History (Feel free to skip all this!!)
A decade ago (March 2005) I was experimenting with Platformer physics, and tried to create a nice engine. "In weeks to come", I postured, "I'll spruce it up with proper graphics".
As I continued to play with the mysteriously barren engine, I found that, far from being empty and barren, the game actually seemed to play really well, and as far as Platform games went, things flowed well.



The game went on to be a bit of a mini-star in the old BlitzCoder days, and although I had many ideas for a sequel (including a 3D sequel), the newer editions never really seemed to be worth tackling.
There was nothing new to add to the mix, and so the game sat on the shelves, unused.

A few weeks ago, Unity 5 was released, and is free to use for developers like me, who'll never ever make any bloomin' money from their development!
Spurred on by cries of "This is Awesome!" I opted to give it a whirl, and as much as I managed to learn, I also realised that Unity wasn't for me. It's more "Professional" than I'm used to, and I didn't really get along with it.
So, back I hopped to Monkey-X. The language that I've used for ALL my OUYA releases, so far. I figured I might as well stick with what I know, and build upon what I've already created.
I started to bulk up my framework with new features, one of which was a "Lines Collide" function.. At the time I added it, I wasn't thinking of any particular purpose, but upon testing the function, and drawing lots of lines on the screen, my mind was taken back to those old BlitzCoder days, and memories of Invisible Munky were stirred up.

10 Years On
It's literally a whole decade since the original, and if anyone was watching, they'd probably have thought I was doing this on purpose, as a 10th Anniversary Tribute thing. I'm not! It wasn't planned like that! It's entirely co-incidental.
And yet, here we are.



Invisible Munky is back, and this time he's got a LOT of bananas to collect.
I've tried to stick to the rules of the original, but have added a few extra bits along the way.
There are "Proper" enemy types, this time around, and Munky's movement style has been made a little less erratic than it once was.
Munky's also learned a new skill, in that he can throw rocks around, too!

Nearly...
The game's engine is pretty much settled upon, with enemies and other things moving roughly how they should.
I'm now working on making a whole bunch of levels, and then with any luck, the game should be ready to go.
Expect to be Munky'ing around, some time in the next week or two.

Youtube Link

\o/yeay\o/