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Socoder -> Concept/Design -> AGameAWeek : 2016 - Part Two

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Sun, 31 Jul 2016, 08:16
Jayenkai
"Widdal's Wander" is now online!
https://agameaweek.com/0380

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Mon, 01 Aug 2016, 13:34
Jayenkai
Seems like it's been a week of music.
Between that and the lovely platform generator I came up with last week, ive barely been focussed on coding at all, this past week.
You might look at Widdal's Wander and think "looks like you're coding just fine!", but the reality is that the gameplay took next to no time at all.
Generic jumping, generic collisions. It's all very obvious stuff.

Instead, I'm finding myself in a musical mood.
I've created a few really good (to my ears!) tracks, this week, that I'm really proud of.
I'm also managing to get a really nice effect out of that music video maker tool.
Oddly, I still haven't seen fit to release the tool.
None of the tool uses the "GUI!!" Instead, I've failed back onto old habits, and am (as per usual) hard coding all the effects, and tweaking them for each individual video.
I guess this "app" isn't ever going to see the light of day..

Not that that matters. It's handy enough for me, and chaotic enough that nobody else would've bothered with it, anyway!!!

Hmm...

Today, I attempted to finish off Puzzobomb, but found myself stuck on that same damn menu again.
I hate doing menus.

So, instead, I reopened Poperly, to see if I could add in some extra word games.
I found myself staring at the menu system, which needed rejigged, before giving up.
I hate doing menus.

In the end, I decided to open up Gamma Collexion, only to be faced by my mortal enemy.. Another fucking menu...
RAWR!!!

All in all, aside from some cracking music, this week's been a bit of a shithole, and I'm finding myself achieving bugger all.
.
... And it's only Monday.

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Sat, 06 Aug 2016, 05:31
Jayenkai
A few days ago, I set myself a bit of a maths challenge.
Creating a pseudo 3D look to a standard grid, using 2D sprites and a lot of maths.

My first attempt was a failure.
My second attempt was also a failure.
And my third.
And fourth.

.. I've lost count of how many failed attempts I've now had.

Instead, I've scrapped that until I can get my mathematics in order, and have decided to do something else entirely.

...
I'm now staring at a bland looking square grid, and thinking "Hey, I could use maths to make it look nice and spherical!!!"

.. No, Jay..
NO!!!

Focus on the task at hand. You've got less than 2 days to get this whole damn game done...

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Sat, 06 Aug 2016, 13:53
Jayenkai
Still haven't done anything.

Decided to make this a week off, instead of forcing some garbage.

Bah, humbug..

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Mon, 08 Aug 2016, 02:36
Jayenkai
*jump*

Back to Puzzobomb.
This morning I discovered two pretty frickin' severe issues with the game.
1. The Level Loader was inexplicably stopping at y>7, meaning rows 8 and 9 weren't being loaded.
I've no idea why I did that!!
Works fine, now.

2. Still-Sliding blocks were being "collected", as expected, so you can't drag a block over a similar block without it being counted as a match.
.. Unfortunately, the "Collected" tile would vanish, but the original tile would still slide about, meaning it'd magically split into two tiles.
D'oh!

This, too, was fixed.

Why am I only just noticing these?
Because I finally got the menu up to a point where I could select levels and actually play the game.
Woot!!

Next up, the Lock/Unlock stuff.
... Nnngh..

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Fri, 12 Aug 2016, 03:02
Jayenkai
Made a good old fashioned 90s Snake clone.

Am now trying to come up with something intetesting that I can do with the engine.

... ... Bugger.. My imagination is completely drained!!

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Tue, 16 Aug 2016, 12:28
Jayenkai
I've just spent the past hour or so staring at Puzzobomb's menu code.
D'you ever have one of those "What the hell have I coded!?" moments?!

Truly baffling.
I might strip a bunch out and restart, instead.
The complexity comes from paginating the menu system. Having a (MenuPage*50) value added to all Locked lookups is creating some kind of issue, somewhere, and I'm not 100% sure where.

Having a really annoying night, tonight. Lots of things were going really well, but are being blocked for fairly stupid reasons!!!
Grrr..

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Tue, 23 Aug 2016, 05:35
Jayenkai
I'm supposed to be focusing on Gamma Collexion, but all I seem to do with that, is piss about with the control systems.

Hmmm..

Still, at least the multiplayer controls should work flawlessly*

Today, I'm wondering what'll be next on the AGameAWeek pile.
Time to dig out the random pile of ideas!!


(*Bet they won't!)

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Wed, 24 Aug 2016, 06:02
Jayenkai
Coded a "Template" (Mini-Framework) for Blitz2D/3D/Plus, for use in Wed.Workshop.
Still not 100% sure if WW's a permanent fixture.
Vote by entering!!


Feel free to make use of the template.


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Wed, 24 Aug 2016, 11:10
Jayenkai
Jan 2010 since I last posted a game to my Archive that was created in Blitz2D/3D!
Blimey, that's a long time.
Had to refresh myself on how to post something in Blitz.
Apparently it's just "WIN", not "WINDOWS"!!

