Jayenkai of AGameAWeek on Developing for Android, and Why He Makes So Many Games

Jayenkai of AGameAWeek on Developing for Android, and Why He Makes So Many Games

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 – 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!

Check out Jayenkai’s site to download his games, and check his Twitter feed for news on his titles and opinions straight from the man himself.

TinyCo Announces $5 Million TinyFund for Independent Game Development, Including for Android Games

TinyCo Announces $5 Million TinyFund for Independent Game Development, Including for Android Games

May 31, 2011

TinyCo, a mobile game developer largely known for their free-to-play titles on iOS, have announced the TinyFund, consisting of $5 million that will go toward “game developers creating any type of game played on iPhone, iPad or Android including paid and free titles.” As their blog post about the TinyFund explains, developers who are selected will receive up to $500,000 per title, along with “marketing, development and business support.” They also claim that these games will get “access to TinyCo’s large and rapidly growing user base,” with over 20 million downloads to TinyCo’s credit. Developers can apply now with TinyCo to receive funding for their titles.

While Android development is not the sole focus of the prize, companies that are willing to put money toward the development of more Android games is only good for the Android gaming market. There is a quandary in making games for Android, with a lack of original titles for the platform. A company willing to throw money around to start to make this a realistic possibility is only a good thing, if it can help out those independent developers looking to exploit Android’s growing userbase, but without the resources to undergo potentially risky projects.

Of course, the TinyFund does include iOS as well, so this likely won’t lead to a dozen new original Android games suddenly popping up. However, iOS is a very crowded platform as it is for gaming, and that’s because it can be very lucrative, and Android hasn’t shown to be worth the risk yet. For the sake of the fledgling gaming market on Android, I can only hope that interested Android developers take advantage of the TinyFund’s possiblities, and that TinyCo takes a risk on Android development. While they obviously have people to answer to, having received $18 million in funding earlier this year, the Android gaming nut could definitely be cracked by them if interesting projects are selected.

Source: The Android Site