New apps for Windows 8, Windows Store and Android

 Alien Super Mega Blaster, AppMeUp, Uncategorized, Windows 8, Windows Phone, WinRT, WP7, XNA  Comments Off on New apps for Windows 8, Windows Store and Android
Apr 152013

In the last few months I’ve released a bunch of new apps for both Windows Store, Windows Phone and even Android.



It does what is says on the tin, if it had a tin. Simple card/task management. Create a board, add some columns, add some cards, drag cards to columns, edit and share.


  • Multiple Boards
  • Drag and Drop Cards
  • Share boards and cards using the Share Charm
  • Import and Export to backup your data
  • Clean Modern UI
  • No fluff
  • Post It Note style Mangement
  • Great for Kanban

Available for Windows 8

Total Lorem Ipsum

Total Lorem Ipsum will choose a random selection of words from your text source and combine them into sentences and combine those sentences into paragraphs. You can request very specific criteria for your generated text or just let the defaults go to work. Lorum Ipsum is placeholder text used when designing apps and web sites.

Available for Windows 8 and Windows Phone

Blinking Owl

Find the owl that blinks as quick as you can by clicking or tapping on a touch screen.

Available for Windows 8, Windows Phone and Android

Alien Super Mega Blaster for Windows 8

Hours of blasting fun now available on Windows 8.

Available for Windows 8, Windows Phone and Xbox

Next Train Ireland

Need to know the next train due at a Irish Station, then this is the app for you.

Available for Windows Phone

Mar 162012

Well in less than a week Ludum Dare 23 kicks off.  Its been a while since I was able enter and the last few I have either had family commitments, lack of motivation or never managed to hit the ground running with enough momentum to carry it through to completion.

My most complete attempts were Jungle Explorer – LD16 and Alien Super Mega Blaster – LD18 which went on to be published on the XBOX and WP7 for charity.

More recent attempts I seemed to fall flat short of insperation with the theme.

I’m planning to give it another go this time and see what I can come up with.  A number of my personal projects have recently stalled and hopefully this will be the kick I need to get some code down and complete something.

All my previous attempts have used XNA, whilst this is my prefered tool for writing games its some what of a barrier when it comes to getting people to play.  So this time I may try either Silverlight or HTML5.  This risk here is I spend my time fighting my knowledge of the platform and not creating.  I have a few days between now and kick off so may grab a little time for a warm up app.

You never know, I may try a timelapse again…..

YouTube Preview Image
Sep 282011

Been a while since I’ve had time to code anything, but in the last couple weeks made a push on bringing Alien Super Mega Blaster from the XBox to Windows Phone 7.

Whilst the basic port from XBox to WP7 took less than an hour, making the game playable on a phone has taken a little longer.

My initial thoughts were to use the accelerometer to control the ship, but in practise the fine control required to miss shrapnel was just not possible with this approach. As such I switched to buttons on screen and move the game play up a little to give space. Seems to work OK.

Apart from that the only changes are related to navigation running on a phone.

Having a little trouble uploading screen shots tonight, so will have to hold on until this is fixed. But if you are keen to see what it looks like, check out the Facebook page that has a couple screen shots.!/pages/Codheadz-Games/141436812583685

Feb 052011

All those months ago I created a litlle game called Alien Super Mega Blaster as part of LD18 – Enemies as Weapons.

Early today it passed the final peer review and is now available for purchase on the Xbox Live Indie Games channel here:

All the proceeds I receive from the game will be donated to Action Duchenne, a charity established to find a cure or more effective medicines to treat Duchenne Muscular Dystrophy.

In the months between the compo and yesterday I’ve added sound and music, new alien types and over 100 hand crafted levels of blasting fun.

Jan 282011

So after a couple weeks of further play testing and bug fixing I’m back in peer review.  I made it in before the February 7th, 2011 dead line to submit their games made in XNA Game Studio 3.1 to peer review.  Not really a big issue in moving from 3.1 to 4.0, took around an hour last night but its been a useful deadline to work against.

Fingers crossed it will go through this time.  I’m hopeful, especially with all the issues found over the last couple weeks and super bug finding skills of Steve Pro XNA

Next on the list will be a Windows Mobile 7 version and sorting out the tax.  Thankfully Steve has come to rescue again with this great article.

Jan 242011

So many bugs and changes I could not fit them into the CC 1025 limit.

Hopefully this is the last build… been saying that for a couple months now.  Must think why the bug count is so high.  Unit testing perhaps required, but more of the arch being a little loose.

