<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-9166257294891283488</id><updated>2011-12-10T01:43:08.491+08:00</updated><category term='mobile'/><category term='flash'/><category term='controllers'/><category term='education'/><category term='3d'/><category term='trading'/><category term='development'/><category term='forums'/><category term='gestures'/><category term='advertising'/><category term='event'/><category term='customisation'/><category term='open source'/><category term='api'/><category term='game engine'/><category term='iphone'/><category term='cinematic'/><category term='digipen'/><category term='animation'/><category term='browser'/><category term='puzzler'/><category term='concept'/><category term='user-created'/><category term='singapore'/><category term='racing'/><category term='actionscript'/><category term='review'/><category term='game show'/><category term='facebook'/><category term='math'/><category term='tutorial'/><category term='2d'/><category term='best practices'/><category term='indie'/><category term='donation'/><category term='platformer'/><category term='book'/><category term='links'/><category term='degree'/><category term='companies'/><category term='interview'/><category term='success stories'/><category term='diploma'/><category term='optimization'/><category term='awards'/><category term='design'/><category term='consoles'/><category term='framework'/><category term='model'/><category term='mmo'/><category term='revenue'/><category term='unity'/><category term='self-study'/><category term='motion'/><title type='text'>Indie Game Development in SG</title><subtitle type='html'>My journal on trying to design and develop games in Singapore; and some of the steps, challenges and ideas I have encountered along the way.

Currently focusing on using Flash as the platform.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>44</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-6711711298180854196</id><published>2010-12-10T12:58:00.003+08:00</published><updated>2010-12-10T13:18:42.478+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='singapore'/><category scheme='http://www.blogger.com/atom/ns#' term='education'/><category scheme='http://www.blogger.com/atom/ns#' term='digipen'/><title type='text'>Hiatus from blogging..</title><content type='html'>I have not been blogging for a while, and that's cause I have recently gone back to school.&lt;br /&gt;&lt;br /&gt;I took up an offer from &lt;a href="www.wda.gov.sg/"&gt;WDA&lt;/a&gt; for skills retraining under their &lt;a href="http://app2.wda.gov.sg/web/Contents/Contents.aspx?ContId=765"&gt;PCP (Professional Conversion Program)&lt;/a&gt;. &lt;br /&gt;&lt;br /&gt;So now I am studying &lt;a href="https://singapore.digipen.edu/dp-ubicampus/programming/"&gt;Game Programming at DigiPen Singapore&lt;/a&gt;, which I am utterly enjoying.&lt;br /&gt;&lt;br /&gt;It makes the process of getting my bachelor in IT feel like kindergarten.&lt;br /&gt;&lt;br /&gt;For example, last week we did reflection (e.g. a mirror) and planar shadows. This week we did a pinball simulation (with multiple balls bouncing on each other). Next week, we will be switching to OpenGL 3.3 and writing our own shaders. Yes, it is extremely fast paced.&lt;br /&gt;&lt;br /&gt;Thus, I am taking a hiatus from blogging for a "while"... :D&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-6711711298180854196?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/6711711298180854196/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2010/12/hiatus-from-blogging.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/6711711298180854196'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/6711711298180854196'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2010/12/hiatus-from-blogging.html' title='Hiatus from blogging..'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-7084241355346535200</id><published>2010-05-15T11:45:00.004+08:00</published><updated>2010-05-15T11:54:59.870+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='success stories'/><category scheme='http://www.blogger.com/atom/ns#' term='companies'/><category scheme='http://www.blogger.com/atom/ns#' term='flash'/><title type='text'>Facebook: Facts You Probably Didn’t Know</title><content type='html'>In case it was not obvious that FaceBook is a viable platform for games (and everything else):&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.onlinephdprograms.com/facebook-facts-you-probably-didnt-know/"&gt;&lt;img src="http://mashable.com/wp-content/uploads/2010/05/FACEBOOK21.jpg" alt="Facebook: What You Probably Didn't Know" width="500"  border="0" /&gt;&lt;/a&gt;&lt;br /&gt;[Source: &lt;a href="http://mashable.com/2010/05/13/facebook-facts-infographic/" target="_blank"&gt;&lt;span&gt;Mashable&lt;/span&gt;&lt;img class='wp-smiley' src="http://netdna.blippr.com/images/inline-face_07.png?1265851550" alt="Mashable" width="14" height="14" /&gt;&lt;/a&gt;.com]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-7084241355346535200?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/7084241355346535200/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2010/05/facebook-facts-you-probably-didnt-know.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/7084241355346535200'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/7084241355346535200'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2010/05/facebook-facts-you-probably-didnt-know.html' title='Facebook: Facts You Probably Didn’t Know'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-8803788797274668875</id><published>2010-05-15T11:29:00.001+08:00</published><updated>2010-05-15T11:31:21.039+08:00</updated><title type='text'>Frozen Synapse Video Game, Beta Features Trailer HD | Game Trailers &amp; Videos | GameTrailers.com</title><content type='html'>&lt;div style="width: 480px;"&gt;&lt;object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="392"&gt; &lt;param name="allowScriptAccess" value="sameDomain" /&gt; &lt;param name="allowFullScreen" value="true" /&gt; &lt;param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=100245"/&gt;&lt;param name="quality" value="high" /&gt; &lt;embed src="http://www.gametrailers.com/remote_wrap.php?mid=100245" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="392"&gt;&lt;/embed&gt; &lt;/object&gt;&lt;div style="font-size: 10px; font-family: Verdana; text-align: center; width: 480px; padding-top: 2px; padding-bottom: 2px; background-color: black; height: 32px;"&gt;&lt;div&gt;&lt;a style="color:#FFFFFF;" href="http://www.gametrailers.com" title="GameTrailers.com"&gt;Video Games&lt;/a&gt; | &lt;a style="color:#FFFFFF;" href="http://www.gametrailers.com/game/frozen-synapse/12601" title="Frozen Synapse"&gt;Frozen Synapse&lt;/a&gt; | &lt;a style="color:#FFFFFF;" href="http://www.gametrailers.com/video/beta-features-frozen-synapse/100245" title="Beta Features Trailer HD"&gt;Beta Features Trailer HD&lt;/a&gt;&lt;/div&gt;&lt;div style="padding-top: 3px;"&gt;&lt;a style="color:#FFFFFF;" href="http://xbox360.gametrailers.com/" title="XBox 360"&gt;XBox 360&lt;/a&gt; | &lt;a style="color:#FFFFFF;" href="http://ps3.gametrailers.com/" title="PS3"&gt;Playstation 3&lt;/a&gt; | &lt;a style="color:#FFFFFF;" href="http://wii.gametrailers.com/" title="Wii"&gt;Nintendo Wii&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://www.gametrailers.com/video/beta-features-frozen-synapse/100245"&gt;Frozen Synapse Video Game, Beta Features Trailer HD | Game Trailers &amp;amp; Videos | GameTrailers.com&lt;/a&gt; ]&lt;br /&gt;&lt;br /&gt;This game really looks stylish without using any textures.&lt;br /&gt;&lt;br /&gt;It reminds me of the X-Com series's tactical combat, but done in HiRes. Also, I found the music in the trailer kinda catchy.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-8803788797274668875?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/8803788797274668875/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2010/05/frozen-synapse-video-game-beta-features.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/8803788797274668875'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/8803788797274668875'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2010/05/frozen-synapse-video-game-beta-features.html' title='Frozen Synapse Video Game, Beta Features Trailer HD | Game Trailers &amp; Videos | GameTrailers.com'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-6126887041196763714</id><published>2010-05-13T01:13:00.004+08:00</published><updated>2010-05-15T12:04:08.592+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='success stories'/><category scheme='http://www.blogger.com/atom/ns#' term='facebook'/><category scheme='http://www.blogger.com/atom/ns#' term='flash'/><category scheme='http://www.blogger.com/atom/ns#' term='revenue'/><title type='text'>FaceBook Games that had something of interest</title><content type='html'>Just a quick list I made.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;FarmVille&lt;/span&gt; (by Zynga)- &lt;a href="http://apps.facebook.com/onthefarm/"&gt;http://apps.facebook.com/onthefarm/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Other than the fact that is likely the most profitable game on FB now.&lt;br /&gt;&lt;br /&gt;As a sandbox game, it has no real objectives other than to earn the ability to decorate your virtual farm with more options.&lt;br /&gt;&lt;br /&gt;It has led to numerous clones, including clones made by Zynga themselves like CafeWorld, YoVille, etc. It was also a &lt;a href="http://www.allfacebook.com/2009/06/zynga-farmville/"&gt;clone of another similar farming game&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Mafia Wars&lt;/span&gt; (by Zynga) - &lt;a href="http://apps.facebook.com/inthemafia/"&gt;http://apps.facebook.com/inthemafia/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Instead of using Flash, it only uses HTML. Some of its more interesting features include achievements, trading, collecting, frequent new content. It has also inspired a lot of clones which are all very similliar.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Castle Age&lt;/span&gt; (by Jelsoft Enterprises) - &lt;a href="http://apps.facebook.com/castle_age/"&gt;http://apps.facebook.com/castle_age/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;One of the better clones of Mafia Wars. It added cooperative play against limited duration enemies which sometimes involved over 200 friend and friends-of-friends.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;WarStorm&lt;/span&gt; (by Challenge Games) - &lt;a href="http://apps.facebook.com/warstorm/"&gt;http://apps.facebook.com/warstorm/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;A collectible card game on FB using Flash.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Who has the Biggest Brain?&lt;/span&gt; (by PlayFish, Electronic Arts) - &lt;a href="http://apps.facebook.com/biggestbrain/"&gt;http://apps.facebook.com/biggestbrain/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Make nice use of Flash to create a "brain training" game.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;MindJolt Games&lt;/span&gt; (by MindJolt Games) - &lt;a href="http://apps.facebook.com/mindjolt/"&gt;http://apps.facebook.com/mindjolt/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Quite a large collection on flash games that are integrated with FB to challenge friends' high scores.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Whirled Games&lt;/span&gt; (by Whirled Games) - &lt;a href="http://apps.facebook.com/whirled/"&gt;http://apps.facebook.com/whirled/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Another collection of simple flash games.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Battlestations&lt;/span&gt; (by TYLER Projects) - &lt;a href="http://apps.facebook.com/battlestations/"&gt;http://apps.facebook.com/battlestations/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Singapore's first Facebook MMO, with a monthly sales of over $50,000.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Any others that you think that are worth mentioning?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-6126887041196763714?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/6126887041196763714/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2010/05/facebook-games-that-had-something-of.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/6126887041196763714'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/6126887041196763714'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2010/05/facebook-games-that-had-something-of.html' title='FaceBook Games that had something of interest'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-6234803956437199798</id><published>2010-03-10T09:57:00.007+08:00</published><updated>2010-03-10T10:31:45.135+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='event'/><category scheme='http://www.blogger.com/atom/ns#' term='companies'/><category scheme='http://www.blogger.com/atom/ns#' term='interview'/><category scheme='http://www.blogger.com/atom/ns#' term='facebook'/><title type='text'>Interview of 4 social game developers</title><content type='html'>Four social game developers (from Zynga, Playfish, Playdom and Crowdstar) were interviewed during the &lt;a href="http://www.flashgamingsummit.com/"&gt;Flash Games Summit&lt;/a&gt; on March 8, 2010.&lt;br /&gt;&lt;br /&gt;Here are some excerpts that I found interesting:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"&lt;span style="font-weight:bold;"&gt;Moderator&lt;/span&gt;: What are four words that are the keys to successful social games?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Playfish&lt;/span&gt;: Social - provide a context for meaningful interaction, Relatable, pick themes and mechanics that are understandable and aspirational; Rewarding, emotionally rewarding and socially, reinforcement schedules to keep players engaged, Emergent gameplay, easy to pick up but emergent complexity and depth&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Zynga&lt;/span&gt;: Mass Market - if it doesn't appeal to enough ppl, it won't be as successful as you want; Invest - ppl need to be excited about investing their time in it, Express - needs to be a game that ppl want to express themselves in; Relationships - allow ppl to create new relationships or nurture existing relationships&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Moderator&lt;/span&gt;: Why do you think those casual game companies don't experience the same success on FB?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Zynga&lt;/span&gt;: Guild of Heroes was a Diablo 2 clone - I joined the company as it was finishing up. The question was how is it social - and it wasn't. The team thinking was that they'd add the social afterward. And it doesn't work. Needs to built from ground up.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Playdom&lt;/span&gt;: I agree. So many examples of that. Lots of examples of games on FB that would be big if they weren't on FB. FB games need to be social from the ground up. Also, lots of the users in the social gaming space are REALLY casual, so Bejeweled did it right with short play sessions, accessibility. Notifications have gone away. FB is moving away from one-to-many notifications and toward more deliberate, one-to-one notifications. User to User, App to User.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Crowdstar&lt;/span&gt;: I think this is a pretty profound change. Makes it increasingly difficult for other companies to reach the same success we have. Will be very difficult for other companies to get where we have. Changes way you're going to distribute your game. For business people, it's something they need to look at closely to see how they're going to grow their game. You're going to have to spend more money to launch something.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Moderator&lt;/span&gt;: Most of you have two currencies, right?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Playdom&lt;/span&gt;: We have a couple PHDs helpding to manage our economies.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Crowdstar&lt;/span&gt;: I heard one of the Playfish guys saying they deal with a billion pieces of data a day(?).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Zynga&lt;/span&gt;: Zynga collects 5TB of data per day and we have a team that turns that into reports we can track.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Playdom&lt;/span&gt;: Very different from any other industry I've seen. I came from Google and YouTube and thought those were data driven companies, but this is way beyond that. You can make valuable decisions within minutes because everyone is logged in all the time and the quality of the info is so much higher than worrying about cookies, etc."&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Moderator&lt;/span&gt;: Aren't these games just sophisticated slot machines?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Zynga&lt;/span&gt;: Farmville brings families together. Moms play with their 4 year olds, etc.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://freetoplay.biz/2010/03/08/4-keys-to-a-successful-social-game-that-every-developer-should-know/"&gt;freetoplay.biz&lt;/a&gt;]&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;As mentioned, the removal of FaceBook Notifications (from apps), which is to reduce spam, will make it a lot harder for new applications to become popular without external advertising.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-6234803956437199798?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/6234803956437199798/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2010/03/interview-of-4-social-game-developers.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/6234803956437199798'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/6234803956437199798'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2010/03/interview-of-4-social-game-developers.html' title='Interview of 4 social game developers'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-2993433060627052342</id><published>2010-01-29T21:20:00.002+08:00</published><updated>2010-01-29T21:23:12.137+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='puzzler'/><category scheme='http://www.blogger.com/atom/ns#' term='2d'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Kaotik Puzzle</title><content type='html'>From Xbox Live Indie Games, comes a tetris/puzzle fighter clone with a nice twist.