This version has a lot of improvements from the previous version, but that is because during this version we focused in polishing the whole game, and this is an almost never ending process.
Since this is a final / stable version, we thought that is time for the game to have a proper web page so our non-programmers users can get the game easily. So besides our trac page (which sometimes is confusing) we created a new page for Amoebax at http://www.emma-soft.com/games/amoebax/.
I hope everyone enjoys playing Amoebax as much or even more than we did while making it ![]()
Now, that is interesting ![]()
According to the announcement this service “[...]provides game creators a simple method by which they can get their games to the public. This approach, combined with the remarkable motion controls of the Wii Remote™ and Nunchuk™, will give birth to fresh takes on established genres, as well as original ideas that currently exist only in developers’ minds.” So I guess the reverse engineered drivers will not be the only way to play with the WiiMote ![]()
As I expected, I have no problem in using the Linux logo in my web page provided I credit the author. But in the case of Windows’ logo and Mac OS X Universal’s logo the situation is different, which is not a surprise.
If I understood correctly those guidelines, in the Mac OS X Universal logo program I need to send them a written and signed license agreement to Apple in order for them to approve or not the use of their universal logo in my “product’s”. This is not really a problem, but I would like to avoid it
Even worse is the Windows logo guidelines. All I could find is that if I want to use a Windows logo to identify this platform as a supported platform I need to enroll to a Microsoft Logo Program and then I could only use one of these logos (the “Works for Windows” logo in my case.) Worse still, to be able to apply for a “Works for Windows” logo I need a VeriSign Organizational Certificate which costs US$99 “thanks” to a partnership of Microsoft and VeriSign.
After seeing this I decided to scratch the idea of using operating systems logos in my web page and do like the Mozilla Foundation do on their home page: just put the name of the operating system.
]]>The prizes are worth the effort:
In addition, there is the possibility to receive a bid from ArcadeTown for publishing your game.
For more information see the contest’s information page at Casual Gameplay.
]]>You can get the free Bryce 5.5 at download.com.
]]>I’ve met people in the past that thought that making games is “cool” because, hey, games are cool!! They quickly believed that they could do the next Quake and get rich and famous (at that time MMORPGs were not so widely known, but I guess if I met them today they would believe that they could make the new WoW). They learned a cruel truth: developing a game is very hard work.
Still there are a lot of people that resists the temptation of giving up, put a lot of effort and makes beautiful games. Why is this? What do these people have that makes them spend a lot of time in front of a computer in order to have little creatures move around the screen? Surely there are a lot of reasons, but my guess is that the top reasons is a passionate love for games.
Now, there is a little dirty secret of mine: although I do love making games, I do not like to play them that much. All games, not only my games ;-). Then why I love making games? Because I like a lot watching others playing games! Yes, it is weird, but I like it.
Here is a little story: At early stages of Amoebax’s development (we didn’t released any version yet) I used to met a person on the train to home. Not a friend, but someone that was very pleasant to talk about almost everything. One day she discovered that we were doing a game, because I bought my GP2X to show how well the game were running on it to Ferran, one of the project’s contributors. From that day on almost every day she spent the whole trip playing the game, sometimes giving some funny comments about the amoebas’ faces, others moving the console when the falling amoebas were going to step on a bad place (a curious instinct, as if moving the console would affect the amoeba’s position…).
While she was playing at it I just felt an extreme happiness because she was playing my game, and better yet she was having fun with it. I think the most accurate way to put it in words is by using the japanese sentence: “shiawase ga afuredasu” (roughtly “the happiness overflew“ if my japanese is not so bad). I remember thinking: “Now, I understand why I spent all this time making it…”.
So, it seems that my motivation in making games is just to see my users playing it and most of all having fun with them. And I feel good because I know that the effort I put in making it was worth, even if it was only for another person to have fun for thirty minutes.
If you make games, what is your motivation in doing so?
]]>The first cause that came to my mind was that since Windows is the most used desktop operating system most developers don’t want to “waste” time with less crowded systems. Although I can see some truth behind this statement, why do not use a cross-platform library like SDL, ClanLib, Allegro, etc. which abstracts the developer from the actual platform and lets concentrate with the actual gameplay. Heck, you can even use Java like developers of Tribal Trouble did with an impressive result!
I think most developers did spend a lot of effort into learning Windows-only API/libraries like DirectX and now they do not want to “waste” time into learning yet another API/library. Frankly, I could never understand the COM architecture used in DirectX so I found a lot easier to learn SDL, which is my favorite library when dealing with multimedia and graphics applications. Of course not everyone is so limited as I am, fortunately.
I also though about the possibility that some developers perhaps don’t want to lose some features of the platform specific library by using “general” libraries. Perhaps this is true in some big companies doing AAA titles, but most indies won’t use that much of the library not because they are not technically able, but because most games done by indie developers do not need these features.
So what remains as a roadblock to build multiplatform games? The only think left I can think of is that most developers do not have access to any platform but Windows. Why? Well, as I said before Windows is the most common so it is easier to get the hands on it. Also, if the other platforms are less known there must be some reason, isn’t it? Even if it is a social instead of a technical reason. And I think this is a shame, because as I see it the indie game industry could shine in an environment where the big ones do not want to enter, for now.
What is true is that the developers behind Democracy, Determinance, Gibbage, Jets’n'Guns, Kudos, Naked War, New Star Soccer 3, Steam Brigade, and War On Folvos did not get my money even though all of them are listed at Gibbage.co.uk just for a single reason: they did not make a Mac version of their games and I do not have a Windows machine at home!
A truly shame for they and also for me, since I can not enjoy any these fantastic games.
Edit 2007-06-16: Jets’n'Guns actually ships a Mac OS X version, so I also bought it.
]]>This also can be applied to indie game developpers. If you take a look at major games portal’s lists of “top 10” games, you’ll see that most of them are are clone of well known games, and most of these clones are match-3 games.
Don’t get me wrong now, all these games are really professional and well made, and I do not have any doubt that all these developers have put a lot of effort making them. I just feel that is a shame that so many great developers spend time to develop yet another match-3 game when they could be creating a new creative gameplay. Some of them do it, others do not.
Perhaps the problem is not that these developers do not want to make creative games but people don’t want to play games that have a very different structure of what they are used to. After all, all these games are the Top 10 for some reason…
Of couse, I’m do not have the right to point others and say “you all have no creativity…” since I don’t even follow my own advice with my games :-P. But I think this is something we should take into account when planning a new game.
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