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Blog
  10th April, 2011
I'm thinking along the lines of the good old EasyAmos, here!
Although, whether mine is easier or not isn't for me to judge, is it!?



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Views 25, Upvotes 0
Gamedev
Blog
  8th April, 2011
Add a simple pause menu.
That was task number one, this morning, on a 5 item tasklist.

The stupid menu took 5 hours!
FIVE!!
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Ios Dev
Blog
  7th April, 2011
For those struggling in the future...
"[CCDirector sharedDirector] deviceOrientation]"
Doesn't.
but
"[UIDevice currentDevice] orientation]"
Does..
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Daily Blog
Blog
  6th April, 2011
Today, another one of those mindbogglingly annoying issues that stops you, makes you scratch your head, then makes you go "Well sod that then!" and enjoy the sun for a bit.

I'll do this again, tomorrow!
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Daily Blog
Blog
  4th April, 2011

Is Barry The Spelling Bee going to be the star of my next iOS game?!
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Daily Blog
Blog
  4th April, 2011
I've got a whole month to do a framework, so apparently that means I'm going to be a lazy git who does sod all, then crams the whole framework into the last day!
.. Well, hopefully not, but I did manage to cram in a couple of hours of Burnout, yesterday!
Been a long while since I sat and played a game for that long.Read More
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Daily Blog
Blog
  1st April, 2011
Today I've been continuing to fiddle about with all the framework's drawing methods.
The engine seems rather fickle, and will sometimes do a bunch of big sprites, and other times do a buttload of tiny ones.
I've currently got the settings to a nice middleground.
It can handle quite a bit, so long as you don't give it mountains of giant sprites to contend with!!


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Ios Dev
Blog
  1st April, 2011
This isn't going to be a "You thieving bunch of bastards" post.
I know this goes on. There's no point trying to stop it.
Unless Apple want to show me a list of who did and didn't buy my app, there's sod all I can do about it.
I can only urge people to bother to buy my game. Because it's really fucking good!

What this IS going to be, is a small request to the people who crack my game.
This isn't a whinge for money.
This isn't a bitch about the rights/wrongs.
But it is about the player...

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Daily Blog
Blog
  31st March, 2011


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Daily Blog
Blog
  30th March, 2011
Well, that was a lovely little blip, there, wasn't it!

I've written half-a-framework three times in a month!
*sigh*

It finally showed this week, when a crazy chaotic week of newness became a horribly pathetic week of giving up.
No matter.
I'll use this time to make things better.

I've finally re-re-re-re-restarted my Cocos2D framework (another framework) and will be coming up with some kind of new-ness for the BlitzMax framework.
.. yup, might as well stick with Blitz.
Blitz works, Blitz is happy, Sod it..

Stick with what you know.

Next week, new game!


View on YouTube

Jay = BlitzMax + Cocos2D
Views 4, Upvotes 1
Ios Dev
Blog
  28th March, 2011
A Pro/Con list might've helped beforehand!!!

Fuck it, 70 quid down the drain..
carry on.

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Monkey-x , Glbasic , Monkey_or_glbasic
Blog
  28th March, 2011
Bad time to be swinging again, Jay...!

20x(640x32) images + 10x(64x64) images.
That can just about struggle to run at about 22fps on an iPod Retina.

Then you've got text to go over that, and another 10x(64x64) for badges..

It's just not happening..
No matter how I tweak it, rejig it, and compile and compile again, I just cannot get those numbers up.

*sigh*

And yet... That's exactly what SpikeDislike is, already.
.... At 60fps.

And SpikeDislike is the most piss easiest game I can think of!!!

Jayenkai : He uses BlitzMax, Cocos2D, and has just wasted £70odd on a language he'll never use.
Views 0, Upvotes 0
Monkey-x , Glbasic , Monkey_or_glbasic
Blog
  28th March, 2011
1. No sound pitch.
Jinkies Munkies, What the Funkies!?!?

Simplest example.
You know in Horizontal Shooter, when your weapon goes "SQQEUUUUEEEEEEEEEEE!!!!!"..
Can't do that..
It's gotta go "beeeeeeeeeeeeeeeeep"

Regular bullets will go "Rat-a-tat-a-tat-a-tat" instead of "bang-bing-bada-pow-pip-pat-pap-bang"

Imagine SpikeDislike without it constantly getting higher and higher, as you up the combo.

.. Pants..

And, even worse, every sound needs it's own set of buffers. So if I choose to have 10 different combo sounds, I need 10 smegging buffers to go with 'em.. and that's if I only want 1 of each playing at a time!
GAH!!!

This is very very dissapointing.
Probably should've tested the sound before I bought it.
damnit..

But wait.... there's more!!!
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Monkey-x , Glbasic , Monkey_or_glbasic
Blog
  27th March, 2011

hmmm....
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Monkey-x , Glbasic , Monkey_or_glbasic
Blog
  26th March, 2011
I think I'll either be limiting myself to 100 sprites/60fps, or 200 sprites/30fps, for iPhing games.
...
That's quite a lot, though!

Pics below
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Views 11, Upvotes 1
Monkey-x , Glbasic , Monkey_or_glbasic
Blog
  25th March, 2011
Coming soon : A whole new world!

I finally made my choice, and it's GLBasic.
Hopefully that choice doesn't come and bite me in the ass later.

For now, I'm going to be rebuilding all that framework goodness.
It'll probably take a couple of weeks to get everything going properly, so I think we might end up missing a few AGameAWeek's here and there. Hopefully you don't all mind.

Meanwhile, I'm going to do a Final Six.
Six little End-of-the-road games, that round off my time spent with Blitz.

We'll see how well that turns out..!
Views 0, Upvotes 0
Monkey-x , Glbasic , Monkey_or_glbasic
Blog
  24th March, 2011

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Monkey-x , Glbasic , Monkey_or_glbasic
Blog
  22nd March, 2011
About 40-odd times I've decided "Right, let's give GLBasic a try!!"
This morning, I was finally ready to actually do that!

...
And then, right out of the blue, and totally co-incidentally, a twitter conversation began with @Indie_DIJ about that very language.
He's uncertain whether his next GLBasic project should be aimed at iPhone or iPad.
...
hmmm...
Should that be a decision?

..?

Apparently GLBasic has issues here.
You need to pick. You can't have both.
I'm not 100% sure how Monkey handles that, but given how my multi-res test demo worked out, I'd imagine that I don't have to preselect the settings.
I prefer the user, or the device to pick.

I'm stopping my GLBasic learning right here.

If the user can't pick it, then that's me out.
Unless someone's willing to show me a GLBasic Window game, where the user can, INGAME, select different resolutions, then I'm done with it.

...
Guess I'm getting a monkey, then.
Views 13, Upvotes 0
Monkey-x , Glbasic , Monkey_or_glbasic
Blog
  22nd March, 2011
Silly me put the name "Chicky Crosses the Road" into a variable, then forgot to put the variable on the titlescreen!
D'oh!
sod it..

Live and Learn!
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Monkey-x , Glbasic , Monkey_or_glbasic
Blog
  21st March, 2011
I have a game!
It's written in Munky Monkey!
But... Am I ready to buy the language yet?

hmmm..

I'm going to give this an extra week.

Next week's game (if I can do it in time) will be done using the GLBasic demo.
I'll spend a week, get the framework half-done, throw in a cheap-ass game, and post the result.

Then I'll decide.
maybe..

Will it be Monkey, or will it be GLBasic?
Find out, Soon!

Tomorrow : A cheap-ass frogger clone!
Views 0, Upvotes 0
Monkey-x , Glbasic , Monkey_or_glbasic
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