&lt;br /&gt;&lt;br /&gt;&lt;div style="width: 480px;"&gt;&lt;object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="392"&gt; &lt;param name="allowScriptAccess" value="sameDomain" /&gt; &lt;param name="allowFullScreen" value="true" /&gt; &lt;param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=61309"/&gt;&lt;param name="quality" value="high" /&gt; &lt;embed src="http://www.gametrailers.com/remote_wrap.php?mid=61309" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="392"&gt;&lt;/embed&gt; &lt;/object&gt;&lt;div style="font-size: 10px; font-family: Verdana; text-align: center; width: 480px; padding-top: 2px; padding-bottom: 2px; background-color: black; height: 32px;"&gt;&lt;div&gt;&lt;a style="color:#FFFFFF;" href="http://www.gametrailers.com" title="GameTrailers.com"&gt;Video Games&lt;/a&gt; | &lt;a style="color:#FFFFFF;" href="http://www.gametrailers.com/game/kaotik-puzzle/12646" title="Kaotik Puzzle"&gt;Kaotik Puzzle&lt;/a&gt; | &lt;a style="color:#FFFFFF;" href="http://www.gametrailers.com/video/launch-gameplay-kaotik-puzzle/61309" title="Launch Gameplay HD"&gt;Launch Gameplay HD&lt;/a&gt;&lt;/div&gt;&lt;div style="padding-top: 3px;"&gt;&lt;a style="color:#FFFFFF;" href="http://xbox360.gametrailers.com/" title="XBox 360"&gt;XBox 360&lt;/a&gt; | &lt;a style="color:#FFFFFF;" href="http://ps3.gametrailers.com/" title="PS3"&gt;Playstation 3&lt;/a&gt; | &lt;a style="color:#FFFFFF;" href="http://wii.gametrailers.com/" title="Wii"&gt;Nintendo Wii&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-2993433060627052342?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/2993433060627052342/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2010/01/kaotik-puzzle.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/2993433060627052342'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/2993433060627052342'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2010/01/kaotik-puzzle.html' title='Kaotik Puzzle'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-989940492260701565</id><published>2010-01-14T00:46:00.001+08:00</published><updated>2010-01-14T00:53:34.794+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mobile'/><category scheme='http://www.blogger.com/atom/ns#' term='development'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='optimization'/><title type='text'>Google I/O 2009 - Writing Real-Time Games for Android</title><content type='html'>Skip the first 14.5 mins which is mostly introduction and a game demo, but I recommend to watch the rest.&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/U4Bk5rmIpic&amp;hl=en_US&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/U4Bk5rmIpic&amp;hl=en_US&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-989940492260701565?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/989940492260701565/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2010/01/google-io-2009-writing-real-time-games.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/989940492260701565'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/989940492260701565'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2010/01/google-io-2009-writing-real-time-games.html' title='Google I/O 2009 - Writing Real-Time Games for Android'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-3212461688595010060</id><published>2009-11-07T10:40:00.004+08:00</published><updated>2009-11-07T11:07:00.132+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game engine'/><category scheme='http://www.blogger.com/atom/ns#' term='3d'/><title type='text'>Unreal Development Kit</title><content type='html'>The &lt;a href="http://www.udk.com/"&gt;Unreal Development Kit (UDK)&lt;/a&gt; can be &lt;a href="http://www.udk.com/download.html"&gt;downloaded&lt;/a&gt; and used to make games using the Unreal Engine 3. However, there is a licensing fee if you release the games for profit which is supposed to be affordable even for independent developers.&lt;blockquote&gt;November 5, 2009 - "Epic Games, Inc. announces the launch of the Unreal Development Kit (UDK), a free edition of Unreal Engine 3 that provides community access to the award-winning toolset like never before. This software release is available to anyone interested in using 3D game engine technology, including game developers, students, hobbyists, researchers, creators of 3D visualizations and simulations, and digital filmmakers. Anyone can start working with the industry-leading Unreal Engine 3 toolset by downloading UDK at &lt;a href="http://www.udk.com"&gt;www.udk.com&lt;/a&gt;, where detailed product features, technical documentation, commercial licensing terms, support resources and more are also available.&lt;br /&gt;&lt;br /&gt;An unprecedented milestone in game development, the release of UDK awards free access to the same world-class tools and technology used by many of the world’s best video game developers and publishers. Unreal Engine 3 is a constantly evolving game engine, and UDK contains all the most recently added features and technological enhancements, including many that have yet to be seen in an Unreal Engine game. Furthermore, Epic Games will release ongoing, upgraded builds of UDK for free.&lt;br /&gt;&lt;br /&gt;There is no charge for noncommercial or educational use of UDK. Over 100 academic campuses currently use Unreal Technology as part of teaching game development-related courses, and colleges with plans to incorporate UDK into their curricula include the University of Pennsylvania, North Carolina State University, The Art Institute system of schools, Drexel University, Westwood College, DeVry University and Atlantic College, with many others to be announced.&lt;br /&gt;&lt;br /&gt;Individuals and companies wishing to develop software for commercial purposes should refer to licensing terms at www.udk.com/licensing. Commercial terms have been structured to make it easy for independent developers, start-up firms and seasoned professionals to use UDK with minimal financial barrier from concept to deployment. UDK is currently for PC use only, although console support is under consideration. Developers approved to make games for Xbox 360® and PLAYSTATION®3 may inquire for more information by emailing udklicensing@epicgames.com."&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://www.udk.com/launch.html"&gt;udk.com&lt;/a&gt;]&lt;/blockquote&gt;They even have a &lt;a href="http://www.udk.com/elements/downloads/Whizzle_Creation_Document_1_2.pdf"&gt;74 page PDF document&lt;/a&gt; on how they created a simple game called Whizzle (vertical scrolling puzzle game) using only the UDK.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-3212461688595010060?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/3212461688595010060/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/11/unreal-development-kit.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/3212461688595010060'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/3212461688595010060'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/11/unreal-development-kit.html' title='Unreal Development Kit'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-6520635941933451483</id><published>2009-10-15T11:26:00.003+08:00</published><updated>2009-10-15T11:38:40.943+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='singapore'/><category scheme='http://www.blogger.com/atom/ns#' term='event'/><category scheme='http://www.blogger.com/atom/ns#' term='companies'/><title type='text'>[Event] 'Doing Business in Singapore' @ Tampines Regional Library</title><content type='html'>Going indie means you will need to probably consider setting up a company.&lt;br /&gt;&lt;br /&gt;Well, I have no idea. Hopefully I will know more after November 7. *sigh* It's a Saturday.&lt;br /&gt;&lt;br /&gt;"&lt;table id="ContentArea" width="100%" border="0" cellpadding="0" cellspacing="0"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td colspan="3"&gt;&lt;span style="color: rgb(255, 140, 0);font-family:Verdana,Arial,Helvetica,sans-serif;font-size:100%;"&gt;&lt;strong&gt;'Doing Business in Singapore' at Tampines Regional Library on 7 November 2009&lt;/strong&gt;&lt;/span&gt;                                     &lt;/td&gt;                 &lt;/tr&gt;                 &lt;tr&gt;                  &lt;td width="10"&gt;&lt;br /&gt;&lt;/td&gt;                  &lt;td colspan="3"&gt;                   &lt;hr size="1" color="#cccccc"&gt;                  &lt;/td&gt;                 &lt;/tr&gt;                 &lt;tr&gt;                  &lt;td width="10"&gt;&lt;br /&gt;&lt;/td&gt;                  &lt;td width="5"&gt;&lt;br /&gt;&lt;/td&gt;                  &lt;td&gt;                  &lt;table id="Table10" width="100%" align="left" border="0" cellpadding="0" cellspacing="0" height="100%"&gt;                   &lt;tbody&gt;&lt;tr&gt;                    &lt;td&gt;&lt;br /&gt;&lt;/td&gt;                   &lt;/tr&gt;                   &lt;tr&gt;                    &lt;td&gt;                    &lt;table id="Table11" width="90%" align="center" border="0" cellpadding="1" cellspacing="0" height="100%"&gt;                    &lt;tbody&gt;&lt;tr&gt;&lt;td height="5"&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;                                           &lt;tr&gt;                      &lt;td class="textCapsContent" valign="top"&gt;                       &lt;p align="justify"&gt;&lt;span style=";font-family:Verdana;font-size:85%;"  &gt;&lt;strong&gt;12 October 2009&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt; &lt;p align="justify"&gt;&lt;span style=";font-family:Verdana;font-size:85%;"  &gt;Thinking of starting a business? Planning to be an entrepreneur?&lt;/span&gt;&lt;/p&gt; &lt;p align="justify"&gt;&lt;span style=";font-family:Verdana;font-size:85%;"  &gt;Here is an opportunity to know more about being your own boss at an upcoming talk of the popular &lt;/span&gt;&lt;span style=";font-family:Verdana;font-size:85%;"  &gt;ACRA@Heartlands&lt;/span&gt;&lt;span style=";font-family:Verdana;font-size:85%;"  &gt; series. Jointly organised by the Accounting and Corporate Regulatory Authority (ACRA) and National Library Board (NLB), the talk on ‘&lt;strong&gt;Doing Business in Singapore&lt;/strong&gt;’ will provide you with information and useful tips on starting a business.&lt;/span&gt;&lt;/p&gt; &lt;p align="justify"&gt;&lt;span style=";font-family:Verdana;font-size:85%;"  &gt;To register, please log on to &lt;span style=";font-family:Verdana;font-size:85%;"  &gt;&lt;a href="http://golibrary.nlb.gov.sg/Event.aspx?EventID=30320" target="_blank"&gt;http://golibrary.nlb.gov.sg/Event.aspx?EventID=30320&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt; &lt;p align="justify"&gt;&lt;span style=";font-family:Verdana;font-size:85%;"  &gt;&lt;br /&gt;Date : Saturday, 7 November 2009&lt;br /&gt;Time : 1.30pm to 4.30pm&lt;br /&gt;Venue : Auditorium, Tampines Regional Library&lt;/span&gt;&lt;/p&gt; &lt;p align="justify"&gt;&lt;span style=";font-family:Verdana;font-size:85%;"  &gt;&lt;em&gt;Jointly organised by ACRA and NLB &lt;/em&gt;&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;" - [Source: &lt;a href="http://appiqs.acra.gov.sg/ops/news/news03.asp?id=453"&gt;acra.gov.sg&lt;/a&gt;]&lt;br /&gt;&lt;br /&gt;Registration is absolutely free.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-6520635941933451483?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/6520635941933451483/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/10/event-doing-business-in-singapore.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/6520635941933451483'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/6520635941933451483'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/10/event-doing-business-in-singapore.html' title='[Event] &apos;Doing Business in Singapore&apos; @ Tampines Regional Library'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-9029665455888084504</id><published>2009-10-13T15:39:00.007+08:00</published><updated>2009-10-15T01:59:26.353+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='singapore'/><category scheme='http://www.blogger.com/atom/ns#' term='success stories'/><category scheme='http://www.blogger.com/atom/ns#' term='2d'/><category scheme='http://www.blogger.com/atom/ns#' term='review'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Review: Battleships Forever</title><content type='html'>&lt;a href="http://www.wyrdysm.com/games.php"&gt;Battleships Forever&lt;/a&gt; is a game in development by 22 year old Singaporean poly grad and indie game developer, &lt;a href="http://www.wyrdysm.com/about.php"&gt;Sean "th15" Chan&lt;/a&gt;. It was a &lt;a href="http://www.igf.com/2008finalistswinners.html#finalists"&gt;IGF 2008 Finalist&lt;/a&gt; where it received a "Design Innovation Award".&lt;br /&gt;&lt;blockquote&gt;"I like games that have depth and strategy to them and as such I try to make intelligent games. As far as possible, my design philosophy is to keep the player engaged all the time and to have a good reason for everything that exists in the game. Every gimmick, every unit, every mechanic is there to encourage a particular play style. When I make games, I think about specific scenarios that I think would be exciting." - Sean&lt;/blockquote&gt;&lt;br /&gt;During an &lt;a href="http://www.gamedev.net/reference/business/features/igf08interviews1/page3.asp"&gt;interview&lt;/a&gt; by GameDev.net, Sean mentions that he initially started making custom maps for Warcraft 3 and then progressed to using Game Maker.&lt;br /&gt;&lt;br /&gt;Battleships Forever is a 2D real-time strategy (although it is more tactical, with no resource gathering or diplomacy) where you control multiple spaceships and fight other spaceships. The main feature of it is that each spaceship is built from multiple modules like: turrets with fixed firing arcs, deflector shields, linking structure, etc and each can be individually destroyed. Thus, positioning is very important and you will have to decide between facing your offensive modules or protective modules towards the enemy.&lt;br /&gt;&lt;br /&gt;There are currently 17 pre-designed spaceships that you can control and over 50 enemy designs, each with their own weakness and strength. Also, you can create your own &lt;a href="http://www.wyrdysm.com/phpBB2/viewtopic.php?t=3566&amp;amp;sid=16f1eb69f311acbb2f7125e9fb9ce43a"&gt;custom designs&lt;/a&gt;. [Download: &lt;a href="http://www.wyrdysm.com/bfdownload.php"&gt;wyrdysm.com&lt;/a&gt;]&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/8iN1FxOQpKA&amp;amp;color1=0xb1b1b1&amp;amp;color2=0xcfcfcf&amp;amp;feature=player_embedded&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowScriptAccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/8iN1FxOQpKA&amp;amp;color1=0xb1b1b1&amp;amp;color2=0xcfcfcf&amp;amp;feature=player_embedded&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Sean has said that Battleships Forever is inspired by and loosely based on &lt;a href="http://www18.big.or.jp/%7Ehikoza/Prod/index_e.html"&gt;Warning Forever&lt;/a&gt; by Hikoza.T.Ohkubo, where the each round had only one boss which evolved based on how you killed it the previous round. [Download: &lt;a href="http://download.cnet.com/Warning-Forever/3000-7440_4-10298144.html"&gt;cnet.com&lt;/a&gt;]&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i64.photobucket.com/albums/h190/SilentNSly/Indie%20Game%20Development/ss_wf02.png"&gt;&lt;img style="cursor: pointer; width: 320px; height: 240px;" src="http://i64.photobucket.com/albums/h190/SilentNSly/Indie%20Game%20Development/ss_wf02.png" alt="" border="0" /&gt;&lt;/a&gt; &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i64.photobucket.com/albums/h190/SilentNSly/Indie%20Game%20Development/ss_wf03.png"&gt;&lt;img style="cursor: pointer; width: 320px; height: 240px;" src="http://i64.photobucket.com/albums/h190/SilentNSly/Indie%20Game%20Development/ss_wf03.png" alt="" border="0" /&gt;&lt;/a&gt; &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i64.photobucket.com/albums/h190/SilentNSly/Indie%20Game%20Development/ss_wf04.png"&gt;&lt;img style="cursor: pointer; width: 320px; height: 240px;" src="http://i64.photobucket.com/albums/h190/SilentNSly/Indie%20Game%20Development/ss_wf04.png" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;If you like the concept where spaceships are modularized, then you may wish to also check out another indie game, &lt;a href="http://www.captainforever.com/"&gt;Captain Forever&lt;/a&gt; (US$15) which puts you in control of a single ship that you need to upgrade in battle using part from destroyed enemy spaceships.&lt;br /&gt;&lt;br /&gt;&lt;object width="560" height="340"&gt;&lt;param name="movie" value="http://www.youtube.com/v/8Szr2NwA-cM&amp;amp;hl=en&amp;amp;fs=1&amp;amp;"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/8Szr2NwA-cM&amp;amp;hl=en&amp;amp;fs=1&amp;amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-9029665455888084504?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/9029665455888084504/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/10/review-battleships-forever.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/9029665455888084504'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/9029665455888084504'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/10/review-battleships-forever.html' title='Review: Battleships Forever'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://i64.photobucket.com/albums/h190/SilentNSly/Indie%20Game%20Development/th_ss_wf02.png' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-5437198742801281640</id><published>2009-09-23T18:50:00.005+08:00</published><updated>2009-09-23T19:16:06.242+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='singapore'/><category scheme='http://www.blogger.com/atom/ns#' term='game show'/><title type='text'>Games Convention Asia</title><content type='html'>Last week end, the Games Convention Asia was held here in sunny Singapore at Suntec. &lt;br /&gt;&lt;br /&gt;While no where as big as &lt;a href="http://www.e3expo.com/"&gt;E3&lt;/a&gt;, the main &lt;a href="http://www.gamesconvention.com/"&gt;Leipzig Games Convention&lt;/a&gt; or the &lt;a href="http://expo.nikkeibp.co.jp/tgs/2009/en/"&gt;Tokyo Game Show&lt;/a&gt;, it still attracted 102,500 attendees.