Blitz List

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Sat, 27 Aug 2016, 10:50
Jayenkai
Progress on this week's game has been somewhat slow, but things are finally starting to come together.



Characters don't look "Amazing", but they do at least look mostly functional!!

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Sun, 28 Aug 2016, 08:48
Jayenkai
Bah..
Gave up with this week's game.

It wasn't "gamey".. It was alright, and it was playable, but it just wasn't much fun.
So, byebye game!

Instead, I spent today doing an ALChoon video for next week's ALChoon..
J is for "Jet Setting"




...
Man, I wish I could make my games look that good!!

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Sun, 28 Aug 2016, 14:07
Jayenkai
I carried on playing with "The Sheriff Game", and .. I think I found the game in there..
Will need a few more hours, tomorrow, but I'm somewhat hopeful for it.

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Sat, 03 Sep 2016, 04:59
Jayenkai
Taking a leaf out of Spinal's book, I'm making a "Roll the cube through the maze" game!


View on YouTube

Yeay, boxes!

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Sat, 03 Sep 2016, 07:41
rockford
Can't watch vid as I'm at work, but the static image looks nice.

Did you ever play Devil Dice (Xi) on the PS by any chance? Your game reminds me of that, although it's obviously not the same (from the screenie).
Sat, 03 Sep 2016, 07:48
Jayenkai
Exactly the game I was going for.
But dice rotation is truly baffling, so I went for a much simpler Red/Green/Blue-repeat system for changing the dice?

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Mon, 05 Sep 2016, 13:49
Jayenkai

Monday, 05 September, 2016

EventsSoCoder's 10th Birthday
Posted Birthday Survey
10-12Formulated a way to easily convert these daily logs into SoCoder forum posts, using only Google Spreadsheet as my converter!
12-2Opened the Arcade Block, and wrote the obligatory post!
2-4Tried sorting out flickr BBCode, but. Bloody hell!!
4-6Lazy
6-8Further Level Generator tweaking.
8-10I think the levels are ""Good"" for now. There are still occasional quirks, but for the most part it seems like every level is completable.
Uploaded to GameJolt. Will do AGameAWeek in the morning, along with OUYA testing.
A much better day than yesterday. Infinitely more productive!
Productivity : 3/5



I got my spreadsheet to do that. That's kinda handy.
But I feel it'd be very spammy, here.
Feels like something more suitable to AGameAWeek's daily blog.
Tomorrow I guess I'm going to have to figure that out, then...
Hmm...

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Mon, 12 Sep 2016, 12:29
Jayenkai
Today I (finally!) got around to starting some actual gameplay in the Multiplayer Gamma Collexion.
(About damn time!!)


View on YouTube

This is Game #2 (I coded 2 games, today!!) and has already revealed a lack of "Draw" scoring in my framework.
Bugger
Suppose I need to do that, now..

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Tue, 20 Sep 2016, 02:05
Jayenkai
I've felt myself slowing down for a couple of weeks, now.

Today, I decided to stop.
Instead of regular AGameAWeek stuff, I'm going to refocus on Gamma Collexion, and get that all ready for launch.

26 games, each with Multiplayer and AI, all ready by Dec 1st?
...
I must be mad!

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Tue, 20 Sep 2016, 05:15
rockford
Nintendo should hire you for their Mario Party games!
Tue, 20 Sep 2016, 12:26
cyangames
If you ever want any sprites or stuff Jay I'm happy to help out

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Web / Game Dev, occasionally finishes off coding games also!
Mon, 10 Oct 2016, 09:50
Jayenkai
"I know" says I, "I'll make a classic retro styled Racing game!"
And so, work began on Gamma Collexion's "R" game!



Four hours into coding a track generator, and I *think* it's more or less working.
I'm about to test with my controllable player, first, before next attempting to code computer AI players.

Geeze.

Numbers are going to be hidden, but are there to keep track of your route.. Basically flag numbers as you pass them and loop back when you hit the start. Should work reasonably well, I imagine, and will hopefully be able to guide the AI players, too.


So far, so good with the AI, though.
Games M is missing the right feel for the AI players, but otherwise the other 6 games that are so far in, all tend to play really well.
I've got the scoring mechanics working nicely, too.
2 points for a win, 1 point for 2nd place, 0 for the other two.

Playing through a random selection of the available games can seemingly juggle the score tallies with a large amount of variety, so there's plenty of win/lose on offer through the game.

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Mon, 10 Oct 2016, 10:24
rockford
But that looks nothing like Siverstone

Nice
Mon, 10 Oct 2016, 11:31
steve_ancell
I have a mega-cheese grin right now, can't wait to play this one!
Mon, 10 Oct 2016, 12:51
Jayenkai
Put on your waiting cap... It won't be unlocking until Dec 17th!!!

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Mon, 10 Oct 2016, 13:24
cyangames
Yay! Racing Games!!
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