If you want some "fun" for the day, start surrounding "words" in "unnecessary quotes". It makes "everything" so much more "interesting". For example, I "love" to add in "unnecessary quotes". I "can't see why" anyone "wouldn't want to" "do it". My "games" will be "released at some point" in the near "future". See? "Fun".
Wow, it's October. You know, I had a plan for getting Jet Pack Jesus out. I was gonna squeeze in a little bit of work each day, maybe only 10 to 30 minutes, working on JPJ and I was gonna get it done. That has not been happening, because I've been busy and have yet to learn how to slack off by working on games, vs browsing somestupidwebsite.com.
Picture as many nuts as you can, and then multiply those nuts by some number. Just nuts, just nuts upon nuts upon nuts upon nuts. Just endless nuts, just infinite nuts, just mountains and mountains of nuts. Nuts here, nuts there, nuts everywhere, nuts as far as the eye can see.
Take all of those nuts and place them in my mouth and that's how my semester has been. Jet Pack Jesus, it has been so much suck. But I'm gonna make it. And I'm gonna finish JPJ when I can, so keep a weather eye out.
Oh, and the site looks different. Better font, better(?) colors. Many things look wrong, because I haven't gotten to adjusting everything, but I'll fix it and improve the rest of the site soon. Till then.
So where have the Jet Pack Jesus updates been for the past 40 days? Fasting in the desert. That's a smart fucking joke.
But seriously, there hasn't been much progress. July was a busy month for me personally, and for some dumb reason, I tried to make a game in 48 hours for the Newgrounds Game Jam. That 48 hours turned into 30 days before I gave up, so that's what I was wasting time on.
I haven't had any great comic ideas either, so that's where those have been. Also, I'm wrapping up my internship, so this might be a busy week, then school starts next week, so that's what I'll be up to for the following 15 weeks. And that is how you waste a summer of game-making time. Hoo-rah.
Eh, so what's happened this week. Well, not a lot, I think. 61% now? I may have finalized what the menus will look like, which was sort of a big concern for me. The HUD I'd been programming/planning was looking more and more like Ski Free or Die Hard's HUD, and I think that was one for SFoDH's failings. The menu for this game, will hopefully be nicer and more intuitive, but we'll see.
I'm also officially working on a second game right now, because how the fuck could that go wrong. It'll be entered into Newgrounds' Power of Four competition, so it'll probably be quite unlike my previous games. I guess I already said that, but it's official now, so it's still news. Deal with it.
Got some updates for y'all. First up, there's been an update to the site, not that anyone cares. But yeah, it's a slightly different look, what with the persistent header, and it's much more mobile-friendly. Go ahead! Check it on your smartphone or tablet! I dislike that the header is taking up so much space with nothing but blue, so there may be more changes in the future, but I'm so done with CSS for now.
Speaking of CSS, I hate it, but more relevantly, I've also been restyling my other site, the site for Jet Pack Jesus, the site created especially to showcase Jet Pack Jesus, Jet Pack Jesus's site. That site. It looks nicer now, and it's slowly becoming functional, so I may just tell you where it is soon. Maybe.
Jet Pack Jesus is also coming along, although I didn't make too much progress this week. I'm honestly starting to tire of working on it, at this point, but that's fairly usual for me. I'd say it's 60% done, with 60% to go, where every single one of those 60 percents sucks anus. But it's not like I'm gonna start a new game now.
Oh, I may be starting a new game now. Newgrounds is hosting a Power of Four this summer, where teams of 4 power up to make a game together, and I may be participating. I'm not sure my team's final, but it's stacked with some TALENT if it is, so I'm really excited to see what we make and you should be too. You know, if it actually happens.
So the weekly update thing sort of fell apart. Has a month really gone by? Have I really been working on this game for that long? Jet Pack Jesus, I need a better work ethic...
Work on Jet Pack Jesus is occurring. Through no fault of my own, it now runs on android, and I have even played it on both my Nexus 7 and my Ouya. That made me happy two-fold because it meant that it wasn't my fault that it was failing to run before (thanks for getting your shit together, OpenFL). This can only mean good things, and look for an Android version when the full thing releases.
Jet Pack Jesus really is a scary kind of game, in the exact same way that Ski Free or Die Hard was. In fact, it really reminds me of SFoDH in a lot of ways: it's easy to pick up and play, it has a cheap hook that I think could draw people in, and I HAVE NO IDEA WHAT "FINISHED" WILL MEAN. The sky is the limit for what I could add to this game, which is truly terrifying when you're trying to figure out what it "needs". Also, I was pretty underwhelmed by the general response to SFoDH (it's maybe my favorite child), so that's maybe a bad sign.
The point is that I think it's shaping up to be a great game, but I've thought that before and I've been wrong. You'll have to be the judge when it comes out in 2016 (assuming it follows the development schedule of Ski Free as well).
I don't know what the hell is going on with Haxe. Or OpenFL. Or Lime. Or NME. Or HaxeFlixel. Or whatever the hell else the game is using to magically compile. But something somewhere hates me and this game and I don't know why.
I jumped ship from AS3 and flixel to Haxe and HaxeFlixel because Haxe and HaxeFlixel (or hahf, as it were) can supposedly compile to numerous different platforms, including Flash, Windows, Mac, Android, OUYA, iOS, and more. And from the examples on the various sites of these technologies, this is apparently true for some developers, but it sure as hell isn't happening for me.
It typically compiles to Flash, so at least I haven't lost progress, but it crashes immediately on Windows, unless I remove the damn goal of the game, which makes it pretty damn hard to play. On Android/OUYA, it crashes regardless. The most I can do is print "Hello, Carl". That's pretty damn frustrating when everything you read about hahf touts its cross-compatibility.
I did manage to add a few more particle effect thingies, and some Newgroundsy stuff, to the game, so the week hasn't been a complete loss, but the game is still not ready for the public. One day soon. Maybe.
Not a lot of progress to report this week. There have been a few visual changes and bug fixes, but that's about it.
The exciting news is that I'm about to make it available to the public! I wanna try that whole Vlambeer public development schtick, so you'll be able to test it soon. I actually wanted to have that ready by today, but there are still a few things missing before I can do that. Hopefully it'll be ready by next week.
In other news, I've made some changes to the site. The new front page better integrates all of the stuff I do into one stream of content. It just tumbles on down the page. I wonder if anyone's thought of this idea for a website before...
Most of the changes are background stuff that you probably won't/shouldn't notice and it's still a transition in progress, but I think it's a good start. Til' next time!
So what have I been up to? Porting Jet Pack Jesus from AS3 to Haxe! Why have I been doing that? Because Haxe compiles to multiple targets, including Flash, Android and iOS! What does that mean? It means I can put this game on those platforms! Are you gonna stop writing like this? Yes!
So yeah, I think JPJ might wind up being my first mobile game, assuming people like it. Learning Haxe has been fun too, if not a bit infuriating as well. It's a lot like AS3; it takes a couple steps forward (type inference rocks), and a couple steps back (static inline functions for constants? WTF?). I've also been jumping from good ol' Flash Flixel, to new ol' HaxeFlixel, which I actually think seems to take more steps backward than forward, but I need more time to mess with it.
Anyway, there wasn't too much progress with the actual game this week, just a lot of behind the scenes stuff, but that stuff's important, so I think it's been a good week. Till next week!