Daily Blog – Y7 – D275 – Flu…


Suffering, yesterday, as a runny nose took control, and left me really not in the mood for doing much of anything.
Hurray.. :\

I spent what dev-time I could manage, working on Greenie’s Mini Quest/Little Adventure. For starters, I gave it it’s proper original name! Always seemed silly that the game should have two titles, so I settled on Little Adventure, since that was the name in the logo. (eg, that was easier!!)
Next, I tackled the level generator, making levels a little tougher overall, and I also set a 9-item limit on how many objects you can carry between levels. (TNT, Keys and Spells)
As such, the newer version is a little tougher to play through, but hopefully not too tough.
I gradually uploaded it through the day, and it should be available on your nearby OUYA/Gamestick store soon’ish.

Meanwhile, on GameStick…

They’ve had a ME day, as they simultaneously released the 9 games I’ve been fixing up over the past week or so.
Over the next few weeks there should hopefully be more of the same. And hopefully some other folk’s games, too, because otherwise that’ll start to look rather silly!!!

(The OUYA editions are being released, instantly, as they pass through review, whereas GameStick tend to have more specific release days.)

If you’re interested in playing the many many AGameAWeek games on your telly, be sure to grab either an OUYA or a GameStick, and you’ll be sorted!

Continue reading Daily Blog – Y7 – D275 – Flu…

Daily Blog – Y7 – D274 – Utter Chaos


Guess what I tried doing, last night…?
If you read the title of this blog entry, and know how smooth and silky my current Dev-Kit is, you’ve probably guessed “A quick iOS Compile”, and, of course, you’d be right!

I’m currently midway through attempting to get a Free “LITE” edition of SpikeDislike3 onto the App Store.
50 levels, no GameCenter, and a big old “Full Edition!” link right at the top of the menu.

That part was easy.
Then I copied the folder over to the Mac..
.. No.. Wait.. The Mac is inexplicably not connecting to the NAS drive.
I spent a good twenty minutes trying to figure that out, before giving up.
I hunted for my old USB Flashdrive, and copied the folder onto there, shoved it into the Mac Mini (where the USB ports are, frankly, a total pain in the arse, around the back, between masses of cables)

Then I opened the project, compiled using Monkey, and opened the project in XCode…
At which point it spent about 10 minutes doing it’s “Gathering Bullshit” thing, where it just sits there doing nothing because you happened to plug in an iPad.
THEN I hit Compile, and it complained that my Launch images were the wrong size.
They’ve been that same size for about 4 years, but NOW they’re the wrong bloody size. So I had to put different numbers into my Icon creator, which is on the PC, so then I had to faff about with the USB thumbstick again to copy them to the Mac, at which point all went silkily smoothly and the game got compiled!


*phew* The stress was over..

.. No.. Wait.. This is iOS..

Next I had to re-educate myself on the ins and outs of iTunesConnect, because they’ve completely bloody well re-designed the whole smegging website, just to baffle us developers.

Finally finding the “Upload images” bit, there are now 5 sets of screenshots you need to upload for your game.
3.5inch, 4 inch, 4.7inch, 5.5inch and iPad sized screenshots, because god forbid these devices use any kind of scaling..

So I gather up 4 screenshots for each resolution and drag’n’drop them onto it, just like it wants me to.
.. And then I wait..
and wait..
and wait..
Oh, FFS, it’s crashed or something.

F5 to refresh, and I get to do it again.
and again it crashes..
And again..
and again..

Maybe two at a time? Nope..

Inevitably I ended up dragging the images one-by-one, because that was the only way it’d work.
And then I hit [SAVE]
.. and then it said “Unable to save at this time”

I swore a lot, last night.
I swore an awful lot..

I’ll probably try again, tonight, depending on whether or not I have any more hair to pull out.

Continue reading Daily Blog – Y7 – D274 – Utter Chaos

Daily Blog – Y7 – D273 – Tweaks and Trims


I got a new “Timer or Event” bar under the score, in NeonPlat’s Cosmic Adventure, which either displays a depleting timer for things like Shields and Speedups, or a set of blocks when displaying weapons and whatnot.
It’s a fairly simply little bar, and isn’t much to write home about, but there it is!

