Weight Mate – Available Now

 AppMeUp, Silverlight, Uncategorized, Weight Mate, Windows Phone, WP7  Comments Off on Weight Mate – Available Now
May 212012
 

Weight Mate passed marketplace a few days back and is available for download in the Windows Phone market place.

http://windowsphone.com/s?appid=95ba591b-f7a8-4638-bc58-481c8170d430

Its a free app for tracking your weight and displaying a little chart and is one of a series of apps for tacking values over time.

The app is free, but contains adverts.  All proceeds from revenuce for this app will be donated to Action Duchenne.  You can find out more about Action Duchenne here.

Slogan Phone – Marketplace review pass, available soon

 AppMeUp, Silverlight, Slogan Phone, Uncategorized, Windows Phone, WP7  Comments Off on Slogan Phone – Marketplace review pass, available soon
May 102012
 

Slogan Phone for Windows Phone 7 passed marketplace review earlier on today. As such it should be available to download in the next 24 hours or so.

You can find a link to the marketplace on the following page.

http://slogan.codheadz.com

Slogan Phone – Submitted for review

 AppMeUp, Nokia, Silverlight, Slogan Phone, Uncategorized, Windows Phone, WP7  Comments Off on Slogan Phone – Submitted for review
May 062012
 

The first of the 4 apps I’m creating is finished, tested and submitted for review. Its a fun little tool for generating slogans on your phone and sharing them via the built in social media services and email on the phone.

The trial contains 100 slogans and the full app over 350 slogans.

Reading the fine print on the AppMeUp promo, I may have missed the free phone deal.  I’m still targeting getting another app submitted to the marketplace review before Friday 11th May.

 

 

Ludum Dare 23 – Oh dear

 LD23, LudumDare, Silverlight, Uncategorized  Comments Off on Ludum Dare 23 – Oh dear
Apr 232012
 

Well the theme for Ludum Dare 23 was Tiny World and for some reason, early Saturday morning the best I could come up with whilst trying to limit the scope was something based on the the Disney boat ride “It’s a small world“.  Now in retrospect this was probably not the best idea I’ve had for a game.

The concept

If you have been on the ride you will know its a musical ride with a very catchy and incredibly annoying theme song.  The concept was that being driven mad by the song, you have to attack the characters from the ride floating in your mind to reduce the songs volume and return to sanity.  See sounds great at 3:00 am 🙂

Have a listen to see what the song sounds like if you have not had chance to experience it.

YouTube Preview Image

I also planned to use a mix of images inspired by Mary Blare who actually helped design the rides look.  The “player” would be based on the Lost Souls from Doom.  No idea why I thought this would be good mix.

No idea of how to win really, I guess I just hoped that it would fun to an extent, but was pinning my hopes of the visuals being interesting enough to hold the attention of the player.

The delivery 

 Well I have very limited time to write code, so have to make use of the night shift when the kids are asleep.  To prevent all hell the next day I force my self to sleep rather than stay up all night with a target of at least 4 hours.  Its just not fair to inflict my grumpyness on the rest of the world for a bad game.  So this gives a very limited amount of time to code in over the weekend. 

This coupled with taking on the challenge of Silverlight as a delivery medium resulted in very slow progress with the majority of my time spent fighting my lack of experience with XAML and not creating.  I do like Silverlight as a medium and may use it in future projects.

The audio, which I never actually got to record was to be myself singing/humming the theme tune.  Thankfully for all, I never recorded anything.

The game

I’m not sure I can really call it a game, but due to my lack of momentum and poor concept I threw in the towel early Sunday evening, for both the Compo and the Jam.  If you are still interested you can play/run what I have by clicking the image below:

So what I have I learnt?

  • With limited time, pick a technology that you know.  6-7 hours is not the time to take on something new.
  • If the concept is not working, drop it quickly and try something else.  If its not working after a couple hours, then 5 more are unlikely to improve it.

 

Dec 162009
 

What is Ludum Dare?

Ludum Dare is a regular community driven game development competition. The goal is, given a theme and 48 hours, to develop a game from scratch. Ludum Dare aims to encourage game design experimentation, and provide a platform to develop and practice rapid game prototyping. Our hope is that your Ludum Dare games become the seed for a larger or commercial game projects.

This was my first Ludum Dare, but have been following the competition for the last couple years if not longer.  I did not manage to finish my entry in time, but did really enjoy the process.  Having family time at the weekend is very important to me, so my coding time was limited to around 5-6 hours over 2 days.

 

 

 

 

Download Game: http://blog.codheadz.com/file.axd?file=2009%2f12%2fJungleExplorer.zip

Download Source: http://blog.codheadz.com/file.axd?file=2009%2f12%2fLDExplo.zip

To run this you will need either the XNA studio 3.1 or the XNA redist from the link below:

http://www.microsoft.com/downloads/details.aspx?FamilyID=53867A2A-E249-4560-8011-98EB3E799EF2&displaylang=en 

What did not go so well

  • Did not finish the game to a level ready to submit before the deadline
  • No sound
  • No prepared engine, other than XNA
  • Lack of time
  • Giving up with an hour to go, when so close 🙁

What went well

  • Keeping the concept as simple as possible to give me a hope during the very short amount of time available
  • Coding with high velocity freed from my usual constraints of IOC and unit testing
  • Ignoring my ball of mud engine and coding from nothing
  • Getting 90% of it done 🙂

Here’s looking forward to the next one.

Sep 202009
 

Since my last post I’ve been working on a number of different aspects to the Fire Fighter game.   Most of  these have been around the core mechanics of the game and it now is starting to come together a little more.  For example its now possible to light a fire, let it burn and then extinguish using the hose.  All the “magic numbers” are now in a config file that is watched for changes and is reflected in the game in real time.  This is a great advantage over stopping, rebuilding and then running.  I’ll post a you tube video in the next day or so, but in the mean time here is a very dull screen shot.

 

 

Sep 152009
 

As previously mentioned I’m writing a a game called Fire Fighter for my son who often spends his time playing emergencies with his hot wheels collection.

The core game play will consist of a static 2d image of a building, overlayed with a fire.  This is the “The Grid” mentioned in several other posts.  As you can guess the player has to extinguish the flames by directing a jet of water at the flames.  Not the most original idea, but something I think a 5 year would love to do.  With a big splattering of sirens and flashing lights I hope he will think its prity cool.

Once the flames are out, the player is onto the next fire.

Player builds his score by the rate he puts out the fire saving properties.  Let the fire burn, less of the building is saved and the player score is lower.  The quicker its out, the higher the score.  I’m also thinking about mechanisms to allow palyers to be better at putting out fires quicker.  Examples such as button mashing or rythm could be used to increase the water flow. 

Depending on how qucikly I progress on the core mini game, others could be added, but first of all the focus is the basic put fire out.  Other mini games could include the transition between one incident to the next or other types of rescue.

A long way left to go before it’s finished, but I think at least the core scope is small enough to be delivered.