Progress on current project.
Yes. Funny how things happen sometimes. I mentioned a while back that “my next game would be Black Widow” and then I suddenly had the idea for the Invaders game. That was actually just supposed to be a small game and should’ve been finished by now, but…
The game was almost done…but there was something missing – it’s was too…simple.
So a couple of betatesters were drafted and asked for feedback and boy – did I get a lot.
So the game has changed quite a lot now. Visually it’s still pretty much the same, but I work on it almost every day and it’s getting better and better. It now has custom waveformations, introduction levels, challenges and things like that, so it’s worth the extra development time as it’s becoming a better game…and that’s really what it’s all about.
Here’s a newer picture. It’s a couple of weeks old, but it looks better than the previous picture.

Lots of things flying around in this picture. Note: the yellow triangles are no longer yellow triangles, but spiffy shield-looking powerups.
Another WIP: Space Invaders…sorta.
After a short while away on vacation I noticed a Google search for ‘space invaders game tardis shooting‘ so I guess someone has tried searching for a game I’m working on, but not yet posted about here (although I have posted on Retro Remakes about it).
I haven’t decided on a final name yet, so I’m temporarily calling it ‘Tempestuous Spherical Invaders‘, but that will most likely change.
This is what I call ‘a quickie’. I started it a few weeks ago because it seemed like it would be a fun little project, and I’m keeping it a small project so I don’t expect it to take more than a few weeks before it’s finished (but I know I keep saying that about every game I’m working on
).
It’s basically Space Invaders – but played on a sphere. You move your base around the Earth and shoot at the approaching Invaders. To make it a bit more fun I’m adding a bunch of power-ups like different cannons, beam-weapons, shields and stuff like that, but I’m keeping this project small so I can get back to Black Widow again.
If you want to read more, go here.
Meanwhile, here’s a few pictures to look at;


Also shown - the readout showing you how much longer you have your powerup.
2 more WIPs – Oids and Black Widow
Just what I needed – 2 more projects that can gobble up all my free time
It shouldn’t come as a surprise, that I’m working on a remake of the Atari ST classic Oids, since I posted about it 1½ month ago. It’s coming along nicely, although I have nothing new and exiciting to tell about it. The primary reason for this paragraph is to say that I’ve now added the game to the “Works in Progress” menu at the top.
Better late than never, eh?
Another new game that I’ve also started working on, and added to the “Works in Progress” menu, is Black Widow. Yes, another glowing wireframe game.
The original was made by Atari in 1982 and I’ve been working on this remake a little over a month now and it will probably be the next game to be finished.
There’s a development screenshot below – click it to see the full version – or go to the Black Widow page to see a few more pictures.
More updates – this time to Jack’o'Roid…+ more
This is crazy. Two updates in two days. What’s next?…two thursdays in a week?
I’ve just updated Jack’o'Roid to v1.3, and just like I also did with my first version of Omega Race – I’ve made it more arcadecabinet friendly. I hope those people who uses arcadecabinets will like the changes to the menusystem. No other changes - I didn’t do online highscores in it this time, though.
Now that I have your attention I have two more things I’d like to get off my chest;
- A while back I recieved a couple of mails from a guy who took the time out to make new samples for Zektor and Space Fury. Thank you! I liked the new samples, and was going to use them, but they were in small pieces that were of no use to me and I couldn’t be arsed to stitch them together so I could use them in the format I needed them to be in. Unfortunately I never got back to the guy and I’m sorry about that. If you’re still out there, and still interrrested, you’re welcome to write to me again and then we can do it right.
- I’ve put Oids on hold for a little while. Not for long though, but I just found a new game that I just had to remake and I’ve been working on that for two weeks now. It’s really coming along a great speed and I can’t wait to show it to people, but because I’ve got as many projects in the pipeline as I have, I haven’t written anything about it – except for this – and won’t do so until it’s done…but that should be before the month is over…I hope.
I’ll keep working on the two, or three, thursdays in a week.
Update to first version of Omega Race
As you may know, I remade Omega Race back in 2006 and then did it again in 2009.
Some of the reasons for remaking it again is that I wanted a game that looked better, played better and was more arcadecabinet-friendly. The menu-system in the original version was a bit wonky as a result of my just-as-wonky programming style back then.
But surprisingly the first version still gets a lot of downloads and last week I recieved request to make the menu more arcadecabinet-friendly. So I did.
I’ve now updated the game to v1.2 which has 2 things changed from the original version;
- The “Do you want to exit? Y/N” requesters has been changed so they now work with the arrow and firekeys. That means that the keys are more standard and you don’t have to remap the Y & N keys if you’re running the game in an arcade cabinet. The menu is still a bit wonky…but at least it’s better now.
- I’ve implemented online highscores so you can now compare your scores with other player’s scores. The scores that are downloaded when you sync the score are not saved locally though, so to fill out the list you have to sync after running the game. It was a bit of a rushjob so I wouln’t be surprised if there are bugs, but if you find any please let me know.
The updated game can be downloaded by going to its page, >here<.
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