-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|466|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> In-Development -> AGameAWeek : 2017 - Part One

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Posted : Thursday, 02 February 2017, 10:13
rskgames
I started playing games only in PC around 1998 so I have never heard of or played any old console games.
Chopper drop game is one of the games provided in the AGK2 Games Pack DLC.
Some other games with city scapes I've seen recently are
http://www.raylib.com/games/sample_main.html?name=sample_missile_commander
http://www.raylib.com/games/sample_main.html?name=sample_gorilas

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Posted : Thursday, 02 February 2017, 10:33
Jayenkai
I'm thinking of heading in the missile command arena.
.. I may even end up using the phrase "The Sky is Falling" for the second week in a row!

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Posted : Saturday, 04 February 2017, 14:25
Jayenkai
18:30
Switch on Mac Mini for first time in a long time.
Updates are required.

20:00
Still waiting for updates to finish.

20:10
Enable Remote Desktop and get RealVNC running on the laptop, so I can use the Mac, lazily, from my laptop, in my bed, nice and cozy.

Copy MonkeyFramework folder from NAS, over to Mac.
Realise the framework won't run without the accompanying agaw.monkey file being in the monkey modules folder, so set about copying that over, too.

20:20
Open framework in monkey, set to iOS, hit compile.
All looks golden.
Open Xcode project.
.. wait for Xcode to load..
...
Hit compile-for-simulator.
.. oh, god.. the errors!! The many, many, many errors!!
But it runs, at least.

Next switch to Compile-for-connected-iPhone.
"Could not find Developer Disk Image"
.. hmm.. that's a new one.
Wtf does that mean?

Aaah, apparently XCode has updated to 8.odd, but the version installed (7.odd) doesn't want to auto update to the newer one.
Geee, thanks!!
Had to set off the download myself.

21:00 *sigh*
With Xcode 8 installed, I deleted the monkey.build folder, for a nice clean start, and hit monkey's recompile button.
All seemed good, so far.
Opened the new Xcode project.

First test, once again with the simulator,
Hit compile.. watched same number of alarming errors grow..
Waited for simulator to run...

Test ran swimmingly!

Switched to iPhone.
Xcode complained that it couldn't compile whilst the device is locked.
I unlocked it, and tried again.
Still no luck..
So I disconnected the iPhone, and connected it whilst it was unlocked.

That seemed to help something, as it was now doing that mysterious "processing symbol files" thing that seems to take hours, but doesn't appear to have a function.
I had to keep tapping the phone's screen whilst this was going on, lest the auto-lock bugger it up again!!

21:10
Hit compile
Test Compiled!
Test ran!



Happy man...

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Posted : Tuesday, 07 February 2017, 04:14
Jayenkai
Spent most of this morning sorting out a few of the forgotten bits and pieces of the framework, such as "When playing with keys, make the top-left pause button more transparent", and "When playing with the mouse, (and if this is enabled!) make the mouse act a bit like a thumbstick", as well as a whole host of other controller based things.

Amazing, the number of little things you forget..

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Posted : Tuesday, 07 February 2017, 08:13
Jayenkai
Still haven't tracked down that odd flicker on Android.
Adding a buffer to my drawing loop hasn't helped. No idea what might do it.. grrr!!

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Posted : Tuesday, 07 February 2017, 15:04
Jayenkai
Finally tracked down the flicker..
Seems that, when rendering the contents of the buffer, I was (how clean of me!) erasing the buffer as I went.

For 99% of events, this was fine.
For 1% of events (eg, when the renderer is faster than the update) it caused a flicker because it had nothing to draw the second time around.

*sigh*
Taken me fucking ages to find that!!

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Posted : Tuesday, 07 February 2017, 16:19
Jayenkai
A rather productive day, today, overall.
I managed to fix quite a few niggling bugs, and also got my encrypt/decrypt working properly.
Tomorrow's going to be a busy day, as I have to go through the previous few games and fix them up..
Bah, humbug!!

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Posted : Wednesday, 08 February 2017, 16:08
Jayenkai
Good grief, that's been a good few days of hair-pulling maths and encryption, and insane levels of converting code!!

My Framework's menu now has a left side!


Unfortunately, that won't show up on the HTML5 edition, since HTML5 has strict domain issues. Or at least, it won't work unless I start hosting the html5 editions on the AGAW server..
.. But I'd rather make use of GameJolt whilst it's there!!

*sigh*
Rest time for Jay..

(Oh, and it's nowhere near finished, yet, but at least I got that much working!!)

