Invisible Munky is BACK!
It only took 10 years for Invisible Munky to re-appear*, and in that time, it’s learned an excellent new skill.
I say “slow”, but of course, I mean “Slow in the realm of AGameAWeek!”
I’ve been working on Invisible Munky 2 for nearly THREE WEEKS, now! Blimey, that went fast!
I’m currently working on building levels, and trying to keep the momentum of the game flowing in a decent manner. I’m also trying to add a decent mix of music, but it’s all kinda samey. I might have to head in a completely different melodical direction, or something. *shrugs* Not sure!
Anyway, the game currently contains 9 levels, and they’re all 100%able. I’m now going to start adding trickier elements into the engine, and trying to catch out the player, without resorting to cheap tricks. (Also, so far, I’ve no horrible death pits.. Trying to avoid using those)
Fingers crossed that the end result is as good as expected!
The engine’s working nicely, an art style has been defined, and things are getting put together.
I’ve started building some proper levels, now, but already the game’s feeling like it’s still missing something.
At the moment, I’m attempting to add wandering bad-guys into the levels, which should help make things a little less lacklustre, but trying to get them to wander nicely within the areas is proving to be much more complicated than I thought, especially when the levels are build up with nothing more than vector lines, not a usual simmplistic grid.
Still, onward and upward, I suppose.
Hopefully I can get it feeling nice and complicated within the next day or so, so that I can focus on building up the levels again.
Invisible Munky 2 : Happy Banana Land!
Tentatively titled “Invisible Munky 2 – Happy Banana Land!” because… why not!
So, um.. Yeah..
The engine seems to be working well, although I’ve not added too much yet.
I need to design proper levels for this one, and I also have an object limit, which will be odd to have to deal with..
Anyhoo, the game’s been started, and assuming I can make some decent levels, it should be with you in a week or two. Wish me luck!!
I’ve had a fair amount of fun playing with Unity, but in all honesty, I haven’t progressed far enough to make it worth the switch.
I’m at the point, now, where I really need to make the big decision.
Making the complete switch to Unity will require heavy work, recreating my entire framework, and getting everything up and running smoothly enough that I can rapidly cobble together AGameAWeek.
And it’s the “Rapidly cobble together AGameAWeek” bit that puts me off.
At the moment, and I’ll admit I am still trying to figure out this whole Unity thing, I appear to need to perform about 4 or 5 steps to add a single spritesheet into the engine.
Adding it to the Project, cutting it in the IDE, adding it to the Object, and then defining an array to handle the individual frames within the sheet.
I know that’s “not a lot”, and my experience with AGameAWeek thus far have taught me that things like that tend to get easier, the more you do them and get used to the way they work.
But right now, I’m not sure I want to be doing that.
In Monkey, I add the file to the folder, add a single LoadImg() command, and then it’s ready for use. Unity’s more about clicking the mouse, than tapping the keys.
Does that make me sound lazy?! It probably does.
So, for the past 24 hours, I’ve found myself slipping back to Monkey, and fiddling about with my framework.
I’ve been experimenting and testing all manner of odd little things, and wondering if the whole Unity thing is worth it.
I’m still on the fence, but appear to be heading back to Monkey.
March 6th 2012 : Taken into hospital with High Blood Pressure and Vomiting
March 8th 2012 : Brain Surgery for Tumour removal.
2012 wasn’t a very fun year for me.
I spent the better part of 5 months stuck in a hospital ward, and most of that time I was throwing up every single day.
A myriad of pills, patches and injections were used to desperately try to stop the vomiting, but eventually they gave up trying, and sent me home.
Luckily the daily vomiting’s died down.
Three years on, and I’m somewhat settled into my new life. I can’t really do anything too physical. My balance is messed up, and too much movement tends to bring back the sickness. (Putting up the Xmas Tree is a particularly queaziness-inducing event.) But for the most part, I’ve learned that staying sat on the couch all day, is a fairly decent way of ensuring I’m not in constant need of my sick-bowl.