&lt;br /&gt;&lt;br /&gt;I am not the kind of person who takes photos, so here are a few from &lt;a href="http://kotaku.com/5365680/asias-other-game-convention-singapore-shines-in-september/"&gt;Kotaku's write up of it&lt;/a&gt;:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://cache-foo-08.gawkerassets.com/gawker/assets/images/9/2009/09/500x_PR_GCA09_1665.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 500px; height: 334px;" src="http://cache-foo-08.gawkerassets.com/gawker/assets/images/9/2009/09/500x_PR_GCA09_1665.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://cache-foo-09.gawkerassets.com/gawker/assets/images/9/2009/09/500x_PR_GCA09_1667.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 500px; height: 334px;" src="http://cache-foo-09.gawkerassets.com/gawker/assets/images/9/2009/09/500x_PR_GCA09_1667.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://cache-foo.gawkerassets.com/gawker/assets/images/9/2009/09/500x_PR_GCA09_1773.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 500px; height: 334px;" src="http://cache-foo.gawkerassets.com/gawker/assets/images/9/2009/09/500x_PR_GCA09_1773.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://cache-foo-05.gawkerassets.com/gawker/assets/images/9/2009/09/500x_PR_GCA09_1846.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 500px; height: 334px;" src="http://cache-foo-05.gawkerassets.com/gawker/assets/images/9/2009/09/500x_PR_GCA09_1846.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://cache-foo-07.gawkerassets.com/gawker/assets/images/9/2009/09/500x_PR_GCA09_1700.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 500px; height: 334px;" src="http://cache-foo-07.gawkerassets.com/gawker/assets/images/9/2009/09/500x_PR_GCA09_1700.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;[Pictures: &lt;a href="http://kotaku.com/5365680/asias-other-game-convention-singapore-shines-in-september/gallery/"&gt;Kotaku.com&lt;/a&gt;]&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-5437198742801281640?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/5437198742801281640/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/09/games-convention-asia.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/5437198742801281640'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/5437198742801281640'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/09/games-convention-asia.html' title='Games Convention Asia'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-8590183930167960135</id><published>2009-09-16T19:29:00.006+08:00</published><updated>2009-09-16T19:56:52.443+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3d'/><category scheme='http://www.blogger.com/atom/ns#' term='advertising'/><category scheme='http://www.blogger.com/atom/ns#' term='review'/><category scheme='http://www.blogger.com/atom/ns#' term='flash'/><category scheme='http://www.blogger.com/atom/ns#' term='customisation'/><category scheme='http://www.blogger.com/atom/ns#' term='racing'/><title type='text'>Review: Red Bull Soap Racer</title><content type='html'>A while back I got demoralized when I saw how Papervision3D slowed down when building complex scenes. After taking a look at this racing game, I realized that's any slowness I noticed previously in other games is due to unoptimized/inefficient use of Papervision3D.&lt;br /&gt;&lt;br /&gt;The game is a cartoon-ish kart racer where you can fully customize your kart and then race with other friends online. Even race tracks can be customized too. While the game concept is not new, this may be the first time that it has been done using flash.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/ySEQMOPXccE&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;feature=player_embedded&amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowScriptAccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/ySEQMOPXccE&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;feature=player_embedded&amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Our friends at &lt;a href="http://www.lessrain.com/"&gt;Less Rain&lt;/a&gt; have set once again the benchmark for 3D games in Flash, using the powerful combination of Papervision3D and Box2D. Check out their blog for &lt;a href="http://www.blog.lessrain.com/red-bull-soapbox-racer/"&gt;more info&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://blog.papervision3d.org/2009/09/03/red-bull-soap-racer/"&gt;papervision3d.org&lt;/a&gt;]&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;FYI, they used Box2D for physics as Papervision3D does not include physics.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Another thing worth mentioning is that it is brought to us by &lt;a href="http://www.redbull.com/"&gt;Red Bull&lt;/a&gt;. This is what I call a good advertisement (and something that I will "watch" repeatedly).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-8590183930167960135?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/8590183930167960135/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/09/review-red-bull-soap-racer.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/8590183930167960135'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/8590183930167960135'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/09/review-red-bull-soap-racer.html' title='Review: Red Bull Soap Racer'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-8501143017323808928</id><published>2009-09-12T20:12:00.001+08:00</published><updated>2009-09-16T20:14:32.880+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='open source'/><category scheme='http://www.blogger.com/atom/ns#' term='development'/><title type='text'>Tool: PasteBin (collaborative debugging tool)</title><content type='html'>Every wanted to share a short snippet of code online with others and still preserve the native language formatting?&lt;br /&gt;&lt;br /&gt;I have. I been annoyed with how all the nice coloring, indentation and italics got lost when I copied a piece of code from my editor to a web "rich text box".&lt;br /&gt;&lt;br /&gt;A friend of mine shared a small function using &lt;a href="http://http://pastebin.com/"&gt;PasteBin&lt;/a&gt; a while back; and now I can't imagine sharing code any other way.&lt;br /&gt;&lt;br /&gt;When you paste a snippet of code, you select the language you want to format it in and there is a wide selection to chose from including AS3, etc.&lt;br /&gt;&lt;br /&gt;It then generates a link for you that you can send to your friends, e.g. &lt;a href="http://flash.pastebin.com/mc95f230"&gt;http://flash.pastebin.com/mc95f230&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;You can post anonymously or log in so all your posts are linked. Also, anyone can add their changes as a comment.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-8501143017323808928?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/8501143017323808928/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/09/tool-pastebin-collaborative-debugging.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/8501143017323808928'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/8501143017323808928'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/09/tool-pastebin-collaborative-debugging.html' title='Tool: PasteBin (collaborative debugging tool)'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-4705613603319453546</id><published>2009-09-04T15:44:00.002+08:00</published><updated>2009-09-18T16:05:00.609+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3d'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='links'/><title type='text'>Pretty pictures</title><content type='html'>When making a game, it is always nice to have inspiration to draw on.&lt;br /&gt;&lt;br /&gt;One of my interests has always been space ships; and one good site that frequently have new concept art is &lt;a href="http://conceptships.blogspot.com/"&gt;Concept Ships&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Here's a few to show you what you can find there:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.igorstshirts.com/blog/conceptships/2009/andrew_lee_01.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 810px; height: 373px;" src="http://www.igorstshirts.com/blog/conceptships/2009/andrew_lee_01.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;[Artist: &lt;a href="http://www.andrewlee.hk/"&gt;Andrew Lee&lt;/a&gt;]&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.igorstshirts.com/blog/conceptships/2009/doscher_10.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 810px; height: 520px;" src="http://www.igorstshirts.com/blog/conceptships/2009/doscher_10.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;[Artist: &lt;a href="http://www.doscher-design.com/"&gt;Mike Doscher&lt;/a&gt;]&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.igorstshirts.com/blog/conceptships/2009/alfredo_02.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 810px; height: 369px;" src="http://www.igorstshirts.com/blog/conceptships/2009/alfredo_02.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;[Artist: &lt;a href="http://drawinprogress.blogspot.com/"&gt;Alfredo Dosztal&lt;/a&gt;]&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-4705613603319453546?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/4705613603319453546/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/09/pretty-pictures.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/4705613603319453546'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/4705613603319453546'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/09/pretty-pictures.html' title='Pretty pictures'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-281906212602132585</id><published>2009-08-26T20:31:00.000+08:00</published><updated>2009-08-27T15:58:34.973+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='best practices'/><category scheme='http://www.blogger.com/atom/ns#' term='development'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='optimization'/><title type='text'>[Concept] Coding Tricks</title><content type='html'>I was reading an article of Dirty Coding Tricks that game developers use to meet deadlines or simply cut down work needed. Here's a few I found interesting (some of which were comments posted by readers):&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"At university there was a team (not related to me, but these guys are the perfect example :P) that made a FPS flash game...&lt;br /&gt;&lt;br /&gt;For some bizarre reason, the programmer instead of checking if you was colliding with the wall and not allow you go there, he made the inverse, he checked if there was a wall, and allowed you to move parallel to it...&lt;br /&gt;&lt;br /&gt;This sparked a bizarre bug: In crossings, you could not actually cross, only turn to the passage on your left or right.&lt;br /&gt;&lt;br /&gt;The deadline was closing, and they had no idea on how to fix it...&lt;br /&gt;&lt;br /&gt;Then the team writer fixed the issue! He told the artist to draw a animation of hands touching the walls, and then he wrote in the story that the protagonist was blind and needed to touch the walls to know where he was going.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;-Hélder Gomes Filho&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Back on Wing Commander 1 we were getting an exception from our EMM386 memory manager when we exited the game. We'd clear the screen and a single line would print out, something like "EMM386 Memory manager error. Blah blah blah." We had to ship ASAP. So I hex edited the error in the memory manager itself to read "Thank you for playing Wing Commander."&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;- Ken Demarest&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I was fresh out of college, still wet behind the ears, and about to enter the beta phase of my first professional game project -- a late-90s PC title. It had been an exciting rollercoaster ride, as projects often are. All the content was in and the game was looking good. There was one problem though: We were way over our memory budget.&lt;br /&gt;&lt;br /&gt;Since most memory was taken up by models and textures, we worked with the artists to reduce the memory footprint of the game as much as possible. We scaled down images, decimated models, and compressed textures. Sometimes we did this with the support of the artists, and sometimes over their dead bodies.&lt;br /&gt;&lt;br /&gt;We cut megabyte after megabyte, and after a few days of frantic activity, we reached a point where we felt there was nothing else we could do. Unless we cut some major content, there was no way we could free up any more memory. Exhausted, we evaluated our current memory usage. We were still 1.5 MB over the memory limit!&lt;br /&gt;&lt;br /&gt;At this point one of the most experienced programmers in the team, one who had survived many years of development in the "good old days," decided to take matters into his own hands. He called me into his office, and we set out upon what I imagined would be another exhausting session of freeing up memory.&lt;br /&gt;&lt;br /&gt;Instead, he brought up a source file and pointed to this line:&lt;br /&gt;&lt;br /&gt;&lt;code&gt;static char buffer[1024*1024*2];&lt;/code&gt;&lt;br /&gt;&lt;br /&gt;"See this?" he said. And then deleted it with a single keystroke. Done!&lt;br /&gt;&lt;br /&gt;He probably saw the horror in my eyes, so he explained to me that he had put aside those two megabytes of memory early in the development cycle. He knew from experience that it was always impossible to cut content down to memory budgets, and that many projects had come close to failing because of it. So now, as a regular practice, he always put aside a nice block of memory to free up when it's really needed.&lt;br /&gt;&lt;br /&gt;He walked out of the office and announced he had reduced the memory footprint to within budget constraints -- he was toasted as the hero of the project.&lt;br /&gt;&lt;br /&gt;As horrified as I was back then about such a "barbaric" practice, I have to admit that I'm warming up to it. I haven't gotten into the frame of mind where I can put it to use yet, but I can see how sometimes, when you're up against the wall, having a bit of memory tucked away for a rainy day can really make a difference. Funny how time and experience changes everything.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;- Noel Llopis"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://www.gamasutra.com/view/feature/4111/dirty_coding_tricks.php"&gt;GamaSutra.com&lt;/a&gt;]&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-281906212602132585?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/281906212602132585/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/08/concept-coding-tricks.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/281906212602132585'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/281906212602132585'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/08/concept-coding-tricks.html' title='[Concept] Coding Tricks'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-9095328035130703498</id><published>2009-08-21T02:19:00.005+08:00</published><updated>2009-08-21T02:41:08.446+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='2d'/><category scheme='http://www.blogger.com/atom/ns#' term='consoles'/><category scheme='http://www.blogger.com/atom/ns#' term='review'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Review: I MAED A GAM3 W1TH Z0MB1ES!!!1</title><content type='html'>This XBox 360 Live Arcade game, &lt;a href="http://marketplace.xbox.com/en-US/games/offers/00000001-0000-4000-8000-0000585502a6"&gt;I MAED A GAM3 W1TH Z0MB1ES!!!1&lt;/a&gt; is my definition of a realy simple yet fun game.&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/H3ejDkmvRKo&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;hl=en&amp;feature=player_embedded&amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowScriptAccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/H3ejDkmvRKo&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;hl=en&amp;feature=player_embedded&amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;From the title of this game (which is almost the only lyrics of the soundtrack), I think you realise what the creator of this game is implying. Games with zombies are the current fad. So yet another zombie game to join the ranks of &lt;a href="http://www.l4d.com/"&gt;Left 4 Dead&lt;/a&gt;, &lt;a href="http://www.popcap.com/games/pvz"&gt;Plants vs. Zombies&lt;/a&gt;, &lt;a href="http://www.killingfloorthegame.com/"&gt;Killing Floor&lt;/a&gt;, &lt;a href="http://www.burnzombieburn.com/"&gt;Burn, Zombie Burn!&lt;/a&gt;, etc&lt;br /&gt;&lt;br /&gt;And killing wave after wave of zombies really does feel good. This game is the pure essense of it.&lt;br /&gt;&lt;br /&gt;FYI, It's going for just 80 points (or about a dollar).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-9095328035130703498?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/9095328035130703498/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/08/review-i-maed-gam3-w1th-z0mb1es1.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/9095328035130703498'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/9095328035130703498'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/08/review-i-maed-gam3-w1th-z0mb1es1.html' title='Review: I MAED A GAM3 W1TH Z0MB1ES!!!1'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-2971424741642573560</id><published>2009-08-20T11:22:00.000+08:00</published><updated>2009-08-21T02:19:17.290+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='trading'/><category scheme='http://www.blogger.com/atom/ns#' term='advertising'/><category scheme='http://www.blogger.com/atom/ns#' term='mmo'/><category scheme='http://www.blogger.com/atom/ns#' term='user-created'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><title type='text'>Concept: Custom TCG cards from your MMO character</title><content type='html'>The world of gaming is not only on video games on the PC, consoles and portable devices; it also includes board games, miniatures, card games, Trading Card Games (TCGs), etc.