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Posted : Saturday, 11 February 2017, 04:47
Jayenkai


Game's mostly ready.
Just needs a nice design for the titlescreen.

.. and a title..

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Posted : Saturday, 11 February 2017, 05:04
rockford
"Not Boxboy"
Posted : Saturday, 11 February 2017, 06:29
Jayenkai
"Mini Clampett" (because he can clamp to the ceiling)



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Posted : Saturday, 11 February 2017, 06:53
Jayenkai
Mini Clampett - Test edition - Windows Download

If you'd like to give it a go, including the online scoreboard, have at!!

Everything *should* be relatively ok.
Let me know if you find any glaring holes.
Thanks!

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Posted : Sunday, 12 February 2017, 13:38
Jayenkai
Spent most of today trying to build an online scoreboard viewer webpage thing..

I've just about got the basic javascript -> php -> xml -> ajax stuff working, and.. bloody hell, has that been frustrating!!
Editing the scoreboard's .php so that it will output in an xml format, then jumping back and forth between that and the javascript, which reads the xml and splits it all up, outputting it onto the page.

The constant switching between...
$variable.'<string>'.$anotherVariable;
..and..
variable+'<string>'+anotherVariable;
...has lead to MANY issues, today..

I don't mind PHP, and I don't really mind Javascript..
But for two languages that are meant to combine, online, they're very frustratingly different!!!

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Posted : Sunday, 12 February 2017, 14:45
Jayenkai
OK, that'll do for tonight.. My brain's turned to mush trying to get that working!
... Additionally..

|!!ARGH| CSS! |ARGH!!|

*sigh*

This is the basic edition of the online scoreboard viewer, displaying all currently available scoreboards (including the Framework Test scores!!)

http://agameaweek.com/Scoreboards.html

I'll obviously remove the listing of the framework test, at a later date!!

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Posted : Monday, 13 February 2017, 00:58
zzoom
scoreboard seems to work here, can't find the hyperlink to mini clampet though... sorry

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Happy coding!
Posted : Monday, 13 February 2017, 06:27
Jayenkai
Mini Clampett has now been uploaded to OUYAReview.
Hopefully they give it a nice testing, too.
*fingers crossed*

Mini Clampett Downloads

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Posted : Monday, 13 February 2017, 15:17
Jayenkai
Success!!
Game has passed OUYA Review!
Time to open the floodgates.
Apologies if there are any server issues. If there are, I may need to find an alternative place to host the scores.

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Posted : Tuesday, 14 February 2017, 02:41
Jayenkai
Board Admin
Although I /could/ do everything via phpmysql, it'd be nice to not have to!!
Which, of course, means a crapton of database gubbins.

I need..
1. Add New Game
Which will setup a new board for a new game. Give it a game ID, add a unique passcode, define table names, upload banner images, that sort of thing.

2. Alter Table
Allow me to make changes, like if I decide to add a new game mode, or if someone spams the board with naughty words that aren't part of my naughty word list.
Also allow myself to delete scores that seem far too improbable!

3. Ban Hammer
Allow me to ban specific PlayerIDs. Won't stop them deleting their save-file and starting again from scratch, but I imagine that's more trouble than it's worth, to most users. .. Maybe!

...
But not today.
Today I'm not in a database mood.

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Posted : Tuesday, 14 February 2017, 04:10
rockford
Have you encountered much cheating in your other games Jay? How could you tell?
Posted : Tuesday, 14 February 2017, 04:13
Jayenkai
Not much, but there's the odd "highly improbable highscore" that always seems a bit dodgy!

I've added extra details into the scoreboards, so I should (hopefully) be able to tell if the person's cheated.

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Posted : Wednesday, 15 February 2017, 14:50
rychan
Cool, I was wandering about if you were checksumming things up

If you can do something cool like use a distinct encryption vector for each game, possibly based on the games title or another unique value then it will further reduce the ease of spamming.

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Web / Game Dev, occasionally finishes off coding games also!

Refresh Games - Game Dev Blog
Posted : Friday, 17 February 2017, 07:36
Jayenkai
Not really sure where this one's going!



Hopefully I can figure it out before Tuesday!

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Posted : Friday, 17 February 2017, 20:24
therevillsgames
Still waiting for the pool game Jay!
Posted : Friday, 17 February 2017, 20:31
Jayenkai
Hmm..

Going to have to rewrite a lot of that, if I want to do it now..
Uses the old framework!

Meanwhile..

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