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Blog
  13th February, 2019
Just to be extra sure that it'd work in the slightest, I added a quick test loader to Shoebox for the WordList functionality.

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Views 25, Upvotes 1
Daily Blog , Gpsog , Shoebox
Blog
  12th February, 2019
I've added JNKsg's Multi-Loader functionality into Shoebox.

You can Test it here.*

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Views 151, Upvotes 4
Gpsog , Shoebox
Blog
  12th February, 2019
Over the next few days, I'll be doing various tests and things, as I try to determine the best methodology for the games.
First up, Setting a grid size based upon a couple of values.

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Views 18, Upvotes 1
Daily Blog , Gpsog , Shoebox
Blog
  11th February, 2019
Taking a significant chunk of the Foldapuz/Unfolded, and JNKsg code as the basis, I've managed to get a fairly decent drawing engine up and running.
Text, Ovals, Rects, Lines, Plot, and the all important DrawImg are all in, and functioning as expected, albeit without any recolouring for DrawImg. (Since I'm using basic Javascript and HTML5, I'm forfeitting the ability to recolour my sprites)

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Views 41, Upvotes 2
Gpsog , Shoebox
Blog
  11th February, 2019


A very Platdude styled set of cards are ready to be used, but there's no game for them to go into, yet.
Today will be about starting a new framework to cope with them.

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Views 17, Upvotes 1
Daily Blog , Gpsog , Shoebox
Blog
  10th February, 2019


Added the new game Combinations to the fold.

Fill in each of the two puzzles using only numbers 0 to 9, without any repetition.
Each row and column has a total which you should attempt to achieve whilst filling in the grid.
I'm not 100% sure how solvable these might be, so do let me know if they're insanely hard!
Views 25, Upvotes 1
Foldapuz Blog
Blog
  10th February, 2019


I'm not 100% convinced that this will be the end style of the face cards, and still have a boatload of drawing to come, but ..
For now, at least..
The PlatKing of Diamonds!
Views 167, Upvotes 2
Gpsog , Shoebox
Blog
  10th February, 2019
Yesterday I got an email with an idea for a game.
A "simple" card game that could work fairly well.

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Views 20, Upvotes 1
Daily Blog , Gpsog , Shoebox
Blog
  9th February, 2019
Each week, a huge influx of emails and comments and thoughts flurry into view, as @RSKGames plays the game!
But RSK has competition, this week, as Spinal's joined in with some feedback, too!!

You can Download Classic SpikeDislike here.

@RSKGames


Overview: Back to basics Classic Spike dislike is as enjoyable and addictive as the previous versions of the game.


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Views 92, Upvotes 2
604
Blog
  9th February, 2019
I tried, yet again, to get the iOS side of my Framework to run, last night.

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Views 19, Upvotes 2
Daily Blog , Ios Dev
Blog
  8th February, 2019


Everybody Likes SpikeDislike!!

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Views 185, Upvotes 2
Daily Blog
Blog
  8th February, 2019
Wednesday was my Mum's 60th birthday, so she spent a couple of days over with my Sister.
She arrived back, yesterday, and as a surprise I decided to attempt to bake her a cake!!

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Views 22, Upvotes 3
Daily Blog
Blog
  7th February, 2019


Scoring is now in, along with the typical swooshy points that flail across the screen.

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Views 51, Upvotes 2
Daily Blog , 604
Blog
  6th February, 2019

View on YouTube

Today I've been poking and prodding at the game's timing, trying to find the best way to get things running as smoothly as possible.

Currently the ball's trail is a little wonky, mostly down to the delta timing involved throwing it off a little.
But for the most part, things are looking really quite compatible between versions.
This also goes for versions with a low framerate, too.

In the video above, there is audio for both the 3DS Homebrew edition and the laptop's version. You can (Really!) hear both, but the two have synced up so perfectly that it's almost imperceptible.

I think that counts as a plus!!
Views 18, Upvotes 3
604
Blog
  6th February, 2019
You might've noticed that, since yesterday, the Poetry Corner now has a little crappily designed scroll image.



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Views 18, Upvotes 2
Daily Blog , Site Tweaks
Blog
  5th February, 2019


Added a new logic puzzle, Linjat, to the Fold.
Dots show areas that must be covered, whilst the numbers suggest the length of a "line" which must be placed either horizontally or vertically.
There's an online version of the game here, created by the author of the puzzle.
Permission to duplicate the puzzle type has, of course, been asked for and granted by the author Juho Snellman
Views 48, Upvotes 3
Foldapuz Blog
Blog
  5th February, 2019
In order to get SpikeDislike Classic (or is it Classic SpikeDislike?) to work as universally as I can, there's been a lot of Delta Timing tweaks, alongside a bunch of 3DS Scaling-Issue related stuff that had to be done.

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Views 20, Upvotes 2
Daily Blog , 604
Blog
  4th February, 2019
This will be SpikeDislike Classic, and as such will be a back-to-basics approach.
Nobody seemed to like the wonderful new additions that I made to SD3, so they'll all be scrapped in favour of the good old "Ball bounces along the ground, dodging spikes, full stop" mechanic that everybody loves.

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Views 56, Upvotes 2
Daily Blog , 604
Blog
  3rd February, 2019
After each release, an influx of a comment bombards the pages of the site, and we get to see what people thought of the game.

This week, RSKGames has decided to chip in, with thoughts of the gravity based, planet blasting game, Orbital Annihilation.

You can play Orbital Annihilation here.

RSKGames


In Orbital Annihilation the player has to wait till the planets are aligned at the right positions in the orbits to fire and destroy the selected planet. Takes a bit of patience and timing to get it right.


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Views 44, Upvotes 2
Player Thoughts , 603
Blog
  3rd February, 2019


For the past few months, I've been back and forthing on a way to get this to look half-assed on the 3DS.

The main issue is with the Starfield, vs the 3DS's LED "haze" (Or maybe that's because I'm using a Original 3DS as my Homebrew unit!?)

The slow-to-react LED is causing really horrible "clarity" issues.

When you moved, the stars turned to a dark grey whilst the screen tries to catch up. If you stopped, and it has time to draw them fully, they become hard and white.

The constant difference in clarity, jumping between white and grey as you move/stop, was causing MASSIVE issues whilst I was trying to play it.

I've tried a number of solutions, but this one seems to be working well enough.
The stars are now quite chunky, so when in motion they draw across about 2 or 3 pixels, thus leaving less of a fuzz behind them.
They're then overlayed with a dark pattern which helps to reduce the fuzz a little further.

I think I'm finally happy with the way it's looking, and have decided to go ahead and create "SpikeDislike Classic".

Sod that Chess thing!!
Views 44, Upvotes 2
604
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