A brand new game
for Windows, Linux, Mac, HTML5, 3DS Homebrew and more
2nd March, 2012
As the Mario game flies over the head of the internet, Jay takes note.
2 days after posting to TIGsource, the first comment went online last night.
"I'm an art guy, so when I see Goombas with holes in their heads instead of shadows, or tiles that have sharp ends, I'm not inclined to give something a try. Maybe someone else will, but my art instinct is telling me to wait for something that recognizes its visuals
Have you had any luck with this elsewhere? The genre doesn't immediately grab me, but a good review could get me to play it."
29th February, 2012
Holy hell, is Mario pissed off, today, or what!?
He's just running all over the place, chucking shit everywhere!
Gawd, Calm down, Mario!
Calm the hell down!!!
(If you've enjoyed this game, why not also try NeonPlat Adventures, and I just released my iOS game NeonPlat, too!)
28th February, 2012
View on YouTube
NeonPlat iOS is now available in the AppStore. o/yeayo/
There are a few changes, most notably that you no longer get to paint the tiles.
The tile painting was one of the complaints when things were in giant HD graphics, so I kinda figured things might be even worse when downgraded to such a teensy tiny screen!
So instead, we've now got nice little red and white targets. Hit those with a ball to insta-smash them, and score points. Your Target hits get counted alongside enemy hits, and it all gets popped onto the little achievement board so you have something to aim for as you play.
Highscores and Achievements are taken care of through GameCenter, so they're all nice and onliney! Good stuff!
There's more to come, but nothing's yet planned. It's currently festering away, and waiting for the right moment to spring to life!
Should be soon..
NeonPlat is no longer available on the AppStore, due to Apple's Appocalypse.
26th February, 2012
Last month, I got to the end of the month, and opted to leave out the last week.
I was FAR too busy doing Unijuggler iOS, it grew out of control, and AGameAWeek took the fall.
This month, we've reached the last week of the month, and a similar kind of thing has happened.
I've spent the past four days working on a "Not Cluedo, Honest" game, and although it's gone well, it's also not!
The game looks ok, but it doesn't really play well at all.
The game tries to be playable, but the boardgame nature brings with it an all to familiar problem. Mostly that the game would be 100,000% more enjoyable as an actual board game.
Try as I might, I can't even begin to get any excitement out of the game.
It's basically a case of click to roll, move a bit, wait a bit, rinse, repeat.
It's REALLY dull!!
And after even a few days of putting up with it, I don't think I'm capable of putting up with it any longer.
I'm scrapping this week's AGameAWeek because I'd rather top myself than play it any more! (A good purpose for those weapon drawings I did!)
24th February, 2012
I think I'm heading back to bed, today!
Some days just don't seem to start off very well, and after a few hours of trying, don't appear to be getting any better!
Today I've managed to complete the following amazing achievements.
1. Get two dice to roll on the screen.
That is all...
I also tried getting Blockman Gets iOS to feel right, but... I dunno..
For some strange reason the controls seem WAY off, and I'll probably have to redo them from scratch. Maybe it's the constant switching of frameworks that's affected it somehow?
A wholly unsatisfactory day, today.
23rd February, 2012
I was in two minds whether to do this game now, or leave it for a couple of weeks to come up a few ideas, but I had nothing else to do, so I started it anyway!
Whether the board will end up looking like that isn't quite 100% yet.
It took about 2 hours to get that working, and I've thought ahead for a change. The board is made up from a grid, which is either 1's (movable hallways) 2's (rooms) or 3's (hallways with doors).
The game converts the simple tiles into the board, and that's pretty much it.
I still need to add room titles, and maybe the little secret passages, but for the most part that's the board.
(and it may or may not be random layouts, depending on whether I can be bothered to do that!)
Meanwhile, I spent this morning attempting to draw the weapon cards. *ugh* I can't draw!
Tuesday : Not Cluedo, Honest!
21st February, 2012
I struggled to get anything new started, today..
I'm not 100% sure why that is. Perhaps I woke up too early, or maybe it's that "End of Project" exhaustion, who knows.
I think it's the first time this year, that I've hit that particular wall, and as a result I pretty much just sat about playing games all day, and not actually achieving a damned thing.
20th February, 2012
This week, at the suggestion of @GlenMcNamee, I did a Pancake game.
At first, I struggled to come up with something, but then about halfway through the week, a stupid image of a happy smiling pancake with legs popped into my head and wouldn't shift..
18th February, 2012
This is an emergency post.
The future of AGameAWeek may be in jeopardy.
Everything hinges on the decision I make within the next few hours.
Do I do the Board Game thing, or do I do the Pancake thing?Read More
13th February, 2012
It's Valentines Day, and what better way to celebrate than to play a game with a slightly askew title!
This isn't a game about a couple of white birds in love.
This is a game about a lonely turtle who dives towards the floor!
Awww.. Feel the Love!!
12th February, 2012
NeonPlat Classic is the original edition.
If I hurry up and quickly build a version of that on iOS, I can get it released in time for my Birthday, then have a 24 hour giveaway like I did with SpikeDislike last year.
For some reason I wasn't thinking about the "it takes a week to pass through review" thing.
Stupid bloody Apple...
Never mind. I'll probably do another SpikeDislike freebie day or something, instead.
11th February, 2012
8th February, 2012
...this iOS stuff isn't quick, is it!?
Week one, decide on game, start game..
Week two, keep tweaking annoyingly broken things in framework and get game done.
Week three, Trailer, Forum post formatting, email formatting, gather email addys, etc.
FFS, Week three's the smegging PR gubbins.
7th February, 2012
Last weekend, most of the developers on the internet took part in the great big Global Game Jam, whereby everyone settled down to a nice long weekend of coding, all based on the same topic.
Think of it as Ludum Dare, but with a slightly different name.
The game topic was to build a game where a snake eats it's tail, and plenty of games were made with that in mind.
I was at work, as per usual.
5th February, 2012
Over the weekend, Sheep Goes Left has been free.
Don't worry if you missed it, because it's actually still free until the 8th of February, I just won't be banging on about it on Twitter like I have been!
...Feel free to tell your mates, and turn your twitter output into a giant sheep filled spam-attack!
Want more Sheep?
There's ALWAYS more Sheep!!
The Nintendo DS Homebrew edition of the game is right here, while the PC (/Linux/Mac) edition is also here.
Both the DS and PC versions have 100 levels, but only the iOS edition contains a whopping 300 levels to play through. Yikes!!!
There's also the original iOS soundtrack, 100% free, downloadable here, and the DS's mod-based edition of the soundtrack here.
Gotta love the sheep!
Enjoy the game!
3rd February, 2012
Last week, there was no AGameAWeek.
It was the clown's fault..
.. stupid clown..
With my newer shinier iOS Framework running the way it was more-or-less supposed to be, I decided to take a week to "quickly" port an AGameAWeek game over to iOS.
People had expressed an interest in a tilt-controlled version of Unijuggler, and I figured what the hey.
1. Scrolling Background
2. Moving Objects
It's pretty much SpikeDislike, except you're hitting the objects instead of avoiding them.
Should be easy, right? Especially since I already had all the sprites drawn from the original AGameAWeek edition.
So, in the assets went, and in went a simple scrolling background.
It took a good couple of hours to get those clown sprites realigned, so that the guy's head wasn't inexplicably 16 pixels over his shoulders, and his legs weren't flailing all over the place as he cycled.
Then I added a ball...