@ron975
Finite Lives Works!!
I figured if people were going to pay for my game (the iOS one), and since I'm such a sadistic git with some of my levels, I'm going to HAVE to make sure they can complete it!
There's a 3-strikes mechanism in the iOS one, which I'll be replicating here.
If you lose all your lives in a world, you get a little spike on the menu for that world.
If you get 3 spikes on a world (ie, you've tried 3 whole sets of lives, and still can't complete it) you get a skip button.
Job done..
To further your quest for completion, the spikes stay put on the menu, as a telltale sign.
If you want rid, you're going to have to complete the whole of that world without losing a single life, at which point a nice happy little golden sheep takes their place
Gotta catch 'em all
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@Undiscovered Link
DesMuME 's the one I'm using. It works.
Screenshots, take your own, I ain't doing that. I've found that, if I do, all the damn homebrew sites will just use those, instead of taking their own shots.
I'd much prefer that they take their own shots, so I leave my posts (generally) without.
The shots that are already posted here contain little "Aaaah, I know you used mine, you lazy munky" pointers that clue me into how lazy they are.
Music, ain't done any more than what's in there, because .. that's all there be!
Betas, Upgrades and Mockups..
..yeah, that's not me!
I'm Jayenkai, and I write (generally, usually) AGameAWeek.
As in, I start, I art, I music, I sound, I code, I finish, a brand new game every week.
AGameAWeek.com |
Jayenkai's really stupidly big archive of games
Taking time out to do this DS Brew is only really possible because I've already written 80 games since October.
(oopsy!)
Mockups and Betas and Upgrades are usually none-existent in my world, because in general my plan is..
1. Have idea.
2. Write it.
3. Release it.
There's no time for anything inbetween.
I don't jot ideas on paper, I don't have oodles of older versions, and I don't have any extras.
What's done is, quite literally, what's done!!
For this game, I've even less "paperwork" (!) since I'm just shifting things from iOS to DS. I know the plan, I'm heading there, and soon I'll be done.
There's no inbetween because, there's no need for an inbetween!
...
There is ONE thing, though.
When I originally started Sheep Goes Left on iOS, I had a different imagining for it.
I considered doing it, but also thought about how much certain other companies might hate me for doing it.
So I stayed away from that, and did it how it is.
I'm currently considering a rethink, and making the "Made for DS" levels (the easier ones.. the ones that I've not started on yet) be a reimagining of that original idea.
I can't tell you what that is yet, because if I don't get to do it, some twunt will nick it, slap it on the iOS store, and probably make $1million out of it.. (bast**!!!)
Only time will tell.
But honestly, out of everything, that's the only "new" thought in my head.
Everything else is on the fly.
There's no bonus bits.