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-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|650|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Monkey -> Learning With Monkey

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Tue, 19 Feb 2013, 12:16
Jayenkai
Being able to reuse code that I wrote years ago, in a different language? Fuck yeah!!!

Being lazy kicks ass!!

... I also completely rewrote the rest of the game within the space of a day, converted all the levels, and even started work on badges. It's now entirely playable, and is indeed just as much fun as it ever was, albeit with a quirky touch-control system that needs some extra care and attention.

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Wed, 20 Feb 2013, 03:01
Jayenkai
Quirky Touch-control issue sorted!
Had to code a teensy bit of pathfinding, for that one!!
It's not too much though, lest the game end up playing itself!
It's enough to keep it playable, without it simply working out all the paths for you. Lovely stuff!

View on YouTube
.. still occasionally quirky, but now entirely playable compared to how it was yesterday. (Note : Video is from yesterday!)

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Fri, 22 Feb 2013, 06:15
Jayenkai
Good grief, that took a while!!

Control Schemes galore in "Blockman Gets Hungry"!
1. Cursor Keys
2. iCade
3. Onscreen DPad
4. Onscreen "Swipe" type thing.
5. Touch the maze to go approximately towards where your finger is.
6. Drag a path, then let go to let Blockman run through it.

*phew*

Should be plenty!

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Fri, 22 Feb 2013, 07:36
rockford
It won't be enough!

Someone will complain that such and such does it this way. ho hum.
Fri, 22 Feb 2013, 07:39
Jayenkai
The landscape view only has the dpad on the right, and the game on the left.
I can't be arsed fixing that until someone complains about it!!

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Fri, 22 Feb 2013, 07:42
Afr0
*Complains*
Fri, 22 Feb 2013, 07:50
Jayenkai
*slaps*
Fri, 22 Feb 2013, 09:28
Jayenkai


\o/ Yeay \o/

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Fri, 22 Feb 2013, 17:13
Jayenkai
C3ntipong on iOS is now available.
It's FREE, and will stay that way.
The game might be "Complete", but it's still a test engine, in my eyes.
What's to test? Well, the GameCenter integration, for one thing.
The game's been available for about an hour, now, and still nobody else has shown up on the GameCenter side of things.
Either no bugger's playing it, or something's borked..
Hmm..
I'll have a sleep, and check again in the morning.
Hopefully it sorts itself out!

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Sun, 24 Feb 2013, 04:54
Jayenkai
Oooh, a teaser trailer thing!

View on YouTube

With a release date on it!
Good grief, I've only ever done that once before!! (NeonPlat Adventures)

SpikeDislike2 is pretty much feature complete, up to a point.
I'm pretty certain there's more modes I can add, but every time I try adding more, the gameplay of the new mode kinda sucks!! It's tricky to get a SpikeDislike feel when you're changing the gameplay that much.

Hmm.. no matter..
The beauty of iOS Development, is the ability to do nice shiny updates, as time passes. I'll certainly be using this feature, and hopefully bringing out even more lovely new game modes in the future. Or just different paths, or something, if I can't think of anything else!

March 5th!
That gives me a couple more days of tweaking before I send it off to Apple, then the obligatory week-long wait for it to appear on the AppStore. .. hopefully..! If not, then bugger the release date!

Meanwhile, Blockman Gets is also nearing completion.
Good grief, this is a busy week!

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Sun, 24 Feb 2013, 10:41
Jayenkai
A few tweaks here, a couple of additions there.. Hmm.. Blockman feels about ready, too..

And so begins another project.
Since next week' release is also ready (SpikeDislike2) I now get two whole weeks to play with the next game, so I figured I might as well delve into the bigger game library, and tackle a slightly larger project.
It's because of this that I've chosen to attempt a new Arcade Slots!
... Hopefully it all works out, this time!
I'll certainly be stress testing Rectangle Drawing, with this one!!!

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Sun, 24 Feb 2013, 12:17
CodersRule
Ooh goody. I particularly like Arcade Slots.
Sun, 24 Feb 2013, 15:00
Jayenkai
SpikeDislike2 is now in Apple's hands.
The release date is set, and approval-dependant, everything's ready for Launch day!
... And there's still an AGameAWeek before it!
Tuesday, Blockman Gets Hungry
Next Tuesday, SpikeDislike2!
Maybe the Tuesday after, Arcade Slots!
It's a kickass time, ahead, for AGameAWeek!!