Meanwhile I’m also finding (or rather, other people are finding..) a weird quirk with some of my older games, on some Android devices. It seems that upon first load, the games occasionally crash. Reloading the game, they work fine, but if you delete the game and reinstall, the crash intermittently happens again, on some devices..
.. But only on first load.

I’m not sure what’s causing that, and it’s going to be a bugger to figure out why it’s happening.
.. Oh, goodie.. :\


I also made a choon last night. Not sure why, just kinda happened!!

Continue reading Daily Blog – Y7 – D273 – Tweaks and Trims

Daily Blog – Y7 – D272 – Hats Abound


I spent some time thinking about hats, yesterday, and trying to find the best way to illustrate the lifespan of the hats.
Annoyingly, they’re all slightly different.
Shields have hit-points, Speedups have timers, Weapons have ammo.
Complicated trying to find a way to display all that.

I think I’ll probably just end up shoving a bar somewhere on the screen, or something. That’d probably work best.
The old version had the Arc surrounding Platdude, but I don’t think that’s very suitable this time around. The screen’s already getting cluttered!!

Meanwhile, over on the OUYA side of things, I got Disc Blaster re-uploaded to OUYA last night. I’ve been enjoying replaying all these old games, and luckily the old links still work for the new editions. (I wasn’t sure if I’d have to clean up all those, too! erk!!)

Today, I’ll be heading back to fix up “Every Good Bird”. A true classic 😀

Continue reading Daily Blog – Y7 – D272 – Hats Abound

Daily Blog – Y7 – D271 – A Logo


NPA2 is now NPCA, as it finally finds a proper title, “NeonPlat’s Cosmic Adventure”.

I spent about 5 or 6 hours trying out various programs desperate to find a nice way to get a properly designed logo that would curve around the edge of the planet.
In the end, I did what I usually did, and opted to just do the bloomin’ thing myself.

1. BlitzMax
2. Selection of Fonts from 1001FreeFonts.com
3. Code!!!

I wrote a program to grab a font, draw it to the screen, cut out it’s filling to leave only the outline, add the same Neon-Blur that my sprites get, then render out the letters to a spritesheet.
Next I grabbed those sprites, popped them into the game engine, and used a bit of maths to position each letter where it was needed.

In the end, it took roughly about an hour, but most of that was spent fiddling with the font renderer tool.
The end result is quite nice, and does exactly the job I wanted.

Why reinvent the wheel? Because sometimes, you just can’t find the right sort of wheel!!

Continue reading Daily Blog – Y7 – D271 – A Logo

Daily Blog – Y7 – D270 – Not Going Anywhere


Yesterday I spent far too long attempting something that, inevitably didn’t actually go anywhere.
As I continue on my alphabetised fixups of OUYA games, I found myself reaching Boxsplodings.
I’ve never been happy with the fact that there are “only” 64 levels in this game, and last night I attempted to make a random level generator for the game.
Unfortunately, all resulting attempts ended up looking boring, dull, and somewhat similar.
More work on that, in the future, I reckon.
For now, Boxsplodings will be reuploaded the same way it was before. No bigger, no better, just the same.

A waste of a day, really!

Meanwhile, I think I might’ve finally settled on a proper name for NeonPlat Adventures 2.
“NeonPlat’s Cosmic Adventures”?

I’ll be attempting a logo, later today.

Continue reading Daily Blog – Y7 – D270 – Not Going Anywhere

Daily Blog – Y7 – D269 – Those Little Things


The first of my games finally passed through PlayJam/GameStick review, yesterday. (Good to know that ONLY took 5 days, even though I was on “the fast track”!! Compare that to the fact that OUYA’s reviewed all 5 of the games I’ve so far uploaded!)

A very thorough review, where the only complaints were as follows.

1. If you pause the game, go into the menu, turn off the music, then turn it back on, it doesn’t actually restart until you’ve quit the game.
This has been a “feature” of my framework for a long long time, mostly due to the fact that one device that I’ve forgotten (Probably my Nexus 7) didn’t ever STOP the music properly, thus leading to a really annoying case where hitting the Music On/Off button would lead to an insane number of overlapping tracks.
Stupid bug..
Yesterday I apent a good amount of time trying to work that one out, as well as having to account for different games that might use various tunes and things. I *think* I’ve got it, but will have to double check, today, to be sure it’s working on all devices.

