Android Android Games by Jayenkai

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If you've been hanging around the whole DS Homebrew scene long enough, you might remember one of my original DS Homebrew favourites.
Arcade Slots saw me grabbing spriterips from various old arcade games, and shoving them all into old-skool Slot Machine engines..

I guess I /could/ do that again, but I've always been wary of getting my ass sued by all the various game companies!
I might not be a great artist, but even I know that stuff's a bad idea!

Instead, for this remake, I've ripped off my OWN sprites!
What follows is the same sort of idea, but instead of ripping sprites from Arcade Classics, I've ripped them out of my own old games.
Some of them you might recognise, others you probably won't.

Either way, it's a fun, highly playable, slot machine.
BE WARNED : This is a "SLOT" machine.. AKA "It's all a bit random, there is no skill involved."
I don't want to hear any complaints about the mechanics, here.. I've forewarned you. This is a game of Random Chance, not a game where you can prod the screen to stop the reels, or any other stupid new-age mechanic like that. We're doing proper old-skool slots, here!


..*sigh* Whoever invented that "Tap to Stop" mechanic oughta be shot..

Anyhoo, here be the game. : Arcade Slots (AGAW Edition)
And, no, I still haven't added those QCodes, yet, have I.. hmmm.. I have a lot of background stuff to work on!
 
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I'm back!
Did you miss me!?
I bet you're all wondering where I was, last week!
..
..either that or you didn't notice I skipped a week.
... you probably didn't notice.

Aw well, no matter.

Last week I actually released my JMTrackr music editor, but that was for Windows only, so I didn't bother to post about it, here.
This week, the first game to use the music from the editor! It all fits together!

>Karl's Tiny Adventure< sees our hero Karl* running about some 1980's Manic Miner-esque landscapes, to gather up all the flashing items, to open up the exit, and then escape to the next level.

It's old-skool gaming at it's finest, and that's partially where the main issue comes in.
Old-skool vs Touchscreen!
Yikes!

The onscreen dpad and button works to a degree, but it's not the finest control scheme in the world. There's a toggle on the Pause menu to switch to an alternative method, but that's not actually all that much better, either.
Grr.
I really wish I could get physical buttons to work, but without any proper test devices it's tricky to fiddle about with these things.
Grrrr.
Anyway, stick with the onscreen dpad, and it should grow on you. eventually.. after you've died a hundred times or so...

Hurray for deadly games of doom!!! Mua-ha-haaa!
 
A slight tweak in the rules, for April.
Usually I spend April making a bigger game, and had in fact originally intended my Big April Game to be SpikeDislike2, but once I started it, I couldn't stop myself from finishing it a month and a half early. Whoops!!

Instead, then, we're going to be spending April building up a nice new Word Game collection.
I hope you guys like Word Games!!?

All New Stringy Things

Over the coming weeks, we'll be building it up to become a nice shiny collection of word games.
For our first week, we tackle the simple "Strings" game, where you need to find strings of words in the grid.
Words can be vertical, horizontal, diagonal, or snaked around the place.
Simply drag your finger over the word, then release. So long as the word's in the dictionary (TWL06) it'll be accepted, the letters will pop away, and the grid will refill.
Play continues until time is up, or you've created enough words.

Next week, you'll be able to grab a new version of this, with two games included. Oh, the joy!!
Whatever will it be!?
 
\me waves
Hello gang!
You might remember me from such DS Homebrew titles as JNKPlatDS08, Platdude's Retro Collection, Arcade Slots, Sheep Goes Left, and many many more!

Recently, I purchased a new programming language called Monkey (yeay! Munky!) and it does something awesome! It allows me to write games, and have them work on Android devices :D super-yeay!

I took a month to build up a nice neat framework, battled a dozen or so quirks, and fought my way through the bad stuff. I finally got things near-enough a couple of weeks ago, and have started releasing the good stuff!

From here onwards, any game that I write for AGameAWeek should* also be released for Android devices.
That's a LOT of games!
And with a back catalogue as fun and adventurous as mine, it'll make sense to keep an eye on what comes out.

