Feb 8, 2013
James Gamble, better known to the world as Jayenkai, is possibly the most prolific game developer you may not have heard of. His “AGameAWeek” project, when he’s been available to work on it, has had him producing a brand new game every week. The graphics are basic, but there’s a wide variety of gameplay concepts explored in them. Most of them are for computer platforms, but he’s dabbled in homebrew development for the DS, iOS, and most relevantly, now Android, with C3ntipong and Cardagain (Again!) available for download. With AGameAWeek kicking back up again after several months off, and with the first Android releases coming from Jayenkai, I reached out to him to get the skinny on his work.
Android Rundown: You’ve been releasing your games for many different platforms including iOS and the Nintendo DS, why have you started releasing games for Android now?
Jayenkai: Simply because it was a bonus. For the past year or so, I’ve found myself tackling ports between my Windows games and my iOS games more and more, but the languages I was using were annoyingly incompatible for straight forward code-porting, and there was a terrible amount of faffing about to be done, in order to get anything playable. I finally decided to take the plunge and go for a “One-for-all” Multi-target language, and have settled on Monkey as my language of choice. Monkey lets me write games for iOS, have them run on Windows and Mac, but also lets me run them on Android, too. It’s a great little bonus feature, and the ability to have other people test my games on their phones, without all the horrible nasty Apple-Dev stuff, makes it a great advantage.
AR: You’ve been known for the “AGameAWeek” project which has helped give you a sizable catalog of titles â€“ what has been your inspiration to do this and to keep releasing your various games?
Jayenkai: AGameAWeek is my way of tackling my A.D.D. styled coding issue. I can’t focus on the same thing for too long before getting bored. This way, I get to jump about, tackle lots of different things, and keep coding without getting bored. The difficulty is trying to come up with all the ideas. I think I’m starting to run out!
AR: Will any of your previous titles be making it to Android? Will Android gamers get a taste of the upcoming Spike Dislike sequel?
Indeed they will. I’ve already remade Cardagain and Centipong in the new Monkey language, and both are freely available on Android. SpikeDislike2 is currently in the works, and will similarly be made available for Android, as will a whole lot of the games that I make from now on. Using Monkey has opened the floodgates. You’ll never hear the end of me, now! I haven’t yet tackled GooglePlay submission, yet, though. I really need to get around to doing that.
AR: Where do your rad art skills come from? ;)
The bargain bin. I have little/no artistic talent, but I’m also very fussy about rubbish graphics. As much as I can’t draw, I also know when something looks bad, and will usually try to avoid that…it’s not always possible!