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Socoder -> In-Development -> AGameAWeek : Year 7 : Part One

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Tue, 27 Jan 2015, 12:05
rockford
Welcome to your doom!

Howdy
Tue, 27 Jan 2015, 15:55
Jayenkai

View on YouTube

A nice, productive day, today.
A few new enemy types, a couple more wearpons, and a shield.
LOADS more stuff I can add, though, so I'll be adding things through the week.

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Wed, 28 Jan 2015, 05:25
Jayenkai
Added another weapon, and an enemy of sorts.
Starting to run out of ideas, now

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Wed, 28 Jan 2015, 09:15
cyangames
Boss enemies? Perhaps they could spawn smaller enemies to add challenge? Just an idea.

It's getting better and better!

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Web / Game Dev, occasionally finishes off coding games also!
Wed, 28 Jan 2015, 16:22
Jayenkai
Want to try the current version?

Linkage

I might add more.
Or I might move on to the next thing.
I'm not sure.

There's a couple of room obstacles that I planned to add a couple of days ago, that I haven't bothered to add, but they don't feel like they're missing.
I think my regular AGameAWeek mindset's taking over, and is crying out for me to start on the next game!!

Anyhoo, give it a try, and send comments..

FWIW : I've reached level 19, so far.

Controls
Cursors to move (up to float) or WASD
Z/Spacebar/J to fire
X/Ctrl/K to shoot secondary weapon

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Thu, 29 Jan 2015, 06:21
Jayenkai
OK, sod it, release..
I've tweaked a couple of bugs, but nothing major's been rejigged.
The game's entirely playable, and has oodles of stuff, and an insane amount of levels, so it'll do as it is.

Time to start the next game!!!

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Sun, 08 Feb 2015, 09:59
Jayenkai
Blimey, I'm on a go slow, since deciding to make this a Gap Year!!!

It's been about a week since my last game-coding, and what am I doing?
The same thing I did a couple of months ago!
Vine Clip

I knew as I coded it for AlphaCollexion that a larger edition would be needed, but .. So soon??!
Meh, whatever!!

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Mon, 09 Feb 2015, 16:20
Jayenkai
Spent most of today rejigging the scoring/lives mechanics a bit.
Seems to be a bit more logical once I added lives, but I'll probably integrate alternative mechanics, in the main menu, for the fun of it.

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Fri, 13 Feb 2015, 14:06
Jayenkai
Game scrapped.
Kinda scrapped.
Mostly scrapped.

I might come back to it at a later date, when the idea's a little more "rested", but I think that re-attempting it so soon after doing Alpha Collexion made for a very "Samey" experience.
The game works and is fully playable, but.. Realistically, it's the same feckin' game, and compared to it's "In a collection with 25 other games" counterpart, it looks sad, lonely, and somewhat pathetic as a standalone game.

So, um.. I'm going to try something else, instead.
Game Scrapped!

.. Meanwhile, I'm drawing Spikes..

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Fri, 13 Feb 2015, 16:34
Jayenkai


\o/

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Sun, 08 Mar 2015, 15:01
Jayenkai

View on YouTube

*shrugs*
Sun, 05 Apr 2015, 06:37
Jayenkai
April's game will more than likely be a new edition of Kee, Bo and Ard.
"Kee, Bo and Ard Go Deep" is the title I currently have in mind.

A first look at some tiles....


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Tue, 07 Apr 2015, 08:14
Jayenkai
Hmm.. Rather slow going on this one, so far! I've barely coded a thing, and have instead been doodling odd things that might never actually be part of the game. Ooops!

Anyhoo...


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Tue, 07 Apr 2015, 15:39
cyangames
It's a more organic way of doing game development I guess, gives you time to play with different ideas 'n' stuff

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Web / Game Dev, occasionally finishes off coding games also!
Sun, 12 Apr 2015, 07:37
Jayenkai
Fuck, was that Tuesday?
I haven't done a fucking thing all week!!!
Lazy Jay is taking over again!!!!

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Mon, 13 Apr 2015, 13:03
Jayenkai
....
"Why won't that work!? It makes NO sense!!!!"
..

*realises he's got the X and Y co-ords the wrong way round*

Oh,FFS...

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Mon, 13 Apr 2015, 13:34
Jayenkai
Right, I now have a fully working "top-down maze" engine.
..

I'm just not sure what to do with it.
hmmm...

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Mon, 13 Apr 2015, 17:25
steve_ancell
The same goes for any tools Jay, they may be rattling around in the draw or cupboard for years but one day will come when your really do need them.
Sun, 19 Apr 2015, 01:22
Jayenkai
Hmmm.. Still not coding properly!
I'm not sure what's going on, this year, but I've barely coded anything at all.
Futrino and Invisible Munky were both forced coding sessions, and this current one seems to be going the same way.
I don't appear to be enjoying the code sessions, which is really odd for me.

Maybe I just need to find the right sort of project, but.
.. *sigh*
Still, at least I've got Daily Platdude Pixelart to keep me occupied, I suppose.. :/

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Tue, 28 Apr 2015, 07:44
Jayenkai
So, I scrapped the latest game idea.
To be honest, as good as the engine was, the gameplay was pisspoor.
Basic idea, you fly around the outside of. Grid, throwing bombs that flip tiles within. The tiles flip over revealing coins or baddies. Shoot the baddies, collect the coins and flip all the tiles in the level.
As interesting an idea as it was, the game itself was dull, boring and uneventful.
The game's been scrapped.

Instead, I'm finding myself looking back at SpikeDislike3, and gave it a nice simple basic menu.


Hmm...
So, yeah, that's kinda interesting I reckon.
I might keep working on this one.

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