&lt;br /&gt;&lt;br /&gt;I would saw that video games and card games are being produced based on each other. For example, &lt;a href="http://www.wizards.com/MAGIC/"&gt;Magic: the Gathering (TCG)&lt;/a&gt; has expanded into &lt;a href="http://www.wizards.com/Magic/Digital/MagicOnline.aspx"&gt;Magic Online (PC game)&lt;/a&gt;, likewise &lt;a href="http://www.worldofwarcraft.com/"&gt;World of Warcraft (PC game)&lt;/a&gt; has expanded into &lt;a href="http://entertainment.upperdeck.com/WoW/en"&gt;World of Warcraft: Trading Card Game&lt;/a&gt; and &lt;a href="http://entertainment.upperdeck.com/wowminis/en"&gt;World of Warcraft: Miniatures Game&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;However, Sony Online Entertainment's &lt;a href="http://www.freerealms.com/"&gt;Free Realms&lt;/a&gt; has come out with a MMO (PC game), a Physical TCG and a Digital TCG, all at the same and linked them in a unique way.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"What Is a Digital TCG Card?&lt;br /&gt;&lt;br /&gt;The Free Realms Trading Card Game is built right into the Free Realms virtual world! Click the card fan icon on the menu dock, and you'll be taken into the TCG.&lt;br /&gt;&lt;br /&gt;What Is a Physical TCG Card?&lt;br /&gt;&lt;br /&gt;The Free Realms Trading Card Game is also a physical trading card game manufactured by Topps™ and is available wherever trading card games are sold!&lt;br /&gt;&lt;br /&gt;The ... Starter Pack contains ..., exclusive virtual rewards and your first-month Free Realms Membership!"&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://www.freerealms.com/TCGdiff.vm"&gt;freerealms.com&lt;/a&gt;]&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;As you can see they have tightly coupled these two TCGs to their PC game and vice versa; and that's not all. The have come up with a new and innovative way to link them together: they allow players to use their character in the MMO to print out cards for the TCGs.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://s64.photobucket.com/albums/h190/SilentNSly/Indie%20Game%20Development/?action=view&amp;current=freerealms_1.jpg" target="_blank"&gt;&lt;img src="http://i64.photobucket.com/albums/h190/SilentNSly/Indie%20Game%20Development/freerealms_1.jpg" border="0" alt="From MMO" width="400" height="300"&gt;&lt;/a&gt;&lt;br /&gt;Step 1: Dress up your character from the MMO.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://s64.photobucket.com/albums/h190/SilentNSly/Indie%20Game%20Development/?action=view&amp;current=freerealms_2.jpg" target="_blank"&gt;&lt;img src="http://i64.photobucket.com/albums/h190/SilentNSly/Indie%20Game%20Development/freerealms_2.jpg" border="0" alt="Converting from MMO to TCG" width="400" height="300"&gt;&lt;/a&gt;&lt;br /&gt;Step 2: Your TCG personal card stats are based on your MMO character stats.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://s64.photobucket.com/albums/h190/SilentNSly/Indie%20Game%20Development/?action=view&amp;current=freerealms_3.jpg" target="_blank"&gt;&lt;img src="http://i64.photobucket.com/albums/h190/SilentNSly/Indie%20Game%20Development/freerealms_3.jpg" border="0" alt="To TCG" width="300" height="400"&gt;&lt;/a&gt;&lt;br /&gt;Step 3: The finished card is ready for printing or use in the digital game.&lt;br /&gt;&lt;br /&gt;Step 4: Trade your personal card with friend!&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"Sony Online Entertainment has teamed up with trading card company Topps to let players create their own official personalized cards for the Free Realms collectible card game.&lt;br /&gt;&lt;br /&gt;The Duelist on Demand Program allows players to turn their Free Realms character into a personalized card for use in the physical version of the tie-in trading card game. Using Topps' print-on-demand technology, players will be able to create and share themselves with friends in a distinctively family-friendly way."&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://kotaku.com/5341075/put-yourself-in-the-free-realms-card-game/gallery/"&gt;Kotaku.com&lt;/a&gt;]&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-2971424741642573560?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/2971424741642573560/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/08/concept-custom-tcg-cards-from-your-mmo.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/2971424741642573560'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/2971424741642573560'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/08/concept-custom-tcg-cards-from-your-mmo.html' title='Concept: Custom TCG cards from your MMO character'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://i64.photobucket.com/albums/h190/SilentNSly/Indie%20Game%20Development/th_freerealms_1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-4970717144931223027</id><published>2009-08-13T15:55:00.005+08:00</published><updated>2009-08-13T17:00:45.283+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='forums'/><title type='text'>New forum for this blog</title><content type='html'>As suggested by a friend, I have just created a &lt;a href="http://gamedevelopmentsg.freeforums.org"&gt;forum&lt;/a&gt; for everyone to discuss game development in Singapore. It is still a work-in-progress.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I hope that you enjoy using it. ;D&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-4970717144931223027?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/4970717144931223027/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/08/new-forum-for-this-blog.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/4970717144931223027'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/4970717144931223027'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/08/new-forum-for-this-blog.html' title='New forum for this blog'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-1755250879084931828</id><published>2009-08-01T14:13:00.009+08:00</published><updated>2009-08-14T09:48:15.397+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='unity'/><category scheme='http://www.blogger.com/atom/ns#' term='companies'/><category scheme='http://www.blogger.com/atom/ns#' term='game engine'/><category scheme='http://www.blogger.com/atom/ns#' term='development'/><category scheme='http://www.blogger.com/atom/ns#' term='3d'/><category scheme='http://www.blogger.com/atom/ns#' term='framework'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='iphone'/><category scheme='http://www.blogger.com/atom/ns#' term='browser'/><title type='text'>Unity - Game Development Tool</title><content type='html'>&lt;a href="http://unity3d.com/"&gt;Unity&lt;/a&gt; (or "Unity3D" as it was first known as). It is currently at version 2.5.&lt;br /&gt;&lt;br /&gt;It is a multi-platform game development tool, designed from the start to ease creation. A fully integrated professional application, Unity just happens to contain the most powerful engine this side of a million dollars.&lt;br /&gt;&lt;br /&gt;Besides publishing standalone games, it has its own web player add-in (the download is about 9 MB) for browsers and IPhone publishing (at an additional charge). Currently in two versions: Unity Indie (US$199) and Unity Pro (US$1499).&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"Unity supports three scripting languages: JavaScript, C#, and a dialect of Python called Boo. All three are equally fast and interoperate. All three can use the underlying .NET libraries which support databases, regular expressions, XML, file access and networking.&lt;br /&gt;&lt;br /&gt;Scripting is frequently thought of as limited and slow. But in Unity your &lt;span style="font-weight:bold;"&gt;scripts are compiled to native code and run nearly as fast as C++&lt;/span&gt;. You get the fast iteration times and ease of use everyone loves about scripting languages."&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://unity3d.com/unity/features/scripting"&gt;Unity3D.com&lt;/a&gt;]&lt;/blockquote&gt;&lt;br /&gt;That seems very believable after viewing their &lt;a href="http://unity3d.com/gallery/live-demos/tropical-paradise"&gt;Tropical Paradise&lt;/a&gt; demo.&lt;br /&gt;&lt;br /&gt;Also, according to &lt;a href="http://www.paultondeur.com/2009/05/13/serious-multiplayer-3d-games-using-unity-flash-and-red5-presentation-slides/"&gt;some&lt;/a&gt; &lt;a href="http://rockonflash.wordpress.com/2009/05/31/flash-on-tap-slides/"&gt;bloggers&lt;/a&gt;, it is apparently easy to convert a game written with Papervision3D (Actionscript) to Unity. Something which they mostly do so as to publish their games to the iPhone.&lt;br /&gt;&lt;br /&gt;Something to comeback to once I made something with Flash.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Update:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Here are some reviews/comments on Unity:&lt;br /&gt;&lt;a href="http://www.devmaster.net/engines/engine_details.php?id=256"&gt;DevMaster.net - Engine details of Unity&lt;/a&gt;&lt;br /&gt;&lt;a href="http://stackoverflow.com/questions/209487/whats-the-best-indie-game-development-environment"&gt;StackOverflow.com - What’s the best indie game development environment?&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-1755250879084931828?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/1755250879084931828/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/08/unity-game-development-tool.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/1755250879084931828'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/1755250879084931828'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/08/unity-game-development-tool.html' title='Unity - Game Development Tool'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-6600592686546037654</id><published>2009-07-30T10:53:00.005+08:00</published><updated>2009-07-30T11:11:37.313+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='best practices'/><category scheme='http://www.blogger.com/atom/ns#' term='actionscript'/><category scheme='http://www.blogger.com/atom/ns#' term='optimization'/><title type='text'>Code Optimization in Actionscript</title><content type='html'>3D graphics in Flash are usually handled by the CPU almost no assistance of any fancy 3D acceleration GPU. Thus, framerate is a very important concern.&lt;br /&gt;&lt;br /&gt;I found a very useful guide on &lt;a href="http://wiki.joa-ebert.com/index.php/Category:Code_Optimization"&gt;Code Optimization in Actionscript&lt;/a&gt;. For exampled, it &lt;a href="http://wiki.joa-ebert.com/index.php/Avoiding_Denormals"&gt;states&lt;/a&gt;:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"Denormal numbers are floating point numbers that are really small. When such a number occurs the CPU switches into denormal mode and calculations become very slow.&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;&lt;br /&gt;Example&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;In this example the framerate will jump from approximately 40fps to 1fps. The reason are denormal numbers.&lt;br /&gt;&lt;br /&gt;&lt;code&gt;&lt;br /&gt;private var _denormals: Vector.&lt;Number&gt;;&lt;br /&gt;&lt;br /&gt;private function init(): void&lt;br /&gt;{&lt;br /&gt; _denormals = new Vector.&lt;Number&gt;( 0xfffff, true );&lt;br /&gt; &lt;br /&gt; var n: int = 0xfffff;&lt;br /&gt; &lt;br /&gt; while( --n &gt; -1 )&lt;br /&gt;  _denormals[ n ] = 1e-256;//very small number!&lt;br /&gt;  &lt;br /&gt; EnterFrameProvider.connect( enterFrame );&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;private function enterFrame(): void&lt;br /&gt;{&lt;br /&gt; var n: int = 0xfffff;&lt;br /&gt; &lt;br /&gt; while( --n &gt; -1 )&lt;br /&gt;  _denormals[ n ] *= 0.5;//do some calculations with very small numbers&lt;br /&gt;}&lt;br /&gt;&lt;/code&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;ActionScript Solution&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;There are a couple of solutions to deal with denormal numbers. Some try to avoid them by adding always a very small value or by adding some white noise. In ActionScript the best and most simple solution is by adding and subtracting an anti-denormal constant.&lt;br /&gt;[edit] Solution&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Example&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;This solution is easy to implement in ActionScript and will result in real zero values.&lt;br /&gt;&lt;br /&gt;&lt;code&gt;&lt;br /&gt;_denormals[ n ] = _denormals[ n ] * 0.5 + 1e-18 - 1e-18;//avoiding denormals&lt;br /&gt;&lt;/code&gt;&lt;br /&gt;&lt;br /&gt;This is the same example with the fix for denormal numbers. The framerate will now stay at approximately 40fps."&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-6600592686546037654?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/6600592686546037654/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/07/code-optimization-in-flash.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/6600592686546037654'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/6600592686546037654'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/07/code-optimization-in-flash.html' title='Code Optimization in Actionscript'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-4679293369125493384</id><published>2009-07-25T14:57:00.007+08:00</published><updated>2009-08-01T14:44:28.049+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3d'/><category scheme='http://www.blogger.com/atom/ns#' term='framework'/><category scheme='http://www.blogger.com/atom/ns#' term='model'/><category scheme='http://www.blogger.com/atom/ns#' term='actionscript'/><category scheme='http://www.blogger.com/atom/ns#' term='flash'/><title type='text'>Using Actionscript for 3D</title><content type='html'>Recently, I have toying around with 3D in flash. There are several &lt;a href="http://flashenabledblog.com/2008/04/17/flash-3d-list-update/"&gt;frameworks&lt;/a&gt; to produce 3D graphics (e.g. &lt;a href="http://www.papervision3d.org/"&gt;Papervision 3D&lt;/a&gt;, &lt;a href="www.flashsandy.org/"&gt;Sandy&lt;/a&gt;, &lt;a href="http://away3d.com/"&gt;Away3D&lt;/a&gt;, &lt;a href="http://www.yogurt3d.com/en/"&gt;Yogurt3D&lt;/a&gt;, &lt;a href="http://five3d.mathieu-badimon.com/"&gt;FIVe3D&lt;/a&gt;, etc) which you can use together with other frameworks for physics (&lt;a href="http://seraf.mediabox.fr/wow-engine/"&gt;Wow-Engine&lt;/a&gt;, &lt;a href="http://www.jiglibflash.com/"&gt;JigLibFlash&lt;/a&gt;, &lt;a href="http://box2dflash.sourceforge.net/"&gt;box2dflash&lt;/a&gt;, &lt;a href="http://www.cove.org/ape/"&gt;APE&lt;/a&gt;), object distortion (&lt;a href="http://code.google.com/p/as3dmod/"&gt;AS3Dmod&lt;/a&gt;), augmented reality (&lt;a href="http://www.libspark.org/wiki/saqoosha/FLARToolKit/en"&gt;FlarToolKit&lt;/a&gt;), etc.&lt;br /&gt;&lt;br /&gt;When working, I quickly realized that using primitive shapes to build a 3D scene with ActionScript was only useful to a certain point. To supplement this, some allow the importing of &lt;a href="http://en.wikipedia.org/wiki/COLLADA"&gt;COLLADA&lt;/a&gt; models, which is a standard that represents models with an XML file and an image used for texture mapping.&lt;br /&gt;&lt;br /&gt;When searching for some models to use in my projects, I &lt;a href="http://forum.papervision3d.org/viewtopic.php?f=16&amp;t=190"&gt;stumbled&lt;/a&gt; on Google's &lt;a href="http://sketchup.google.com/3dwarehouse/"&gt;3D Warehouse&lt;/a&gt; (a place that stores 3D models that people created) and &lt;a href="http://sketchup.google.com"&gt;SketchUp&lt;/a&gt; (a tool to create 3D models).&lt;br /&gt;&lt;br /&gt;&lt;object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=7,0,19,0" width="300" height="200"&gt;&lt;param name="movie" value="http://papervision2.com/wp-content/downloads/cow.swf"&gt;&lt;param name="quality" value="high"&gt;&lt;embed src="http://papervision2.com/wp-content/downloads/cow.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="300" height="200"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;[Source: &lt;a href="http://papervision2.com/loading-complex-models/"&gt;papervision2.com&lt;/a&gt;]&lt;br /&gt;&lt;br /&gt;Hope you found that interesting.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-4679293369125493384?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/4679293369125493384/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/07/using-flash-for-3d.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/4679293369125493384'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/4679293369125493384'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/07/using-flash-for-3d.html' title='Using Actionscript for 3D'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-7880097892124882447</id><published>2009-07-09T16:16:00.003+08:00</published><updated>2009-07-09T16:19:55.761+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='development'/><category scheme='http://www.blogger.com/atom/ns#' term='forums'/><category scheme='http://www.blogger.com/atom/ns#' term='flash'/><title type='text'>Flash Kit Community Forums</title><content type='html'>I recently been spending a lot of time on the &lt;a href="http://board.flashkit.com/board/forumdisplay.php?f=5"&gt;Games sub-forum&lt;/a&gt; on the Flash Kit Community Forums.&lt;br /&gt;&lt;br /&gt;There are lots of existing and new Flash developers discussion making games there.&lt;br /&gt;&lt;br /&gt;Check it out if you have time.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-7880097892124882447?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/7880097892124882447/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/07/flash-kit-community-forums.