency.. They're all fine. But as it to make a white image slightly redder, and all hell breaks loose! HTML5 becomes slow, grotty and rubbish, and is inexplicably bad at attempting such a thing. WebGL is much better at dealing with this, but I try to keep my games working on as many target devices as possible, so plain-old HTML5 it is!
Later I'll see what they're actually like inside the engine, but first I need to start working on a level generator.
Lots of things to think about, and plenty of possibilities along the way.
10th August, 2015
I think we can now safely say that SpikeDislike3's been a bit of a wet duck. I expected more from it, and I really did enjoy making it, but .. Meh, whatever.. It's hard to get noticed in this great big crazy world of ours.
I'd expect myself to be a little more disappointed by this scenario, but oddly I instead find myself thinking "OK, Now What!?"
I guess that doing AGameAWeek for so long has taught me that, whenever something doesn't work, there's still something else around the corner.
So, with my new-found happy-go-lucky "Failure isn't failure" mindset, I've decided to instead head back and revisit something that I swore I would never, ever, EVER revisit..
Yesterday, I took an alarming amount of time refining my sprite blurring technique. It must've taken about 2 or 3 hours of number-tweaking before I was happy with the output.
They've ended up looking quite nice, and the effect works just as well in Multiply Blend as it does in Additive Blend. (Multiply Blending seems curiously slow on Android devices.. I'm still not sure why!)
And so, I'm starting work on NeonPlat Adventures 2.
I'm going to try my best to come up with decent looking world themes, this time, and I still haven't 100% decided on a nice replacement for the calendar system, but the ChuckABall "Circles of 10" thing seems to be a nice starting place.
I'll try to include all of the original enemy characters, and perhaps a few extras along the way.
There's a lot of things to be put into place before I'm happy with the game, so expect this project to last a good month or so, assuming I keep at it!
I will, of course, continue to blog daily, so there'll be oodles of fun pics and things along the way.
Wish me luck!!
9th August, 2015
I didn't do a bloomin' thing, yesterday!
I say that.. I'm pretty sure I did SOMETHING, I just can't remember what it was!
It can't have been all that important, then...
It seems an entire day has passed me by.
I watched a movie, (What We Did On Our Holiday) and listened to a lot of JPop for no real reason.
I also watched episode 9 of Dark Matter, which had all manner of interesting things happen.
But as for myself. Nope. Nothing to declare I'm afraid.
I should probably do something productive, today!
8th August, 2015
Yesterday I tackled something different.
For a while, I've been wondering if I should attempt to create a larger PixelArf site to accommodate everybody's entries.
I started by creating a barebones webpage with a couple of scrolling sections and a little bit of AJAX to hold it all together.
And, if I'm honest, not that great looking. Scaled up pixelart looks NASTY in a browser. (Although it looks fine on my iPad!!)
Along with the added complications that AJAX brings, eg not remembering links and things like that, it's not really all that good of a website.
I stopped after a few hours, looked at what I'd created, and wondered if it was all worth it.
It'd be nice to have a fully formed site for all this, but the amount of work required to make it look decent, and work properly, is probably beyond my limitations.
Will I continue on this project, or abandon it?
Guess we'll have to wait and see.
You can Take a Peek here. It's not much to look at, and the database hasn't been fully edited yet, so there's a lot of repetition and incomplete data.
7th August, 2015
I'm currently unsure what I should be doing next.
I *should* be working on those new SpikeDislike3 themes, but lack of interest in the game is making that all feel a bit worthless.
Instead, I think I need something else to work on for a little while. I have, after all, been working on SpikeDislike3 for about 4 months, now, and that's a LONG time for a guy who usually does AGameAWeek!
I think, today, I might jump into my old habits of randomly typing keywords into Monkey-X until something resembling a game begins to emerge.
Just random playthings until there's a game.
Wish me luck!
6th August, 2015
Last night I re-rendered and uploaded the entire 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.
Meanwhile, I also created a new track for the Liquid Al Bum. I can't believe I'm already 6 tracks into this one. Seems like only a few weeks ago that I started it.
Adding more and more vegetables into the blender, today's Choon is Liquid Fennel!
.. and it's already gained 4 likes! o/yeayo/
5th August, 2015
In January 2014, KORG released the wonderful Gadget app onto the iPad.
In the 20 months since, AL has created not one, not two, but THREE full AL Bums.
Precarious is his third, and you can grab all three, for free, from Archive.org in a variety of different formats, alongside his previous two AL Bums, Conspicuous and Enigmatically.
If you've got a copy of SpikeDislike3, you'll no-doubt recognise a lot of the AL Bum tracks from that game, as the two were mostly created side by side. (And if I were a better/more confident singer, you'd have lyrics to go with Precarious Polygon!!)
It's nice to hear the tracks in a nice crisp clear quality, though, and since they're available on Archive.org, they shouldn't (!!!) suddenly disappear, any time soon.
AL is currently working his way through his fourth Korg Gadget based AL Bum, and is already up to track 6! You'll find the new Liquid tracks on AL's SoundCloud account.
* Note : AL O'DARE is my musical pseudonym.
5th August, 2015
Motivation seems to have taken a bit of a nosedive, this week.
I think the lack of SpikeDislike3 sales is starting to get to me, as every time I open the folder, I spend about 10 minutes staring at the code before closing it up again.
I feel like moving on to something else. Maybe that'll help kick me back into gear again.
But what project to tackle?
I'm not sure. My head doesn't even seem to want to consider anything else, right now.
I'm not a fan of these funky downtimes, between projects.