2. The [START] button is unused.
An OUYA-based thing, in that the OUYA controller didn’t have a Start button, and that big old OUYA button had many none-game related uses, so I instead used the Y (top of the four face buttons) to do all my pausing/menu stuff.
I’ve re-inserted Start Button functionality, and will be testing that today, too.

Basically, lots of testing to be done over the next few hours, and that’s, once again, taking time away from NeonPlat Adventures :(

I did, at the very least, add crumbling platforms to NeonPlat, yesterday, so that’s good. .. I think..

Otherwise, the current framework seems to pass through PlayJam’s GameStick review fairly well, so pretty much expect an influx of AGameAWeek to slowly start appearing on that device.


Continue reading Daily Blog – Y7 – D269 – Those Little Things

Daily Blog – Y7 – D268 – Hmm.. What did I do?


I’m seriously struggling to remember what all I did, yesterday!
I oughta keep a note of these things.

I know I uploaded another game to OUYA and PlayJam, and I also know I spent a good hour or so tweaking NeonPlat Adventures 2..
.. But I can’t, for the life of me, remember what it was that I actually did!!

I blame the cat, who woke me up far too early, which led to a day of messing about and not really accomplishing much, before finally heading back to bed for a “short nap”, which ended up being most of the night.
My body clock’s sleep schedule is now about 4 hours out of sync.
Stupid cat!

Today I’ll be fixing up Blockman Worlds for OUYA and PlayJam, before attempting to add new obstacles into the world of NeonPlat.
Should be fun!!

Continue reading Daily Blog – Y7 – D268 – Hmm.. What did I do?

Daily Blog – Y7 – D267 – Lives


Yesterday, I finally (*finally!!*) got around to adding a life display to NeonPlat Adventures 2!


There they are at the top, between the score and the “coin” count.
Two little NeonPlats doing what they need to.

Only two, mind.
There’ll be extra lives along the way, but you’ll only be able to hold two at a time.
I’m still not quite sure where all the “Hat” display stuff’s going to go. Sure, he can wear a hat well enough, but things like Shield time, weapons left and other such stuff needs some kind of display.

Meanwhile, up went another game, yesterday.
Alien Spindome, Alpha Collexion and BlastTrax have all passed their re-review, and are available on OUYA once again.
As I continue this epic challenge, I think I’ll probably be sticking to one game a day, unless I happen to come across a few games in a row that are shockingly easy to update.
The amount of none-code stuff is insane, from taking screenshots, ensuring the icons are all there, doing the certificates, uploading to OUYA with screenshots and details, uploading to GameStick with screenshots and details..
There’s a lot of work that goes in to each and every game, beyond just recompiling it.
Bah, humbug!

Continue reading Daily Blog – Y7 – D267 – Lives

Daily Blog – Y7 – D266 – Repairing Games


So, with all my games now missing from OUYA, it’s time to start popping them all back on again.
One by one, I’m opening old code, fixing up any issues, and getting the games updated to the newer framework.
The new controller code is a piece of piss, since I did all that work in the Monkey Target part of Monkey. Essentially, I need only hit the recompile button, and the new controller code magically fits itself into the game.

The tricky part is adding a “Quit Game” menu item to the game’s main menu, as not all the games work in the same way.
A standard “Button at the front of the menu” will be easy enough, assuming I stuck to the standard menu style, but games like Alpha Collexion, SpikeDislike2/3 and the current project NeonPlat Adventures 2, all have vastly different menus, with no obvious places to include an easily accessible (using just a controller!) Quit button.
There’s going to be a lot of improvising, I imagine!

Oh, also, I uploaded Alien Spindome to OUYA, but stupidly named it Alien Deathmatch by mistake.. D’oh! A sign, perhaps!?
I had to email TeamOUYA and ask them to hack their own database, to fix that one.
I’ll need to be much more careful in the future. Don’t want to be nagging them for help every other game.

With the first two games uploaded (Alpha Collextion and Alien Deathmatch) I’m going to have to wait for “Fail/Success” in the review department before I can ramp things up to full speed. Meanwhile, I’m tackling BlastTrax today, which has a different bloomin’ menu.


Continue reading Daily Blog – Y7 – D266 – Repairing Games