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/7880097892124882447'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/7880097892124882447'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/07/flash-kit-community-forums.html' title='Flash Kit Community Forums'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-7931343727529468137</id><published>2009-06-29T16:38:00.006+08:00</published><updated>2009-07-09T15:57:13.742+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='api'/><category scheme='http://www.blogger.com/atom/ns#' term='facebook'/><category scheme='http://www.blogger.com/atom/ns#' term='actionscript'/><category scheme='http://www.blogger.com/atom/ns#' term='flash'/><title type='text'>Using FaceBook API from ActionScript</title><content type='html'>About two month ago, &lt;a href="http://www.facebook.com"&gt;FaceBook&lt;/a&gt; announced it's  &lt;a href="http://developers.facebook.com/news.php?blog=1&amp;story=225"&gt;Open Stream API&lt;/a&gt; (also known as Facebook Connect) that allowed applications to interact with FaceBook and replicate most of it features.&lt;br /&gt;&lt;br /&gt;To demonstrate this, they got their partner, Adobe to create &lt;a href="http://www.facebook.com/apps/application.php?id=75647677556"&gt;Facebook for Adobe AIR&lt;/a&gt;, which is an application that runs on your desktop. You log in with your Facebook account and can then read your News Feed and publish content to your Wall and friends' News Feed.&lt;br /&gt;&lt;br /&gt;The source code for this application is &lt;a href="http://github.com/jubishop/Facebook-for-Adobe-AIR/tree/master"&gt;publicly available&lt;/a&gt; and I recently took a look at it.&lt;br /&gt;(&lt;span style="font-weight:bold;"&gt;UPDATE:&lt;/span&gt; there is now a &lt;a href="http://code.google.com/p/facebook-actionscript-api/"&gt;project&lt;/a&gt; on Google Code for it too)&lt;br /&gt;&lt;br /&gt;Of particular interest is how it communicate with FaceBook:&lt;br /&gt;&lt;br /&gt;&lt;code&gt;&lt;br /&gt;      var request:URLRequest = new URLRequest("http://api.facebook.com/restserver.php");&lt;br /&gt;      request.contentType = "application/x-www-form-urlencoded";&lt;br /&gt;      request.method = URLRequestMethod.GET;&lt;br /&gt;      request.data = urlArgs; // a flash.net.URLVariables object&lt;br /&gt;&lt;/code&gt;&lt;br /&gt;&lt;br /&gt;But all this is nicely encapsulated for you in the "fb" package.&lt;br /&gt;&lt;br /&gt;Some uses would be to upload screenshots and post achievements in Flash games directly to your FaceBook wall. Or it can be used to allow easy multiplayer game matchmaking with your friends.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The source code from this application also show some advanced ways to display HTML formatted text using ActionScript (and Flex). Thus, its a rather nice example.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Also, here is a &lt;a href="http://www.adobe.com/devnet/facebook/articles/build_your_first_facebook_app.html"&gt;tutorial&lt;/a&gt; (from Adobe) that walks beginners like me on how to register a FaceBook application and get its API key, however it uses Flex instead of Flash.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-7931343727529468137?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/7931343727529468137/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/06/using-facebook-api-from-actionscript.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/7931343727529468137'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/7931343727529468137'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/06/using-facebook-api-from-actionscript.html' title='Using FaceBook API from ActionScript'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-2748618638584075973</id><published>2009-06-25T22:40:00.000+08:00</published><updated>2009-06-25T10:47:46.437+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='controllers'/><title type='text'>The new mouse</title><content type='html'>Mice replaced joysticks for gaming a decade ago; however here is something that might finally replace them.&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/WJ1Rz2clLS0&amp;amp;hl=en&amp;amp;fs=1&amp;amp;"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/WJ1Rz2clLS0&amp;amp;hl=en&amp;amp;fs=1&amp;amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;What to know more, check out &lt;a href="http://home.novint.com/"&gt;Novint.com&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-2748618638584075973?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/2748618638584075973/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/06/new-mouse.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/2748618638584075973'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/2748618638584075973'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/06/new-mouse.html' title='The new mouse'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-618462190058016959</id><published>2009-06-24T17:27:00.006+08:00</published><updated>2009-06-24T18:18:41.004+08:00</updated><title type='text'>Games I really liked</title><content type='html'>Below are 10 games (or series) that I really like playing, of all time.&lt;br /&gt;&lt;br /&gt;(In the order that I started played them)&lt;br /&gt;&lt;br /&gt;1. &lt;a href="http://www.civilization.com/"&gt;Sid Meier's Civilization&lt;/a&gt; - &lt;span style="font-style: italic; color: rgb(153, 153, 153);font-size:85%;" &gt;taught me a lot about history and made it fun; always wanted one more turn&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;2. &lt;a href="http://en.wikipedia.org/wiki/Wing_Commander_%28computer_game%29"&gt;Wing Commander&lt;/a&gt; - &lt;span style="font-style: italic; color: rgb(153, 153, 153);font-size:85%;" &gt;great sound, cinematics and story for its time; NPCs in the game mattered; often your role was just a part of a larger battle&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;3. &lt;a href="http://www.blogger.com/en.wikipedia.org/wiki/Master_of_Orion"&gt;Master of Orion&lt;/a&gt; - &lt;span style="font-style: italic; color: rgb(153, 153, 153);font-size:85%;" &gt;deep strategy, interesting research, enjoyed designing my own ships&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;4. &lt;a href="http://www.commandandconquer.com/"&gt;Command and Conquer&lt;/a&gt; - &lt;span style="font-style: italic; color: rgb(153, 153, 153);font-size:85%;" &gt;best installation ever; very polish; nice cut scenes too&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;5. &lt;a href="http://en.wikipedia.org/wiki/Sid_Meier%27s_Pirates%21"&gt;Sid Meier's Pirates&lt;/a&gt; - &lt;span style="font-style: italic; color: rgb(153, 153, 153);font-size:85%;" &gt;who does not love playing as a pirate; enjoyed improving my ship&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;6. &lt;a href="http://www.blizzard.com/us/diablo2/"&gt;Diablo&lt;/a&gt; - &lt;span style="font-style: italic; color: rgb(153, 153, 153);font-size:85%;" &gt;dark and very atmospheric; loved the feeling of getting a rare drop; freedom to play which ever part I wanted, fast drop-in even in multilayer&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;7. &lt;a href="http://www.blogger.com/en.wikipedia.org/wiki/Counter-Strike"&gt;Counter-Strike&lt;/a&gt; - &lt;span style="font-style: italic; color: rgb(153, 153, 153);font-size:85%;" &gt;fast action, lots or re-playability with user-created content&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;8. &lt;a href="http://www.worldofwarcraft.com/"&gt;World of Warcraft&lt;/a&gt; - &lt;span style="font-style: italic; color: rgb(153, 153, 153);font-size:85%;" &gt;simple to get in; very polished; lots of activities to do; constant addition of new content&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;9. &lt;a href="http://ultracorps.sjgames.com/"&gt;Ultracorps&lt;/a&gt; - &lt;span style="font-style: italic; color: rgb(153, 153, 153);font-size:85%;" &gt;only web based game that made my list; diplomacy is part of the strategy; your decisions often have a major impact&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;10. &lt;a href="http://hub.guitarhero.com/index_us.html"&gt;Guitar Hero&lt;/a&gt; - &lt;span style="font-style: italic; color: rgb(153, 153, 153);font-size:85%;" &gt;taught it was dumb till I tried it; challenging; great fun to play with friends&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Why not list a couple of yours?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-618462190058016959?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/618462190058016959/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/06/10-games-i-really-liked.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/618462190058016959'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/618462190058016959'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/06/10-games-i-really-liked.html' title='Games I really liked'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-6420611832069378634</id><published>2009-06-19T17:42:00.003+08:00</published><updated>2009-06-25T10:46:54.840+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='companies'/><category scheme='http://www.blogger.com/atom/ns#' term='controllers'/><category scheme='http://www.blogger.com/atom/ns#' term='consoles'/><category scheme='http://www.blogger.com/atom/ns#' term='motion'/><title type='text'>Consoles Overrun By Motion Controllers at E3</title><content type='html'>Now that the dust has settled after E3, I like to mention about what caught my attention the most.&lt;br /&gt;&lt;br /&gt;The solid sales from Nintendo of their Wii which targeted the casual, non-gamer with their motion controller has resulted in the other two consoles (Microsoft's Xbox 360 and Sony's PlayStation 3) announcing plans for their own motion controllers.&lt;br /&gt;&lt;br /&gt;Microsoft's &lt;a href="http://www.xbox.com/en-US/live/projectnatal/"&gt;Project Natal&lt;/a&gt; seems the most genre changing as it makes people the controller. Its' facial and voice recognition is also something that will likely become expected not only in game consoles, but likely most electronic devices (e.g. changing your air conditioner's temperature to suit who is in the room, blocking mature-rated TV shows when kids are around, etc). Let's hope the cost is reasonable.&lt;br /&gt;&lt;br /&gt;&lt;object width="560" height="340"&gt;&lt;param name="movie" value="http://www.youtube.com/v/g_txF7iETX0&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/g_txF7iETX0&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Nowadays it is even easier that ever for an indie game company to make a console game. With freely available development kits and publishing platforms (of either the Xbox Live Marketplace or PlayStation Store), making a console game has never been easier.&lt;br /&gt;&lt;br /&gt;Time to start dreaming of making games that make use of motion control.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-6420611832069378634?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/6420611832069378634/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/06/consoles-overrun-by-motion-controllers.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/6420611832069378634'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/6420611832069378634'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/06/consoles-overrun-by-motion-controllers.html' title='Consoles Overrun By Motion Controllers at E3'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-965782393881557531</id><published>2009-06-01T22:28:00.006+08:00</published><updated>2009-06-02T00:40:22.818+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='cinematic'/><category scheme='http://www.blogger.com/atom/ns#' term='interview'/><title type='text'>E3 First Look @ GameTrailers.com</title><content type='html'>The years biggest game expo is coming, E3. Here's a "first look" of some of the new information will be announced at E3.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="392"&gt; &lt;param name="allowScriptAccess" value="sameDomain"&gt;  &lt;param name="allowFullScreen" value="true"&gt; &lt;param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=49601"&gt; &lt;param name="quality" value="high"&gt; &lt;embed src="http://www.gametrailers.com/remote_wrap.php?mid=49601" swliveconnect="true" name="gtembed" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" align="middle" height="392"&gt;&lt;/embed&gt; &lt;/object&gt;&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://www.gametrailers.com/gametrailerstv_player.php?ep=61&amp;amp;ch=1&amp;amp;sd=0"&gt;gametrailers.com&lt;/a&gt;]&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-965782393881557531?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/965782393881557531/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/06/e3-preview-gametrailerscom.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/965782393881557531'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/965782393881557531'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/06/e3-preview-gametrailerscom.html' title='E3 First Look @ GameTrailers.com'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-2726301865693305577</id><published>2009-05-29T16:46:00.007+08:00</published><updated>2009-06-01T09:26:27.782+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='open source'/><category scheme='http://www.blogger.com/atom/ns#' term='user-created'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Wing Commander Saga</title><content type='html'>The &lt;a href="http://www.wcnews.com/back.shtml"&gt;Wing Commander (WC) series&lt;/a&gt; was one of the first few that really got me into PC gaming. I would also speculate it was the reason Sound Blaster sound cards became popular too. The first WC came out almost two decades ago in 1990. Sadly, Origin who developed it is no more.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;A while back a group of people got together and began work on a project to make a updated WC game, &lt;a href="http://www.wcsaga.com/"&gt;Wing Commander Saga&lt;/a&gt;. Using a modified and enhanced version of the &lt;a href="http://scp.indiegames.us/"&gt;Freespace 2 engine’s source code&lt;/a&gt; has been released to the public. It will be set in the same time frame as WC3 where humans and Kiralthi are still at war (and not WC4).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;img src="http://www.wcsaga.com/components/com_ponygallery/img_pictures/prologue5_20070516_1151410058.jpg" /&gt;&lt;br /&gt;Cockpit View&lt;br /&gt;&lt;br /&gt;&lt;img src="http://www.wcsaga.com/components/com_ponygallery/img_pictures/20071018_1903240559_bigcsmall.jpg" /&gt;&lt;br /&gt;TCS Concordia, the carrier you launch from in WC2.&lt;br /&gt;[Source: &lt;a href="http://www.wcsaga.com/component/option,com_ponygallery/Itemid,89/"&gt;WCSaga.com&lt;/a&gt;]&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Quite an amazing piece of work from an indie team. &lt;br /&gt;&lt;br /&gt;By the way, it will be free to play when it is done. And they expect to be done "soon". They already have a demo ("prologue") out.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;While on the topic of WC, there is a "work-in-progress" remake of WC Privateer, named &lt;a href="http://priv.solsector.net/"&gt;WC Privateer Gemini Gold&lt;/a&gt;, that is striving for the same missions and look-and-feel as the original.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;img src="http://priv.solsector.net/images/screenshot-5-kilrathi-gothri-explosion.png" /&gt;&lt;br /&gt;Cockpit View&lt;br /&gt;&lt;br /&gt;&lt;img src="http://priv.solsector.net/images/screenshot-3-perry-superbase-landing-pad.png" /&gt;&lt;br /&gt;In the hangar.&lt;br /&gt;[Source: &lt;a href="http://priv.solsector.net/images.htm"&gt;Priv.SolSector.net&lt;/a&gt;]&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;This is done by another indie team and also available for free.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-2726301865693305577?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/2726301865693305577/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/wing-commander-saga.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/2726301865693305577'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/2726301865693305577'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/wing-commander-saga.html' title='Wing Commander Saga'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-5957164526246547375</id><published>2009-05-22T11:18:00.007+08:00</published><updated>2009-05-22T12:00:53.585+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interview'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='platformer'/><title type='text'>Interview: Jonathan Blow discusses his platformer, Braid</title><content type='html'>&lt;a href="http://en.wikipedia.org/wiki/Jonathan_Blow"&gt;Jonathan Blow&lt;/a&gt; is the developer of &lt;a href="http://www.braid-game.com/"&gt;Braid&lt;/a&gt;, a platformer that makes use of the manipulation of time to solves puzzles. The game first came out on XBox 360 Arcade, and is now out on PC.&lt;br /&gt;&lt;br /&gt;You can download the demo from Steam, &lt;a href="http://store.steampowered.com/app/26810/"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;It has a lot of similarities to platformers like Mario done on purpose to make it sort of a platformer parody. This also allows Braid to introduce the concept of time manipulation (rewind, slow, etc) from early in the game. For example, your character never dies in Braid, instead you are allow to rewind when that happens.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;object width="400" height="230"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=4083982&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=&amp;amp;fullscreen=1"&gt;&lt;embed src="http://vimeo.com/moogaloop.swf?clip_id=4083982&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=&amp;amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="400" height="230"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;p&gt;&lt;a href="http://vimeo.com/4083982"&gt;Braid trailer&lt;/a&gt; from &lt;a href="http://vimeo.com/davidhellman"&gt;David Hellman&lt;/a&gt; on &lt;a href="http://vimeo.com/"&gt;Vimeo&lt;/a&gt;.&lt;/p&gt;[Source: &lt;a href="http://www.braid-game.com/"&gt;braid-game.com&lt;/a&gt;]&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Here's some excepts form his interview with Leigh Christian Ashton of TIGSource:&lt;br /&gt;&lt;blockquote&gt;"I have to admit I don’t really enjoy programming very much any more, because in order to get things done I have adopted a style of programming that makes it as simple as I can, so that it is just easy to get things done, and it only requires time and a lot of typing. So I am not really solving any difficult puzzles or challenges when programming, as beginning programmers might. On the plus side, this means I can program in a relatively efficient manner; on the minus side, it’s a less-engaging activity. I make up for that on the design side; whether I am making a prototype or a full game, it’s about exploring some interesting space of ideas. Programming is now just the implementation detail of how I do that exploration.