I currently spend most of the day sat on the couch, coding games, drawing silly Platdude pictures, and all those other things that fill up my Twitter/Facebook feed.
I don’t get out much, but am seemingly capable of getting into the village and back without being too sick, as long as I only attempt it on a “good” day. “Bad” days tend to leave me much queazier, and if I dare attempt a trip outside.. .. Hopefully the sickbowl isn’t too far away!
I’m thankful that I’m still here, that the surgeon’s were fantastic at what they did, and that my Blood Pressure was so remarkably high that they needed to perform a CT scan to figure out why!! (.. Because just a couple of weeks earlier, my GP had sent me for an xray, and told me there was nothing wrong..)
Three years on.. I’m not perfectly fit and healthy, but I know it could’ve been much worse, and that I’ve been extremely lucky.
God Bless the NHS!
You might’ve noticed a certain lack of content, lately. I’m not sure why this is, if I’m honest.
I keep starting new things, and giving up too quickly.
So, um, what to do..?
Well, yesterday, Unity 5 was released, and they’ve made it entirely (mostly) free to use.
This is a bit of a shock, and as I type this, Unity 5 is installing in the background.
I’m going to give it a whirl. I figure that, since I’m not actually releasing anything lately, I might as well have some fun and try something new.
Whether or not I decide to stick with Unity will depend entirely on whether or not I’m comfortable using it. It might be that I find myself enjoying the new abilities of the pseudo-2D environment..
.. or it might be that I end up pulling my hair out, and shouting and screaming and ranting over Twitter (watch the feed, folks!!)
I’ll let you know ASAP.
.. and there might be some fun test-projects along the way!
As has become a tradition on iOS, My Birthday = Free Spikes for Everybody!!
This is, alarmingly, the fifth year that I’ve done this, and .. Honestly, that’s scary!!
I can’t believe that SpikeDislike is now five years old!
Anyway, there it is, and it still happily runs on most iOS devices, so bravo to Cocos2d for having coped with all the iOS switches over the years.
This year, I’ll also be making SpikeDislike2 free, too, because. .. Heck, why not!!
So, on Monday, both the games will be free to grab from the AppStore.
If you’re feeling nice, and haven’t already bought them all, be sure to pick up the AGameAWeek Monkey-X Bundle from the AppStore, to complete your collection. It’s got games like Blockman, NeonPlat and BlastTrac, to keep you playing for hours.
Enjoy the games… … Tomorrow!
This week, we had the roof of our house redone. Old slates off, new framework build, new slates on.
It’s been a lengthy job, and certainly not one I can glance up at very much.. (My current balance-less health issues have made looking up ludicrously difficult!)
Always makes me feel lazy, sitting around and watching other people do big jobs like that, but. .. There’s not a lot I can help with, so it’s best to stay out of the way.
Meanwhile, the loud banging and clattering has been waking me up bright and early.
At first I thought this would mean a complete day of coding, but instead it’s been a week where I’ve doodled a daily Platdude Pixelart, then given up doing anything for the rest of the day, because I woke up too early!!!!
Coding has been in drips and drabs all week, and I’ve not really accomplished anything at all.
The fact that I’m still tweaking the background-scrolling functions in SpikeDislike3 should be a sign of how little work I’ve managed to get done, this week.. I usually have that up and running in about an hour, but this time I’ve been having to incorporate “new” functionality into it, and trying not to make it as bland as previous incarnations.
Tough work, and not really something I can do whilst half-asleep!
Still, next week is another week.
Monday 23rd is my Birthday, btw, so as is tradition, SpikeDislike iOS will be free for the day. This year, SpikeDislike2 will also be free for the day, because.. Why not!
And with any luck, by the end of March, you should be getting ready to enjoy SpikeDislike3!
See you on the other side!!
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.