Posts Tagged ‘BlitzMax’

Over a hundred plays

Sunday, June 7th, 2009

Woohoo, not only has Emperor Fossil scored nearly fifteen million (reaching level 9) on Quantizer but we’ve cleared the hundred uploaded highscores milestone and are nearly at the hundred and fifty mark! Okay, so that doesn’t sound like a massive number but this is a relatively simple game and i removed the default highscores from the table a few days ago too.

i haven’t had time recently to consider the next project (or even which language or development environment it’ll be in) though… work deadlines have been arriving like buses!

Quantizer released!

Saturday, May 30th, 2009

It took a little more work than expected, but Quantizer is complete and released! Version 1.00 is available for download, the online highscores have been reset and there’s a page for it on the website now… all in all, a busy evening for me.

i’d like to thank the Oldschool Gaming bunnies and in particular Fossil and Andy for giving more feedback than i’m actually used to getting, as well as James at RGCD, Leon, Matty and the other test pilots who went above and beyond the call of duty whilst attempting to break my code!

Quantizer final beta!

Thursday, May 28th, 2009

Yes indeedy, after a little play testing, bug repair work and a little tidying up on the presentation front i reckon that Quantizer is actually ready for release…! The “official” date is going to be this coming Saturday, at which point it’ll be available to download and the highscore table will be reset to defaults because a few of the playtesters have thoroughly abused that chain break bug to crank their scores up!

Bug, bug, buggity bug

Wednesday, May 27th, 2009

There’s a bug.. two in fact, one in the server side part of the highscore management code (which was kludged, then broke again when i tried to improve it and finally works correctly now) and the other in the game itself that doesn’t reset the chain counter when the player dies (due to an assumption i made when dealing with killing the player’s craft). Both are repaired, although only i’m playing with the corrected game code right now. Depending on the feedback the beta testers give me, that should pretty much make this the final version of the code… unless someone manages to thrash the server.

The huge irony of course is that it was me who found the things after passing the beta out for testing!

Ready for beta(!)

Tuesday, May 26th, 2009

Project 2.5, now named Quantizer because i’ve not released a game that starts with Q, is somehow ready for beta testing… and yes, i’m surprised it was that quick as well! There’s just a starfield in the background, three attacker types, pseudo random wave generation and a slightly cobbled classical soundtrack but it’s been enjoyable playing it for the last couple of days and the online highscores work pretty well so far…!

Beta testing should take a couple of days, fingers crossed…

Quantizer - beta version

Quantizer - beta version

Update: obviously, something broked… the highscore handling got it’s knickers in a twist and decided that it wasn’t going to keep as many scores as i’d told it to… in fact it seemed adamant that it would only record twelve! That’s been fixed and after a little prodding around i’ve managed to write a sidebar widget for WordPress that can read the online scores and neatly display them (okay, it’s using tables and that’s naughty but it works so i don’t care!)