&lt;br /&gt;&lt;br /&gt;It’s not really about innovation so much as exploring interestingness. There is this idea of chasing innovation in game design that I used to be a big proponent of, but that I now suspect is a little bit misdirected."&lt;br /&gt;&lt;br /&gt;"I try to encourage people to be willing to delete stuff that is mediocre or just kind of good – or at least put that stuff in a closet for some future day – so that they can focus on the stuff that is great. Many people don’t think that way, though. When it is so hard to get anything substantial done, you just don’t want to throw away any of your hard-earned progress."&lt;br /&gt;&lt;br /&gt;"I think gameplay innovation can result in things that are interesting, but at the same time it doesn’t automatically result in something that is deep—often it’s a gimmick. I am interested in deepness and richness of game design. At the same time, I think if a designer is working on something he really cares about, and is really exploring some ideas in his own style, bringing his own particular insight to the table, then he will automatically come up with something different than most other games; furthermore, this will be a deeper, more-compelling kind of innovation."&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://tigsource.com/articles/2009/05/11/tiginterview-jonathan-blow"&gt;tigsource.com&lt;/a&gt;]&lt;/blockquote&gt;So innovation does not mean interesting, but interesting usually mean innovation. &lt;br /&gt;&lt;br /&gt;Also, the phrase "less is more" comes to mind when he challenges others to delete anything that is not extremely core to the experience. While this may cause a game to receive a great review, it does not necessarily mean the game will be played for a long time (and thus maximizes profitability). Will have to see how many people are still playing Braid a year from now.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-5957164526246547375?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/5957164526246547375/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/interview-jonathan-blow-discusses-his.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/5957164526246547375'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/5957164526246547375'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/interview-jonathan-blow-discusses-his.html' title='Interview: Jonathan Blow discusses his platformer, Braid'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-4720989496108642106</id><published>2009-05-17T19:39:00.008+08:00</published><updated>2009-05-17T21:01:48.300+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='tutorial'/><category scheme='http://www.blogger.com/atom/ns#' term='flash'/><category scheme='http://www.blogger.com/atom/ns#' term='math'/><title type='text'>Tutorial: Simulating inertia in 2D with Flash</title><content type='html'>I was playing around with ActionScript 3.0, in particular making an object accelerate in 2D to simulate inertia. Below is a partial snippet of code that I ended up using:&lt;br /&gt;&lt;code&gt;&lt;br /&gt;public var thrust:Number = 1;&lt;br /&gt;public var decay:Number = .9;&lt;br /&gt;public var speed:Number = 0;&lt;br /&gt;public var xSpeed:Number = 0;&lt;br /&gt;public var ySpeed:Number = 0;&lt;br /&gt;public var maxSpeed:Number = 15;&lt;br /&gt;public var xThrustPercent:Number = 0;&lt;br /&gt;public var yThrustPercent:Number = 0;&lt;br /&gt;&lt;br /&gt;public var leftkeyPressed:Boolean = false;&lt;br /&gt;public var rightkeyPressed:Boolean = false;&lt;br /&gt;public var upKeyPressed:Boolean = false;&lt;br /&gt;&lt;br /&gt;// Respond to keyboard presses&lt;br /&gt;stage.addEventListener( KeyboardEvent.KEY_DOWN, keyPressHandler );&lt;br /&gt;stage.addEventListener( KeyboardEvent.KEY_UP, keyReleaseHandler );&lt;br /&gt;&lt;br /&gt;// Update movement every frame&lt;br /&gt;addEventListener( Event.ENTER_FRAME, enterFrameHandler );&lt;br /&gt;&lt;br /&gt;protected function keyPressHandler( event:KeyboardEvent ):void&lt;br /&gt;{&lt;br /&gt;&amp;nbsp;&amp;nbsp;switch( event.keyCode )&lt;br /&gt;&amp;nbsp;&amp;nbsp;{&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;case Keyboard.LEFT:&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;leftKeyPressed = true;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;break;&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;case Keyboard.RIGHT:&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;rightKeyPressed = true;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;break;&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;case Keyboard.UP:&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;upKeyPressed = true;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;break;&lt;br /&gt;&amp;nbsp;&amp;nbsp;}&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;protected function enterFrameHandler( event:Event ):void&lt;br /&gt;{&lt;br /&gt;&amp;nbsp;&amp;nbsp;if( leftKeyPressed )&lt;br /&gt;&amp;nbsp;&amp;nbsp;{&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;rotation -= 10;&lt;br /&gt;&amp;nbsp;&amp;nbsp;}&lt;br /&gt;&amp;nbsp;&amp;nbsp;if( rightKeyPressed )&lt;br /&gt;&amp;nbsp;&amp;nbsp;{&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;rotation += 10;&lt;br /&gt;&amp;nbsp;&amp;nbsp;}&lt;br /&gt;&amp;nbsp;&amp;nbsp;if( upKeyPressed )&lt;br /&gt;&amp;nbsp;&amp;nbsp;{&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;// Calculate how much thrust to apply to &lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;// x and y based on the rotation of the object&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;xThrustPercent = Math.sin( rotation * ( Math.PI / 180 ) );&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;yThrustPercent = Math.cos( rotation * ( Math.PI / 180 ) );&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;// Apply the trust to x and y&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;// thus accelerating the object&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;xSpeed += thrust * xThrustPercent;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;ySpeed += thrust * yThrustPercent;&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;// Maintain speed limit&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;speed = Math.sqrt( ( xSpeed * xSpeed ) + (ySpeed * ySpeed ) );&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if( speed &gt; maxSpeed )&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;xSpeed *= maxSpeed / speed;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;ySpeed *= maxSpeed / speed;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;}&lt;br /&gt;&amp;nbsp;&amp;nbsp;} else {&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;xSpeed *= decay;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;ySpeed *= decay;&lt;br /&gt;&amp;nbsp;&amp;nbsp;}&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp;// Move object based on calculations above if ship is visible&lt;br /&gt;&amp;nbsp;&amp;nbsp;y -= ySpeed;&lt;br /&gt;&amp;nbsp;&amp;nbsp;x += xSpeed;&lt;br /&gt;}&lt;br /&gt;&lt;/code&gt;&lt;br /&gt;&lt;br /&gt;Obviously, the &lt;span style="font-weight:bold;"&gt;&lt;span style="font-style:italic;"&gt;keyReleaseHandler&lt;/span&gt;&lt;/span&gt; (which is not shown) does the opposite of &lt;span style="font-weight:bold;"&gt;&lt;span style="font-style:italic;"&gt;keyPressHandler&lt;/span&gt;&lt;/span&gt;.&lt;br /&gt;Also, you can add a brake functionality to the down arrow if you wish.&lt;br /&gt;&lt;br /&gt;Some interesting maths used:&lt;br /&gt;&lt;code&gt;&lt;br /&gt;sin( 270&lt;sup&gt;0&lt;/sup&gt; ) = -1&lt;br /&gt;sin( 0&lt;sup&gt;0&lt;/sup&gt; ) = 0&lt;br /&gt;sin( 90&lt;sup&gt;0&lt;/sup&gt; ) = 1&lt;br /&gt;&lt;br /&gt;cos( 0&lt;sup&gt;0&lt;/sup&gt; ) = 1&lt;br /&gt;cos( 90&lt;sup&gt;0&lt;/sup&gt; ) = 0&lt;br /&gt;cos( 180&lt;sup&gt;0&lt;/sup&gt; ) = -1&lt;br /&gt;&lt;/code&gt;&lt;br /&gt;&lt;br /&gt;Since &lt;span style="font-weight:bold;"&gt;&lt;span style="font-style:italic;"&gt;rotation&lt;/span&gt;&lt;/span&gt; specifies the rotation of the object in degrees and ActionScript's trigonometric functions (e.g. &lt;span style="font-weight:bold;"&gt;&lt;span style="font-style:italic;"&gt;sin&lt;/span&gt;&lt;/span&gt;, &lt;span style="font-weight:bold;"&gt;&lt;span style="font-style:italic;"&gt;cos&lt;/span&gt;&lt;/span&gt;, etc) use radians, you have to convert between the two.&lt;br /&gt;&lt;code&gt;&lt;br /&gt;radians = degress * ( PI / 180 )&lt;br /&gt;&lt;/code&gt;&lt;br /&gt;&lt;br /&gt;Lastly, calculating the diagonal distance is done using this simple formula we all learn in school.&lt;br /&gt;&lt;code&gt;&lt;br /&gt;diagonal distance = sqrt( x&lt;sup&gt;2&lt;/sup&gt; + y&lt;sup&gt;2&lt;/sup&gt; )&lt;br /&gt;&lt;/code&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-4720989496108642106?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/4720989496108642106/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/tutorial-handling-2d-motion-with-flash.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/4720989496108642106'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/4720989496108642106'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/tutorial-handling-2d-motion-with-flash.html' title='Tutorial: Simulating inertia in 2D with Flash'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-3617850910894217890</id><published>2009-05-17T18:52:00.004+08:00</published><updated>2009-05-17T23:52:26.126+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><title type='text'>Concept: Procedurally-generated content</title><content type='html'>Designing content (like levels, models, maps, items, etc) by hand can take a lot of time, so this acts as a limit the amount of detail that is put into a game.&lt;br /&gt;&lt;br /&gt;The alternative is to generate the content procedurally, which means to create programs that do the design for you in a random and believable way.&lt;br /&gt;&lt;br /&gt;One early example is the games &lt;a href="http://www.blizzard.com/us/diablo2/"&gt;Diablo&lt;/a&gt; which always create new areas and items so that players never have the same experience twice.&lt;br /&gt;&lt;br /&gt;Here's a video that demonstrate this concept:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;object width="560" height="345"&gt;&lt;param name="movie" value="http://www.youtube.com/v/-d2-PtK4F6Y&amp;#038;hl=en&amp;#038;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/-d2-PtK4F6Y&amp;#038;hl=en&amp;#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="345"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://www.shamusyoung.com/twentysidedtale/?p=2940"&gt;ShamusYoung.com/TwentySided&lt;/a&gt;]&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;There is a HQ (Higher Quality) version which you can view by clicking on the "HQ" button on the bottom right of the video.&lt;br /&gt;&lt;br /&gt;If you like it, you can download it as a &lt;a href="http://code.google.com/p/pixelcity/downloads/list"&gt;screensaver&lt;/a&gt;.&lt;br /&gt;(Note: press "F1" for settings)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-3617850910894217890?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/3617850910894217890/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/concept-procedurally-generated-content.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/3617850910894217890'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/3617850910894217890'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/concept-procedurally-generated-content.html' title='Concept: Procedurally-generated content'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-2955565162840030796</id><published>2009-05-16T23:43:00.004+08:00</published><updated>2009-05-17T22:27:56.015+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='cinematic'/><title type='text'>Cinematic: Team Fortress 2's Meet the Spy</title><content type='html'>Valve has been doing a series of updates to their team-based FPS, Team Fortress 2.&lt;br /&gt;&lt;br /&gt;They have been updating each class one at a time, probably to maximize the news coverage they receive, making &lt;a href="http://www.teamfortress.com/movies.htm"&gt;short movies&lt;/a&gt; for each.&lt;br /&gt;&lt;br /&gt;Here's a new movie of theirs showcasing their &lt;a href="http://www.teamfortress.com/spyupdate/english.htm"&gt;Spy class&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;embed src="http://blip.tv/play/g4Q9gYKbA435ZA" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="400" height="256"&gt;&lt;/embed&gt;&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://kotaku.com/5257925/meet-the-spy-quite-the-ladies-man"&gt;Kotaku.com&lt;/a&gt;]&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;They really managed to fit in the personalities of each class in this short video.&lt;br /&gt;&lt;br /&gt;Truly inspirational...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-2955565162840030796?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/2955565162840030796/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/cinematic-team-fortress-2s-meet-spy.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/2955565162840030796'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/2955565162840030796'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/cinematic-team-fortress-2s-meet-spy.html' title='Cinematic: Team Fortress 2&apos;s Meet the Spy'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-4763719245143017492</id><published>2009-05-15T15:56:00.003+08:00</published><updated>2009-05-15T16:21:18.021+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mobile'/><category scheme='http://www.blogger.com/atom/ns#' term='tutorial'/><category scheme='http://www.blogger.com/atom/ns#' term='flash'/><category scheme='http://www.blogger.com/atom/ns#' term='gestures'/><title type='text'>Tutorial: Handling touch gestures in Flash Lite</title><content type='html'>I came across this interesting &lt;a href="http://www.jappit.com/blog/2009/02/23/handling-touch-gestures-in-flash-lite/"&gt;tutorial&lt;/a&gt; on how to handle touch gestures made famous by Iphone in a Flash Lite application.&lt;br /&gt;&lt;br /&gt;Here's the code from the tutorial:&lt;br /&gt;&lt;code&gt;&lt;br /&gt;var startX:Number;&lt;br /&gt;var startY:Number;&lt;br /&gt;var endX:Number;&lt;br /&gt;var endY:Number;&lt;br /&gt;&lt;br /&gt;var gesturesListener:Object = new Object();&lt;br /&gt;&lt;br /&gt;gesturesListener.onMouseDown = function()&lt;br /&gt;{&lt;br /&gt;&amp;nbsp;&amp;nbsp;startX = _root._xmouse;&lt;br /&gt;&amp;nbsp;&amp;nbsp;startY = _root._ymouse;&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;gesturesListener.onMouseUp = function()&lt;br /&gt;{&lt;br /&gt;&amp;nbsp;&amp;nbsp;endX = _root._xmouse;&lt;br /&gt;&amp;nbsp;&amp;nbsp;endY = _root._ymouse;&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp;checkGesture();&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;Mouse.addListener(gesturesListener);&lt;br /&gt;&lt;br /&gt;// minimum length of an horizontal gesture&lt;br /&gt;var MIN_H_GESTURE:Number = Stage.width / 3;&lt;br /&gt;// minimum length of a vertical gesture&lt;br /&gt;var MIN_V_GESTURE:Number = Stage.height / 3;&lt;br /&gt; &lt;br /&gt;// flags for each kind of gesture&lt;br /&gt;var UP_TO_DOWN:Number = 1;&lt;br /&gt;var DOWN_TO_UP:Number = 2;&lt;br /&gt;var LEFT_TO_RIGHT:Number = 4;&lt;br /&gt;var RIGHT_TO_LEFT:Number = 8;&lt;br /&gt;&lt;br /&gt;function checkGesture()&lt;br /&gt;{&lt;br /&gt;&amp;nbsp;&amp;nbsp;var xDelta:Number = endX - startX;&lt;br /&gt;&amp;nbsp;&amp;nbsp;var yDelta:Number = endY - startY;&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp;var gesture:Number = 0;&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp;if(xDelta &gt; MIN_H_GESTURE)&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;gesture |= LEFT_TO_RIGHT;&lt;br /&gt;&amp;nbsp;&amp;nbsp;else if(xDelta &lt; - MIN_H_GESTURE)&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;gesture |= RIGHT_TO_LEFT;&lt;br /&gt;&amp;nbsp;&amp;nbsp;if(yDelta &gt; MIN_V_GESTURE)&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;gesture |= UP_TO_DOWN;&lt;br /&gt;&amp;nbsp;&amp;nbsp;else if(yDelta &lt; - MIN_V_GESTURE)\&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;gesture |= DOWN_TO_UP;&lt;br /&gt;&amp;nbsp;&amp;nbsp;if(gesture &gt; 0)&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;handleGesture(gesture);&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;function handleGesture(gestureFlags:Number)&lt;br /&gt;{&lt;br /&gt;&amp;nbsp;&amp;nbsp;if(gestureFlags &amp;amp; LEFT_TO_RIGHT)&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;trace("left to right gesture");&lt;br /&gt;&amp;nbsp;&amp;nbsp;if(gestureFlags &amp;amp; RIGHT_TO_LEFT)&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;trace("right to left gesture");&lt;br /&gt;&amp;nbsp;&amp;nbsp;if(gestureFlags &amp;amp; UP_TO_DOWN)&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;trace("up to down gesture");&lt;br /&gt;&amp;nbsp;&amp;nbsp;if(gestureFlags &amp;amp; DOWN_TO_UP)&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;trace("down to up gesture");&lt;br /&gt;}&lt;br /&gt;&lt;/code&gt;&lt;br /&gt;&lt;br /&gt;It was from a mobile games development blog, &lt;a href="http://www.jappit.com/blog/"&gt;Jappit&lt;/a&gt; which covers all the different platforms, namely J2Me, Flash Lite, Symbian, Iphone and Andriod.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-4763719245143017492?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/4763719245143017492/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/tutorial-handling-touch-gestures-in.