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Mon, 25 Feb 2013, 07:26
Jayenkai
*sigh* .. when you're halfway through doing something, but that migraine's getting worse..
:\

Think I need a rest.

Meanwhile, Arcade Slots' engine is getting nice and compact.


= Fruit in a spin!



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Tue, 26 Feb 2013, 08:52
Jayenkai
Same engine, different game, different orientation!


Luvly stuff!!

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Thu, 28 Feb 2013, 02:35
Jayenkai
Aw, nuts..
There's no sodding Date() command.

I was considering adding a Calendar feature to my framework, so I can do nice Daily Game type things, but Monkey doesn't appear to have a nice simple way of getting today's date.
Damnit.

Aw well, never mind.
Back to Arcade Slots... :/

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Fri, 01 Mar 2013, 10:03
Jayenkai
I didn't add a new Arcade Slots game, today.
Instead, I realised the menu would need a rejig.
With my default framework template, I can just about comfortably fit 3x2 (or 2x3 depending on orientation) tiles onto the menu screen.
Arcade Slots might currently only have 3 games, but it's destined to have many more. ... I think.. If I can come up with them!

So, I took the time to lazily copy+paste the nice scrolling menu system from SpikeDislike.
I'm thinking this might actually be something handy to have in my framework, so I'll probably add it in as an option, or something.
In the meantime, it's just for these two, and Arcade Slots is ready to get bulked up to epic proportions!! The sky's the limit!
.. well, I say that.. GameCenter can only have 25 scoreboards per game. Boooo!!
That means no more than 25 modes/games.

Oh well, no matter.
25's plenty.

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Fri, 01 Mar 2013, 15:04
therevillsgames
Re: Date function - its pretty easy to add yourself, check out Diddy's extern functions.

HTML5 Native code

Externs
Fri, 01 Mar 2013, 15:14
Jayenkai
I've not started "power usage" yet, and so far everything's been raw bog-standard keywords.
Keeping track of Power-extras, whilst juggling Monkey versions, managing multiple targets, and still doing AGameAWeek...??? Eek!!

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Sat, 02 Mar 2013, 03:56
Jayenkai
Spent this morning doing crappy PR crap.
I really really hate doing that shit.
Each website has their own specific requirements for your email.. if they even give you their email address. Some of them have online forms that you have to fill out, instead. ugh..
Takes forever!

I've spent the past hour and a half doing this crap, and have only managed to contact 8 sites.. That's assuming they even read them!

SpikeDislike2 is ready for launch.
Apple reviewed it last night, and it's ready and waiting for it's March 5th release date.
PromoCodes have been sent out, which handily will download the app even though it's not yet been released, so that's good! It lets me send out "preview!" codes to the reviewers, and (assuming they do it in time!) they can review the game before it's actual release date.
Kewlykewly!

I think I need a lie down, now!!

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Sat, 02 Mar 2013, 04:52
rockford
I hated all the PR stuff too - that (and dealing with all of Apple's shit) put me off releasing anything other than B'lox! on the AppStore. It takes sooooooooo long. I'm a coder not a publicist. I just don't have that sort of drive.
Sun, 03 Mar 2013, 07:00
Jayenkai
.. Right.. Back to Arcade Slots!
Today's game, a simple Match-3 type thing using Puzzobomb Sprites.
Spin the slots, line up the colours, win the points.
Simples!



Haven't decided on a name for it, yet, though. It's currently listed as "Puzzobomb", but that makes no sense at all!!

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Sun, 03 Mar 2013, 09:00
9572AD
"Suitable"
Sun, 10 Mar 2013, 09:31
Jayenkai
Today I randomly decided to give WordLists a go, again.
Not sure why I decided that, I just did!

So, off I went, starting entirely from scratch.
I downloaded the complete TWL06 from here, wrote a BlitzMax function to strip out all the 13+ letter words, and convert the rest into numbers, plot those numbers onto a .png image..


Then I wrote the Monkey side to read the .png image back in, convert it back to numbers, and then another function to convert the numbers back into words as needed.
... Yikes!!



That took a lot of doing! All day that's taken!!
But I got there, in the end, and it seems stable on my Nexus 7, as well as in HTML5, which means I'm probably good to go, making an All-New Stringy Things!
.. eeek!

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Sun, 10 Mar 2013, 11:27
spinal
Thats one crazy way to store a dictionary!
Sun, 10 Mar 2013, 11:36
rockford
Thats one crazy way to store a dictionary!

Indeed. Is it due to a limitation in Monkey or you just wanted a challenge?
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