Original pic via @miangraham
Smash Bros (c) Nintendo
September 11, 2014
A couple of months ago, I mentioned this game in passing..
And immediately started looking into remaking it.
It was just after I’d released ChuckABall, was midway through BounceABall, and considered this as a possible extra “ABall” game to fit alongside them.
.. Then I got sidetracked by the NeonBike game, and I didn’t bother going back.
.. Then last week, Tetris Battle came out on OUYA, and I was going “aw, dangit.. Missed my chance!!” and gave up on the game, due to basic “The Tetris Company would sue my butt off” reasons.
But over the course of the past week, many things have interfered in that decision..
People have whinged and griped about the fact that Tetris Battle doesn’t even have an honest to goodness Endless mode.
People have complained to me that it doesn’t quite feel like proper Tetris.
And god knows how much I hate that “you can see the next 70,000 blocks!”, and “Here’s where it’ll land!!!” crap..
I’m currently wondering what to make for next week’s game, and my head’s chanting “Tetripong!!” over and over again..
I’m not sure what to do.
This week, I decided that I really oughta get a decent puzzle game onto the OUYA.
My first thought was to do a Tetris game, and recreate TetriPong, but as is usually the case, halfway through the planning stages, an ACTUAL Tetris game was launched, by The Tetris Company, onto the OUYA.
I’ll probably save that for another time, then.
But what of my need for Puzzles? What other old AGameAWeek game can I trudge out as a new Puzzle game?
Oooh, I know!!
The game’s “mostly” stable, and needs only scoring and a decent level structure. I’m not sure how I’m going to lay out the levels, but it’s currently in sets of 5 levels..
No idea if I’m sticking with that.. Guess we’ll find out later in the week..
Meanwhile, I’m desperately trying to cobble together as many levels as I can, within the short amount of time remaining.
Wish me luck!!!
I’ll see if I can do something about that, but I’ll probably just stick to exe/apk releases, to be on the safe side.
Today I’ve started recreating Munky Blocks.
At the minute, I’m trying to get the basic controls up and running with a touchscreen, which.. as you can possibly imagine.. are a teensy bit tricky.
Once I’ve got the game basics up and running, I’ll start messing about and seeing what “NEW!” features I can add into the mix.
.. I also need to build a boatload of levels, too, so .. this will probably be a difficult week, ahead!!
A few months ago, I bought myself a new camera. Well, actually it’s a Phone, but since I never phone anyone, and all my communication is via the internet, and I never actually go anywhere, the “phone” part of the phone is pretty much going unused.
I bought the Lumia 1020 as a camera, because it has a wonderfully large 41 megapixel sensor, and a staggeringly good Optical Stabilisation lens. Since my whole “brain tumour!” thing, I’ve had incredibly shaky hands, and being able to take crisp clear photos without needing to put the camera onto a stable surface first, is a godsend!
But why choose a phone, and not a camera?
Well, two reasons.
First, I don’t really like lugging a camera around. Since the world of camera-phones has emerged, the possibility of a little thin camera in my pocket is a great thing.
Even a “Pocket” camera is a great big thick chunky thing, which would never fit in my Jeans pocket. A phone does. And does well.
Having an actual pocket camera, which actually fits in my pocket, and actually takes great pictures? Yeay!
The other reason was Windows Mobile.
Monkey, my current choice of language, allows you to target MANY different devices, and Windows Mobile is one of them.
I know how to build for iOS, and Android, and figured it was probably about time to try out WinMobile.
Today, I finally attempted compiling for my “camera”, and I’m happy to say that it went fairly well.
A simmple, single test, a few tweaks, and another test. All seemed to work reasonably well, and appears to be easily repeatable for future projects.
I now have to learn all about the licenses, and requirements for store-based stuff, and hopefully within the next few months I’ll be up and running on there.
Also, I could do with sorting out my iOS stuff, and .. I really need to get myself another Android test device..
But I’m slowly nudging my way back to phone-dev, so expect a few touch-based games to start appearing soon.
Whether WinMobile games will be weekly, will be entirely dependant on how long it takes me to get from hitting the compile button, to it being available in the store.
(Oh, and .. WTF is with THOSE icon sizes, Microsoft? Bloody hell!!)