Bring on the awesome!!

I'll keep adding to this topic as long as I can remember that I've made it!

(* should.. But not always. Sometimes games just won't make sense without a keyboard and mouse!!)

-=-=-=-

2013
Jan 29 - Cardagain (Again!) : Remember the Layout, Remember the Order, Select the Cards Again
Feb 05 - C3ntipong : Smash the Pods and Bounce the Balls
Feb 12 - Platdude Goes Golfing - Lame "arcade" golfing thing
Feb 19 - The Heist - A Bank Robbing Adventure
Feb 26 - Blockman Gets Hungry - A very hungry face in a maze!
Mar 05 - SpikeDislike2 - Extreme Avoidance of Spikes
Mar 12 - Arcade Slots (AGAW Edition) - Copyright Safe edition of the Slot Machine Arcade Mashup
Mar 26 - Karl's Tiny Adventure - A retro styled platformer.
April - All New Stringy Things - A Collection of Word Games built up over the course of April.
Dude, why don't you publish your games at the android market aka google play?
It would available right to every phone and you could target a bigger audience.;)
And by the way, the games are quite neat, small and challenging:grog:
 
Sometimes you can be happily plodding along, writing games, and people will go "Hmm, X doesn't work!" and you'll say "Are you sure?" and they go "Yep.. There's something not right, here!!"
Then you start looking into the problem a little deeper, and suddenly your entire project starts to unravel.
Piece by piece, the project falls rapidly apart, and soon enough you're left with a stick and a piece of string, and no idea on how the two pieces should connect back together again.

This is what happened to Stringy Things.

By now we should be up to Game Number Four.
Instead, I'm battling with the Word List Loader, and realising it's not quite as easy as I'd thought.
Different devices do certain things in wildly different manners, and it's having a disastrous effect on my game.

So, I did what only a good AGameAWeek author does, and scrapped it.
I might come back and fix it up later, but I've spent the best part of two weeks trying to fix the thing, and so far my string and stick are still decidedly disconnected.

A shame..

Instead, this week, I've headed back to the days of the Amiga, and plucked that old favourite "Atoms" out of the diskbox.
I've done a quick (REALLY quick!) remake of the thing, (Coded the whole thing, yesterday!) and have plopped that up as this week's AGameAWeek.
It's a nice simple little board game style thing, and it works great on your phone.
Select from 2 to 4 players (Human or AI), and then click Easy/Normal/Hard for different grid sizes.
Nice and easy.

Lemmie know if you need instructions!

You can Download JNKAtoms here.
 
Monkey is an oldskool programming language. At its heart it is a language, not a set of tools.
If you want an image on the screen, you use a paint package to draw the image, you use the load command to load the image and you use the draw command to draw the image.
Then you need to keep track of the image yourself, and keep redrawing it and moving it.

This is all down to you, and your programming, not the language.
Monkey does a lot of background stuff, but it's very hands-off when it comes to how you achieve your goals.

Some people hate that style of programming, but I personally love it. It's the type of programming I was brought up with.

I don't click-to-achieve. I use the keyboard.
 
oh ok so its ur typical programming language. very nice as i too am fond of it.
i love the concept of it being able to publish to different platforms.

Can you make something like game dev story or likewise? is that called 2d?

Impressive work.
 
Another week, Another Game!

This week saw me tackling the age old "Combat" style of game, with tanks battling it out inside a small arena.
Instead of an infinite ammo supply, the Tanks simply fire Bean Bags at each other!
Run out of bags, and you'll have to run about to pick 'em up again, before launching another attack.
But keep moving, because any moment there's going to be a new challenger to fight against!!

You can Download Bean Bag Tanks here.

Let me know if you like this game, and want to see more of it.
I kinda liked it myself, but I think I fell out of love with the game halfway through. That happens sometimes, with AGameAWeek.
If it IS good, spur me on, and I'll rejig it next week!
 
This week sees another case of "...but is it good?"