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/4763719245143017492'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/4763719245143017492'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/tutorial-handling-touch-gestures-in.html' title='Tutorial: Handling touch gestures in Flash Lite'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-7482234551442158157</id><published>2009-05-11T11:41:00.003+08:00</published><updated>2009-05-11T12:54:43.107+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='advertising'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='revenue'/><title type='text'>Concept: Making money from advertising</title><content type='html'>As an indie developer, one possible source of revenue is from advertising.&lt;br /&gt;&lt;br /&gt;Games are made available freely so as to generate web traffic to the site, which generates a small amount revenue each time users view the site, however this revenue is generated on each visit and does not require any purchase from players.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;There are two possible routes for this: self-hosting and third-party hosting.&lt;br /&gt;&lt;br /&gt;With self-hosting, the creator gains all the revenue from advertising and does not require to share it with anyone else. However he has to pay for the hosting of his application, manage the advertisements (usually through Google's AdSense) and handle publicity of his game.&lt;br /&gt;&lt;br /&gt;With third-party hosting, the creator can publish his game to one (or more) of the many game sites which will host if for free, manage the advertisements and help with the publicity of the game by listing it on their site (and sometimes providing reviews, ratings and usage statistics). In exchange for this, the revenue from advertising is shared.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Here are some such game sites:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.newgrounds.com/"&gt;Newgrounds&lt;/a&gt;: They have been paying for embedding advertisements into Flash games for a while, and recently (on 14 May 2009) started paying for any game (or content like animations, music, or even blogs) hosted on their site.&lt;br /&gt;&lt;blockquote&gt;If you make browser games, you know the Flash portal Newgrounds. They’ve had their own embedded ads service since about May 2008, but now they’ve kicked it up a notch. Newgrounds now automatically share their ad revenue whether you sign up for the ads or not.&lt;br /&gt;&lt;br /&gt;For example- I made a game recently and got it sponsored by a third party. The terms were that I wasn’t allowed to embed any ads in the game. So I didn’t, there are no ads in the game. Now Newgrounds will pay me regardless just because my game’s on their site. Not just games either, ad impressions come from audio submissions, animations and even my damn userpage. I made 3 cents for having a blog. Thanks!&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://tigsource.com/articles/2009/05/08/newgrounds-ad-revshare"&gt;TIGSource.com&lt;/a&gt;]&lt;/blockquote&gt;&lt;br /&gt;&lt;a href="http://gamejolt.com/"&gt;GameJolt&lt;/a&gt;:  Unlike other sites, they deal with not only Flash games but freeware too. They are just one of the new independent gaming sites that have been recently appearing.&lt;br /&gt;&lt;blockquote&gt;Their &lt;a href="http://gamejolt.com/developers/ad-sharing/"&gt;new Ad Revenue Sharing plan&lt;/a&gt; will go into closed beta very soon, at which time every member who has signed up to the site and uploaded at least one game will go into a hat to join the beta and start earning a whopping 50% of the ad monies.&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://www.indiegames.com/blog/2009/05/indie_developers_make_some_mon.htm"&gt;IndieGames.com&lt;/a&gt;]&lt;/blockquote&gt;&lt;br /&gt;&lt;a href="http://www.kongregate.com/"&gt;Kongregate&lt;/a&gt;: A flash game site that has been around since 2006, they have built quite a reputation for themselves. Sadly, unless you host on their site exclusively and use their API, the percentage of revenue that they give you is much lower than other sites.&lt;br /&gt;&lt;blockquote&gt;By default, all developers receive 25% of the ad revenue generated from their games. This includes all ads within the games and any potential ads on the game page that may be added in the future. Games that are integrated with all of Kongregate’s APIs earn an additional 10%, and games that are offered exclusively on Kongregate’s site earn an additional 15%. Thus, it’s possible for a game to earn 25%, 35%, 40%, or 50% of ad revenue.&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://www.kongregate.com/pages/help#revenue"&gt;Kongregate.com&lt;/a&gt;]&lt;/blockquote&gt;&lt;br /&gt;&lt;a href="http://us.bigpoint.com/"&gt;BigPoint&lt;/a&gt;: They host both Flash and downloadable games, however are very selective on game submissions. Their revenue model is not visible and probably depends on the type of game.&lt;br /&gt;&lt;blockquote&gt;We'll take care of the success of your game. In addition, we offer promising developers interesting financing models.&lt;br /&gt;      &lt;br /&gt;      You profit from business and marketing cooperations for single titles or&lt;br /&gt;           for your entire portfolio.&lt;br /&gt;      &lt;br /&gt;In this way we can support you with professional advertising campaigns and an established distribution network with some of the largest media partners and portals, such as Pro7Sat1 AG, Yahoo, Web.de, etc.&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://www.bigpoint.net/index.es?action=partner&amp;amp;subpage=partner_developer&amp;amp;sid=3a82ee6860e92e930770e5b7e0442487"&gt;BigPoint.net&lt;/a&gt;]&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;There are a lot more of such sites. And while you will not make a ton of money, they are a good way to build a reputation for yourself or your indie company.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-7482234551442158157?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/7482234551442158157/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/concept-making-money-from-advertising.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/7482234551442158157'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/7482234551442158157'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/concept-making-money-from-advertising.html' title='Concept: Making money from advertising'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-8674093410887398762</id><published>2009-05-08T14:47:00.007+08:00</published><updated>2009-05-08T15:43:13.109+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='donation'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='customisation'/><title type='text'>Concept: Customizing Games for Donations</title><content type='html'>Daniel Benmergui, has released several Flash games that can be downloaded and played for free.&lt;br /&gt;The unusual thing is that he also offers to customize two of them: &lt;a href="http://ludomancy.com/games/today.html"&gt;Today I Die&lt;/a&gt;&lt;span style="text-decoration: underline;"&gt;&lt;/span&gt; and &lt;a href="http://www.kongregate.com/games/danielben/i-wish-i-were-the-moon"&gt;I Wish I Were the Moon&lt;/a&gt; if you donate to help him build his next game.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;ul&gt;&lt;li&gt;$27 … and you become an silver sponsor of my next game and your name will appear in the credits, including a link of your choice [17 available]&lt;/li&gt;&lt;br /&gt;&lt;li&gt;$75 … and I’ll make a “pixelated”, moon-style version of yourself or whoever you want [5 available]&lt;/li&gt;&lt;br /&gt;&lt;li&gt;$497 … and make you a custom version of I Wish I Were the Moon or Today I Die, creating both characters after whoever you want, making the game the most original gift ever [2 available]&lt;/li&gt;&lt;br /&gt;&lt;li&gt;$995 … including a new ending of your liking! [Only 1 available]&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt; [Source: &lt;a href="http://www.ludomancy.com/blog/downloads/"&gt;Ludomancy.com&lt;/a&gt;]&lt;/blockquote&gt;That is a very interesting idea. An interactive gift in the form of a game.&lt;br /&gt;&lt;br /&gt;And, people who donated get something nice and special.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;By the way, I found "Today I Die" (puzzle) game play where it uses words as part of the game to be unique. Substituting words cause the background and certain object to change allowing to progress further. Really requires thinking outside the box.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-8674093410887398762?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/8674093410887398762/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/concept-customized-games.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/8674093410887398762'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/8674093410887398762'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/concept-customized-games.html' title='Concept: Customizing Games for Donations'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-3416395456525495794</id><published>2009-05-07T23:49:00.007+08:00</published><updated>2009-05-08T00:26:03.124+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mobile'/><category scheme='http://www.blogger.com/atom/ns#' term='flash'/><title type='text'>Flash Lite</title><content type='html'>&lt;a href="http://www.adobe.com/products/flashlite/"&gt;&lt;/a&gt;&lt;blockquote&gt;&lt;a href="http://www.adobe.com/products/flashlite/"&gt;Adobe Flash Lite&lt;/a&gt; is a highly optimized implementation of the Flash runtime for mobile phones, consumer electronic devices, and Internet-connected digital home devices.&lt;br /&gt;&lt;br /&gt;Additionally, Flash Lite 3 allows developers to quickly create engaging applications, accelerate time to market, and increase customer adoption. With the &lt;a href="http://www.adobe.com/go/distribute"&gt;new distributable player solution&lt;/a&gt; from Adobe, developers can directly distribute rich mobile applications with the latest Flash Lite player to millions of smartphones.&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://www.adobe.com/products/flashlite/"&gt;Adobe.com&lt;/a&gt;]&lt;/blockquote&gt;The popularity of Flash Lite is much less that that of J2ME which is the current dominate market holder for mobile games (with IPhone currently second, but increasing rapidly).&lt;br /&gt;&lt;br /&gt;This is mostly due to the limited number of mobile phones that support it (mainly high end Nokia and Sony Erickson models) and those that do support it likely only support the older releases (e.g. Flash Lite 2.0, 2.1, etc).&lt;br /&gt;&lt;br /&gt;Hopefully this will change, as the power of it and ease of development is far superior to J2ME from my point of view, hence the limited support for it currently. But as time goes by, phones become more powerful, and I expect J2ME to lose it majority.&lt;br /&gt;&lt;br /&gt;Here's a Flash Lite game, as you can see it is also playable using any Flash Player on a browser. Notice the numbers on the buttons, they allowing using a mobile phone's number pad to play.&lt;br /&gt;&lt;br /&gt;&lt;div align="center"&gt;&lt;object width="176" height="220"&gt;&lt;param value="http://www.clickgamer.com/files/tic_tac_toe.swf" name="movie"&gt;&lt;embed src="http://www.clickgamer.com/files/tic_tac_toe.swf" type="application/x-shockwave-flash" width="176" height="220"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;Tic Tac Toe (Flash Lite, v1.0)&lt;br /&gt;[Source: &lt;a href="http://www.clickgamer.com/moreinfo.htm?pid=8530&amp;amp;section=FLASHLITE"&gt;ClickGamer.com&lt;/a&gt;]&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Anyone has any opinions on this? If so, please do comment as I would like to hear what you think.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-3416395456525495794?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/3416395456525495794/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/flash-lite.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/3416395456525495794'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/3416395456525495794'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/flash-lite.html' title='Flash Lite'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-2927943190071508299</id><published>2009-05-06T23:28:00.000+08:00</published><updated>2009-05-08T09:22:45.897+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='animation'/><category scheme='http://www.blogger.com/atom/ns#' term='tutorial'/><category scheme='http://www.blogger.com/atom/ns#' term='flash'/><title type='text'>Flash Animation Tutorial by NCH85</title><content type='html'>While surfing the internet, stumbled on a two-part tutorial on animating using Flash.&lt;br /&gt;&lt;br /&gt;&lt;div align="center"&gt;&lt;object width="275" height="200"&gt;&lt;param value="http://fc09.deviantart.com/fs5/f/2004/291/4/7/flash_tutorial.swf" name="movie"&gt;&lt;embed src="http://fc09.deviantart.com/fs5/f/2004/291/4/7/flash_tutorial.swf" type="application/x-shockwave-flash" width="275" height="200"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.deviantart.com/deviation/11503112/"&gt;A FLASH TUTORIAL Animation&lt;/a&gt; by ~&lt;a href="http://nch85.deviantart.com/"&gt;NCH85&lt;/a&gt; on &lt;a href="http://www.deviantart.com/"&gt;deviant&lt;/a&gt;&lt;a href="http://www.deviantart.com/"&gt;ART&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div align="center"&gt;&lt;object width="275" height="200"&gt;&lt;param value="http://fc02.deviantart.com/fs10/f/2006/111/1/4/a_flash_tutorial_part2.swf" name="movie"&gt;&lt;embed src="http://fc02.deviantart.com/fs10/f/2006/111/1/4/a_flash_tutorial_part2.swf" type="application/x-shockwave-flash" width="275" height="200"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.deviantart.com/deviation/32168056/"&gt;A FLASH TUTORIAL ANIMATION 2&lt;/a&gt; by ~&lt;a href="http://nch85.deviantart.com/"&gt;NCH85&lt;/a&gt; on &lt;a href="http://www.deviantart.com/"&gt;deviant&lt;/a&gt;&lt;a href="http://www.deviantart.com/"&gt;ART&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;[Source: &lt;a href="http://nch85.deviantart.com/"&gt;DeviantArt.com&lt;/a&gt;]&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;If you're a newbie to Flash like me, they you may find them useful.&lt;br /&gt;I really loved the animation, and the script was good too.&lt;br /&gt;&lt;br /&gt;I especially liked how he showed the way he drew the rabbit with the different Flash tools in part 2.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-2927943190071508299?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/2927943190071508299/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/flash-animation.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/2927943190071508299'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/2927943190071508299'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/flash-animation.html' title='Flash Animation Tutorial by NCH85'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-8210354526667116526</id><published>2009-05-05T13:27:00.003+08:00</published><updated>2009-05-08T15:28:46.437+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><title type='text'>Concept: Complexity... the good and the bad</title><content type='html'>An ex-colleague and good friend of mine, Andrew posted the following, and I thought it would be good to share it. Here it is paraphrased to be more generic:&lt;br /&gt;&lt;blockquote&gt;There are two types of complexities in games: inherent complexity and emergent complexity.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The &lt;span style="font-weight: bold;"&gt;inherent complexity&lt;/span&gt; is inherent within the basic mechanics of the game. Those things that you need to know in order just to be able to play it. This complexity includes &lt;span style="font-weight: bold;"&gt;the rules and interface to play the game&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;In a board game, this complexity is a necessary evil as it is what creates the game in the first place. It defines the shape of the board, the pieces and the basic constraints on their movement. To play the game you must understand these constraints. (Perhaps this is less so in computer games where the interface prevents you from straying beyond them, but an overall big picture view is still really quite essential even if some details can be left till later).&lt;br /&gt;&lt;br /&gt;To be able to play the game you need to know this. Without it you can still be clicking away but much of what is going on around you wont make sense, and I'm not sure that you could be considered to be 'playing' any more than a monkey behind the wheel of an out of control truck could be considered as 'driving'.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Then there is the other type of complexity, &lt;span style="font-weight: bold;"&gt;emergent complexity&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;This includes our &lt;span style="font-weight: bold;"&gt;understanding of the consequences of the basic mechanics, and the strategies and counter-strategies we apply&lt;/span&gt; to playing the game.&lt;br /&gt;&lt;br /&gt;If the inherent complexity is the game board, then emergent complexity is the game that is played upon it, for it is but a function of the various strategies, techniques and styles that players come up with given the constraints imposed upon them by the basic game mechanics.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;There is a very critical difference between the two types of complexity and it is this difference that makes &lt;span style="font-weight: bold;"&gt;inherent complexity bad and emergent complexity good&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Inherent complexity is a roadblock that must be passed before a player can participate in the game. The bigger the barrier the fewer who will pass it. Learning the details that make up the inherent complexity will not let you compete better, it will merely let you compete.&lt;br /&gt;&lt;br /&gt;It follows that we would want to minimize this aspect.&lt;br /&gt;&lt;br /&gt;I wont argue that there is a certain satisfaction - especially for the geekier among us - in learning systems of byzantine complexity and memorizing vast tables of obscure statistics and the such, but I think its accurate to say that for the most part players would like to get their basic training out of the way and get down to the real business of playing.