Jun
18

Y5:W25 – [V~S] Vertical Shooter

For the past few years, I’ve been building and rebuilding a silly little experimental shooter thing called “Horizontal Shooter”
The basic gist is that it’s a bog standard horizontal shooter, but with a weird control scheme, and a tail to catch things in.
I also tend to use Horizontal Shooter as a simple testbed, to see what a language can/can’t achieve in the realms of simplistic blurry lovelyness.

This time around, since we’re also focusing on mobile devices, I’ve decided to flip things around, and make it a Vertical Shooter instead.

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Jun
15

In Case of Emergency – WebMaker

It’s Saturday, and I’ve not really started a game for this week.

Well, that’s not entirely true.
I’ve actually started three games, this week, but all of them seemed to hit a dead-end pretty early on, so I’ve not really got anything to show for it.

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Jun
14

AGameAWeek Week at GooglePlay!

As unplanned as AGameAWeek usually is, I at least have a rough idea of what’ll be occurring.
Tuesdays, release a game. Wednesday’s think about a game idea. Thursday/Friday start a game. Saturday/Sunday bulk the game out where necessary/possible, and Monday finish things up before we release it on Tuesday and start it all over again.
Along the way, we get trips into the AGameAWeek Gold archive, and there are other oddities like the Uninteresting Wallpapers, and other silly little things.

Imagine my surprise, then, when halfway through E3 week, I realised I’d been posting a new/old game, every single day, onto GooglePlay!!
What started out as a shocking “OMG! It Worked!” event for Hoppy Bobby, quickly turned into me digging through my archive of Android games, and slapping up a different one each day.

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Jun
13

Monkey Skeleton 13_06_13

Time for an update to my Monkey Framework!
This week I noticed that, having upgraded my version of Monkey recently, Android’s Back Button was no longer being recognised, so I took a bit of time to figure out why that was happening, and updated the Framework to suit the new methods.

The Download

Jayenkai’s Monkey Framework, as of 13th June 2013 | Blog Post

Older versions

23rd March 2013 | Blog Post
25th February 2013 | Blog Post
28th January 2013 | Blog Post

Also in this update..

* The new “Testcard in place of a Credits Screen” stuff.
* A few quick-to-access name based settings, up at the top of the file, because it was starting to wind me up having to keep opening .monkey files, just to change the name of the game!
* URL Data quicky test. You’ll want to remove it, but it’s in there, and it seems to work ok.
* New version of the Icon Resizer (See below for further details)
* A few tweaks that I’ve probably forgotten all about.

You can Download Monkey_Skeleton_2013_06_13 here

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Jun
11

Y5:W24 – Hoppy Bobby

Welcome to the wonderful world of Platform Jumping!

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Jun
10

Monkey->iOS : After F5

Apologies that this post has taken me so long to publish.
I actually wrote most of it about 3 months ago, when I first released SpikeDislike2, but it’s been sat on my Mac on a Sticky Note, and I kinda forgot all about it!
I remembered it, the other day, when I submitted SpikeDislike2-Lite to Apple.

What follows is a checklist/guide for compiling your Monkey-coded game onto iOS.

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Jun
09

Uninteresting Wallpaper of the Month – June 2013

I bet you’re wondering wtf this one is supposed to be!
You’ll have to wait until Tuesday to play “Hoppy Bobby”, but in the meantime you can adorn your desktop with this wonderful wallpaper :D


Click for MAHOOOSIIIVVEEE!! (3200×3200)

Jun
08

AGameAWeek Gold – NeonPlat and Blockman

AGameAWeek Gold looks back on this day in history, and trawls through the Jayenkai Archive to see if I’ve previously released any interesting games, today, in the past.

It’s like playing around with a time machine, but without the risk of destroying the entire universe, simply because you happened to sneeze near a butterfly, or something!

Today, we find two great classics.

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