I started off with a good enough plan, but it sort of lost it's way, halfway through.
The game plays well, though, and will keep you occupied for a few minutes, if you're bored or waiting for a bus, or something dull like that!
.. maybe..
Smash Lines
The idea is pretty simple. You draw over a trail of 3 or more alike blocks, and then try to trail a second before the Combo-timer runs out.
Get as many as you can without emptying the combo-timer, and you'll get a nice big score.
Each round has a target to aim for, and it's own slower timer to keep you moving.

It's not hard, it's not clever, it's just a play thing.

"...but is it good?"
You can Download Smash Lines here.

Let me know what you think, and whether I should expand upon the idea.
 
Another week, another classic!
A nice, simple, highscore battler!

The evil Idigidragon ("E did ji dragon") is storming the city once again, and it's up to you to try to stop it.
Launch a plane, and tap like a madman to shoot his eye!
The longer you hold on the screen, the slower your bullets get. Simply release to reload, and shoot some more, but beware the flaming squares of destruction that Idigidragon breathes!!

You can Download Idigidragon Returns here.
 
A nice and simple clicky button game, this week.
The gameplay is simple. It does exactly what it says on the titlescreen.

One of These Will Kill You
There's a bunch of tiles on the screen, and tapping one of them will kill you.
Try to find five good tiles without blowing up.
If you get five, you move onto the next level, where there's more bombs, so less chance of getting out alive.

Nice and simple, easy to play, and a nice handy plaything to have on your phone. .. maybe..?

You can Download One of These Will Kill You here!
 
MLG : Microscopic Lifeform Genocide

A nice simple circular shooty game, with evolving growing microorganisms. Blast them all, before they overwhelm you!
A semi-remake of an old Amiga shareware game, but tweaked for simplicity!
This is my third attempt at this game, and yet I still haven't added half the features of the original!
Some day, I might do a more complete remake, but as it stands, it's still a nice little shooty game.

You can Download MLG : Microscopic Lifeform Genocide here.
 
Kee, Bo and Ard Makes Three

This week's game features three little squishy fellas, all desperately trying to get to their checkered home tiles, whilst gathering the gems along the way.
The game is a simple enough top-down-maze type game, with a decent (64) number of levels included.
How many can YOU complete!?

You can Download Kee, Bo and Ard Makes Three here
 
This week's game is a corker!
In fact, it's SO good, that I even bothered to tackle GooglePlay again, and I finally managed to get the thing working!!

You can Download Hoppy Bobby here, as per usual..
However, you might also be happy to know that you can alternatively grab it, straight from GooglePlay, right here!
\o/yeay\o/

A fantastic little platform game. Simply leap from platform to platform. There's only one button. It's not complicated. It's so easy, even your mum could play it.
.. But, GRRRRR, It's a bugger to get right!!!

:D

Enjoy!!
 
Downloaded Hoppy Bobby. It is pretty fun but you're description's off... there's two buttons! :)
 
The whole screen acts as one single button. Those "two buttons" are simply there to tech you the difference between tap and hold.

Umm you might want to think about that as it's a bit confusing. A simple "Tap to jump, hold to leap" instruction would explain things better. As the instruction are now, I was under the impression that touching the left hand side of the screen would do a small jump regardless of how long I press for, and the right side of the screen would perform a jump with power dependant on how long you hold down for.
 
Sorry, complaint noted, but I'm already up to the next project! It'll have to wait until I decide to refocus on the game.
This week..
[V~S] - Vertical Shooter (Experimental!)

This is mostly an experimental release. If folk enjoy it, I might set about expanding it, but I think it might be a little bit "too" quirky for some.
Not sure..
Give it a whirl!

You can Download Vertical Shooter Experimental from the archive or alternatively, direct from Google Play

Incidentally, there's a nice growing library of games, available at https://play.google.com/store/apps/developer?id=Jayenkai]Google Play[/url]. Nothing that isn't already listed here, but the version of SpikeDislike2 available there is a little bit bigger :D
 

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