Bugs resolved

High score Non live signed in gamer
* Start game with non live signed in gamer
* Get high score
* High score should be saved

Checkpoint Non live signed in gamer
* Start game with non live signed in gamer
* Get to checkpoint
* Start new game
* Player should be able to play from checkpoint

Pause shield sound effect continues
* Play game, press X for shield
* Press Start immediately after (to pause)
* Press B to return to menu
* Shield sound effect will play forever

End game Controller rumble effect continues
* Easier to repo in trial and without high score obtained
* Play game, die
* Press A to quickly return to main menu
* Controller rubmble effect will play forever

Start level greater than 100;
* Player to checkpoint level greater than 100
* Start new game
* You should not be able to select level greater than 100

Shields get bigger and bigger, hard to repo
* Shields around player ship got bigger
* Shields around player ship got smaller

Checkpoint level not saved
* Play until checkpoint is reached.
* Die, but do not get high score.
* Checkpoint should be saved

Increased shrapnel cache size
* Large scale basting can exhaust banks and code 4

New features
* Levels greater than 100 should be random selected level between 25 and 100.  Alien types will be switched.  small blue will be small yellow.
* Once exhausted levels, message should be displayed on every level.  No checkpoints saved.

Can’t repo
*  I see one small edge case in which the controller does not rumble the first time you die but will rumble every time afterward.  Difficult to always reproduce; not a major issue

* I know any controller can access the menus but during game play, any controller can pause game; is this intentional behavior?
Yes intentional behavior.


Jan 092011

I pushed Alien Super Mega Blaster into peer review a couple days ago.   Hope full this will not take too long, but in the last 36 hours or so nobody has peer reviewed the game.  Perhaps this is a sign of things to come as it sinks into obscurity along with the other 1500+ games on XBLIG.  Anyway we shall see.  The mean time I’m going to try to review as many XBLIG as I can.  If I expect mine to be reviewed, I have I repay the service.  It’s good oppertunity to see what else is going on in a little slice of the market.

Alien Super Mega Blaster – Go Live Movie

On the coding front, after a couple hours last night I have Alien Super Mega Blaster running on my Windows Phone 7.  Surprisingly easy to move over. 

You never know, but I could be live in the phone market place before the Xbox.  🙂

Dec 302010

After several slow weeks of fixing bugs, improving the menus and resolving sone rather clumsy garbage generation  issues ASMB is back in play test.  With a bit of luck I will be submitting it for review within the week.

Had some positive feedback already, but must resist the desire for feature creep.  I have one known gameplay bug that would be nice to fix, but would be happy enough to go with it.

Last features that may make it would be as follows:

  • Allow user to resize playing area to improve pkay on smaller tvs
  • Allow user to change controller  sensitivity
  • Improved info/help on how to play/controller controls

May hold off for a service pack, but may just do them and save the bother.

Next… Port to Windows Phone 7

Oct 242010

Been a while since I posted anything on the progress of Alien Super Mega Blaster.

You can see from the video a number of new aliens have been added and a whole bunch more levels.

In the above video you can see the addition of player shields to the game.

Need to tidy up a few more loose ends, tweak the levels. Hopefully back into playtest tomorrow, 1 week of play test and into review the following week. Nothing like being optimistic 🙂

Sep 042010

Dropped a new build of Alien Super Mega Blaster in to play test this evening. 

Had a tougher time than expected with adding the market place and player sign in using the guide.  I missed the updates on the GamerServicesComponent and continually hit the problem of signing in looking like it had worked, but not actually being signed in.  Then on following attempts to sign in the framework throws an exception because Guide.IsVisible = true even though I could not see anything.  This blog eventually lead me to the solution.

This drop contains the following:

* Pause/Exit Game by selecting the back button
* Market place integration – This may be excessive as when in trial mode I will give the option to purchase on exit
* Trial mode is limited to play 3 levels – Again this may be excessive and if I have a large number of levels then can tweak this.  At present its in to prove that it works.
* Score multiplier displayed to player for cascading deaths of Aliens from a single bullet.  If you want big scores, then aim for the aliens at the top of the screen. – Need to review this perhaps has can end up with too many scores displayed on the screen.

ToDo for the next drop:
* More levels – currently simple algorithm to create the levels.  
* Couple more alien types with different cascading patterns.  Example Alien that when hit shoots shrapnel left and right rather just down.
* Player death is a non event with regards to graphics, so need to think about options here.

* More Levels
* Music
* Options Menu – Sound, Sensitivity, Perhaps Autofire or Button config.