&lt;br /&gt;&lt;br /&gt;Emergent complexity does not prevent you from playing.&lt;br /&gt;&lt;br /&gt;In fact it is the secret sauce that keeps you playing, because every time you play you learn a little more about the game. Something you think you did wrong this time and are eager for next time to try and correct it. Some new idea you want to try applying in the next game.&lt;br /&gt;&lt;br /&gt;You will notice I use the words 'think' and 'idea' here. These are not cold hard facts to be learned, instead these are subjective. They are opinions, styles, choices. Making these choices is playing the game.&lt;br /&gt;&lt;br /&gt;Eliminating the emergent complexity means eliminating these choices. Eliminating the emergent complexity means eliminating the gameplay.&lt;br /&gt;&lt;br /&gt;So I want people to minimize the inherent complexity and maximize the emergent complexity. Because while the inherent aspect is the price of the ticket, the emergent part is the game itself.&lt;br /&gt;&lt;br /&gt;To finish with an example, take a look at the games of &lt;span style="font-weight: bold;"&gt;Chess and Wei Qi. Both have very simple inherent complexity but extremely high emergent complexity&lt;/span&gt;. They take but an hour to learn yet a lifetime is needed to master them.&lt;br /&gt;&lt;br /&gt;I gather that both games still enjoy a certain level of popularity despite having been released quite a while ago.&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://forums.sjgames.com/showpost.php?p=536456&amp;amp;postcount=63"&gt;forums.sjgames.com&lt;/a&gt;]&lt;/blockquote&gt;With this in mind, I always aim to design games that are extremely simple to get started with, but have a lot of depth that can be slowly learnt over time.&lt;br /&gt;&lt;br /&gt;I think this is the simple reasons that some good games become so popular, and other good games rarely have more than a small fan following.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Make a game with too much inherent complexity and few people will finish learning to play it, whereas if you make a game with too little emergent complexity and most people will get bored after playing it a while.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-8210354526667116526?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/8210354526667116526/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/complexity-good-and-bad.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/8210354526667116526'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/8210354526667116526'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/05/complexity-good-and-bad.html' title='Concept: Complexity... the good and the bad'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-1507270409044670878</id><published>2009-04-25T16:19:00.003+08:00</published><updated>2009-09-16T20:15:04.869+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='open source'/><category scheme='http://www.blogger.com/atom/ns#' term='companies'/><category scheme='http://www.blogger.com/atom/ns#' term='development'/><category scheme='http://www.blogger.com/atom/ns#' term='advertising'/><title type='text'>PopCap Developer Program moving to SourceForge</title><content type='html'>&lt;a href="http://www.popcap.com/"&gt;PopCap&lt;/a&gt; has both online and download-able games. Their most popular is probably &lt;a href="http://www.popcap.com/games/free/bejeweled"&gt;Bejeweled&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;They had previously released the framework used for their download-able games (built with Visual C++) for anyone to use free of charge.&lt;br /&gt;&lt;br /&gt;Sadly, they are discontinuing support for this and hopefully moving it to &lt;a href="http://sourceforge.net/"&gt;SourceForge&lt;/a&gt; as open-source.&lt;br /&gt;&lt;blockquote&gt;"The PopCap Developer program has had a good run, but we've been unable to spare the developer time required to keep the Framework (and related tools) up to date here, and it doesn't make sense for us to publicly support an increasingly old version of it.&lt;br /&gt;&lt;br /&gt;That being said, everyone who is currently using the Framework may continue to do so, and we plan on making the Framework available on SourceForge so the developer community can continue to have access to it and even support and enhance it as they (you) see fit.&lt;br /&gt;&lt;br /&gt;Details of the SourceForge move will be forthcoming, but the plan is to move toward shutting down this site on May 1st. If anyone is interested in stepping forward to volunteer to host the message archive as a knowledge base, please let me know."&lt;br /&gt;&lt;br /&gt;-Brian Fiete&lt;br /&gt;CTO &amp;amp; CoFounder, PopCap Games&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://developer.popcap.com/forums/showthread.php?t=5829"&gt;developer.popcap.com&lt;/a&gt;]&lt;/blockquote&gt;It's nice to see companies so open with their technologies.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;While on the topic of PopCap, I would like to talk about their recent move to add their games (at the moment on Bejeweled and Peggle) into another game, World of Warcraft (WoW) as &lt;a href="http://www.popcap.com/promos/wow/"&gt;add-ons&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_TC4A2W1wRGc/SfQk7WwmVCI/AAAAAAAAAMo/cPtrhg35e3M/s1600-h/bejeweled1.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 200px; height: 150px;" src="http://2.bp.blogspot.com/_TC4A2W1wRGc/SfQk7WwmVCI/AAAAAAAAAMo/cPtrhg35e3M/s200/bejeweled1.jpg" alt="" id="BLOGGER_PHOTO_ID_5328924861226439714" border="0" /&gt;&lt;/a&gt;Their first attempt, Bejeweled was a direct port that allowed you to pass time in-game and has some nice extras like keeping highscore for you, your friends and your guild.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_TC4A2W1wRGc/SfQk7oKJBWI/AAAAAAAAAMw/Wy-1QDnXSDA/s1600-h/peggle1.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 200px; height: 150px;" src="http://2.bp.blogspot.com/_TC4A2W1wRGc/SfQk7oKJBWI/AAAAAAAAAMw/Wy-1QDnXSDA/s200/peggle1.jpg" alt="" id="BLOGGER_PHOTO_ID_5328924865896973666" border="0" /&gt;&lt;/a&gt;Their second attempt, Peggle has a lot more integration with WoW like using WoW's dueling feature to start a two player Peggle game, distributing loot based using Peggle, and adding WoW concept of talent trees into Peggle.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_TC4A2W1wRGc/SfQk7rQ56AI/AAAAAAAAAM4/Q4WuUWc1yJ0/s1600-h/peggle3.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 200px; height: 150px;" src="http://2.bp.blogspot.com/_TC4A2W1wRGc/SfQk7rQ56AI/AAAAAAAAAM4/Q4WuUWc1yJ0/s200/peggle3.jpg" alt="" id="BLOGGER_PHOTO_ID_5328924866730649602" border="0" /&gt;&lt;/a&gt;Games-within-games is nothing new, but having another commercial companies making the game-within-game is new. PopCap is probably doing this as a form of in-game advertising and hoping to tap into WoW's 11 million active subscribers. I am curious as to what this will lead to.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-1507270409044670878?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/1507270409044670878/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/04/popcap-developer-program-moving-to.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/1507270409044670878'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/1507270409044670878'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/04/popcap-developer-program-moving-to.html' title='PopCap Developer Program moving to SourceForge'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_TC4A2W1wRGc/SfQk7WwmVCI/AAAAAAAAAMo/cPtrhg35e3M/s72-c/bejeweled1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-8943244193901630257</id><published>2009-04-22T13:18:00.008+08:00</published><updated>2009-04-23T10:13:49.690+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='success stories'/><category scheme='http://www.blogger.com/atom/ns#' term='companies'/><category scheme='http://www.blogger.com/atom/ns#' term='awards'/><title type='text'>Ex-Ubisoft staff goes indie and likes it</title><content type='html'>Interesting story of a person, Phil Fish who was working for an established game developer and developing a game, &lt;a href="http://polytroncorporation.com/?page_id=61"&gt;Fez&lt;/a&gt; during his own free time.&lt;br /&gt;&lt;br /&gt;He quit when he received an &lt;a href="http://www.igf.com/"&gt;IGF&lt;/a&gt; nomination for Excellence in Visual Art (which he later won in 2008) for Fez and his boss did not allow him to attend it.&lt;blockquote&gt;Not bad for someone fired from &lt;a href="http://www.ubisoft.com/"&gt;Ubisoft&lt;/a&gt;, who still calls his experience at the publisher "the worst experience of my life." It was his first gig in games, and initially he was jazzed. &lt;p&gt;"The way these people make games, it's so horrible," he says. "Hundred of people on your team, you don't know any of their names. It's so big and impersonal." Some people find ways to persevere, to grow in that environment, Fish adds — like weeds pushing up through cracks in concrete.&lt;/p&gt; &lt;p&gt;"In my case it made me want to give up games altogether," he continues. "It was an extremely dark period of my life. Years and years thinking this was my dream only to realize it's a sweatshop."&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;Gaming was changing, the way games were being made was changing and with the rise of the video game blogs, the way gaming was covered was changing, too. Everything was in flux. Indie developers were saying "Screw the corporate ladder" and going off and making their own games — devs like &lt;span style="font-style: italic;"&gt;World of Goo&lt;/span&gt;'s &lt;a href="http://2dboy.com/"&gt;Ron Carmel and Kyle Gabler&lt;/a&gt;. Young developers, like &lt;i&gt;Everyday Shooter&lt;/i&gt;'s &lt;a href="http://www.queasygames.com/"&gt;Jonathan Mak&lt;/a&gt;, weren't even climbing that ladder.&lt;/p&gt;&lt;p&gt;[Source: &lt;a href="http://kotaku.com/5219689/going-indie-fez-creator-phil-fishs-moment-of-clarity"&gt;Kotaku.com&lt;/a&gt;]&lt;/p&gt;&lt;/blockquote&gt;Working in an established game developer is not for everyone. I am sure there are advantages too, but as it seems some people just prefer being indie.&lt;br /&gt;&lt;br /&gt;Events like the &lt;a href="http://www.igf.com/"&gt;Independent Games Festival&lt;/a&gt; held every March are slowly helping indies gain awareness and popularity, by listing  &lt;a href="http://www.igf.com/02finalists.html"&gt;finalist and winners&lt;/a&gt; of the event. One such winner was &lt;a href="http://www.whatistheorangebox.com/portal.html"&gt;Portal&lt;/a&gt; in 2006, which became very famous and got snapped up by &lt;a href="http://www.valvesoftware.com/"&gt;Valve&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Here's an IGF trailer... excuse the language.&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/617lGZjYyNo&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;hl=en&amp;feature=player_embedded&amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/617lGZjYyNo&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;hl=en&amp;feature=player_embedded&amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-8943244193901630257?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/8943244193901630257/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/04/ex-ubisoft-staff-goes-indie-and-likes.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/8943244193901630257'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/8943244193901630257'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/04/ex-ubisoft-staff-goes-indie-and-likes.html' title='Ex-Ubisoft staff goes indie and likes it'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-2015604526964616335</id><published>2009-04-21T11:06:00.007+08:00</published><updated>2009-06-29T16:37:50.456+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='self-study'/><category scheme='http://www.blogger.com/atom/ns#' term='flash'/><category scheme='http://www.blogger.com/atom/ns#' term='book'/><title type='text'>Bought two books to learn Flash</title><content type='html'>I recently decided to learn (self study) &lt;a href="http://www.adobe.com/products/flash/"&gt;Flash&lt;/a&gt; after seeing a web site make rather interesting web game, that allowed two players across the internet to play a game against each other, while storing ranking and other information (in a database I presume) which was displayed using HTML.&lt;br /&gt;&lt;br /&gt;The current version is Adobe Flash CS4, which uses its own scripting language, ActionScript 3.0. So I went down to the local IT Mall, &lt;a href="http://www.funan.com.sg/"&gt;Funan Center&lt;/a&gt; and bought two books on it.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://media.wiley.com/product_data/coverImage/91/04703853/0470385391.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 100px; height: 125px;" src="http://media.wiley.com/product_data/coverImage/91/04703853/0470385391.jpg" alt="" border="0" /&gt;&lt;/a&gt;The first book was &lt;a href="http://www.dummies.com/store/product/Flash-CS4-All-in-One-For-Dummies.productCd-0470385391,navId-322461.html"&gt;Flash CS4 "All-In-One" For Dummies&lt;/a&gt; (S$69) which I am currently reading. It is a very easy to read book to give me a general background on flash. As I have never used Flash before, I found it helpful, but I think any existing user would find it too simplistic. The jokes it had did not always make me laugh, but together with the colorful pictures, helped break the monotony of reading through each individual tool and option.&lt;br /&gt;&lt;br /&gt;The second book &lt;a href="http://www.amazon.com/ActionScript-3-0-Game-Programming-University/dp/0789737027"&gt;ActionScript 3.0 Game Programming University&lt;/a&gt; (S$61) was purely on using ActionScript 3.0 with source code of examples, including some games that are available from its companion website, &lt;a href="http://flashgameu.com/"&gt;FlashGameU.com&lt;/a&gt;. That should be a lot more useful to what I plan to do.&lt;br /&gt;&lt;br /&gt;In this day and age of downloading books to read, you may ask why did I buy them. Well, I personally like to support stuff I like. Also, I prefer reading actual books instead of binded printouts or photocopies.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;In related news yesterday,  Adobe is planning that &lt;span name="intellitxt" id="intellitxt"&gt;the digital living room will likely support Flash and Flash-based applications &lt;/span&gt;&lt;span name="intellitxt" id="intellitxt"&gt;at the end of 2009&lt;/span&gt;&lt;span name="intellitxt" id="intellitxt"&gt;. &lt;p&gt; &lt;/p&gt;&lt;blockquote&gt;Specifically, Adobe has convinced a wide swath of leading technology companies to support a new, optimized Flash Lite runtime for a number of chips that will form the foundation of connected TVs, DVD players, game consoles, and digital media adapters.&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://www.pcmag.com/article2/0,2817,2345553,00.asp"&gt;PCMag.com&lt;/a&gt;]&lt;br /&gt;&lt;/blockquote&gt; &lt;p&gt;&lt;/p&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-2015604526964616335?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/2015604526964616335/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/04/bought-two-books-to-learn-flash.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/2015604526964616335'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/2015604526964616335'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/04/bought-two-books-to-learn-flash.html' title='Bought two books to learn Flash'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-5938934388519976861</id><published>2009-04-18T20:01:00.013+08:00</published><updated>2009-04-19T02:57:15.596+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='development'/><category scheme='http://www.blogger.com/atom/ns#' term='mmo'/><category scheme='http://www.blogger.com/atom/ns#' term='user-created'/><title type='text'>More user-created content in City of Heroes that developer-created content</title><content type='html'>&lt;a href="http://www.slideshare.net/wuzziwug/user-created-content-in-games"&gt;User created content in games&lt;/a&gt; has been getting more noticed from developers in recent times.&lt;br /&gt;&lt;br /&gt;I think it was the &lt;a href="http://en.wikipedia.org/wiki/Counter-Strike"&gt;Counter-Strike&lt;/a&gt; that was the first to make me aware of user created content. This FPS had tons of user created &lt;a href="http://www.cstrike-planet.com/maps"&gt;maps&lt;/a&gt;, models, &lt;a href="http://csnation.totalgamingnetwork.com/skins/index.php"&gt;weapon skins&lt;/a&gt; and mods available for it. The funny thing is, that it itself was a free user created mod of another game, &lt;a href="http://en.wikipedia.org/wiki/Half-Life_%28series%29"&gt;HalfLife&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;Valve Software marketing director Doug Lombardi has told GamesIndustry.biz that consoles must embrace user-created content.&lt;br /&gt;&lt;br /&gt;"I would argue that it's the biggest component those guys have to get over if they want online to matter," said Lombardi.&lt;br /&gt;&lt;br /&gt;"Half-Life 1 was okay as a multiplayer game and Team Fortress Classic was really good, but Counter-Strike kicked both their asses no question. And that came from a kid going to college in Canada and another kid going to high school in New Jersey, who had our code and thought it would be cool to play our game"&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://www.gamesindustry.biz/articles/consoles-must-embrace-user-content-valve"&gt;GamesIndustry.biz&lt;/a&gt;]&lt;/blockquote&gt;&lt;br /&gt;After reading the next article, I hope a lot of people mindset on this will change. This is no longer a just a potential. It is already here and now.&lt;br /&gt;&lt;blockquote&gt;Only one day after NCsoft released their player-created content focused &lt;a href="http://www.cityofheroes.com/news/game_updates/issue_14/issue_14_overview.html"&gt;Issue 14: Architect update&lt;/a&gt;, and players have already crafted more than 20,000 mission arcs.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.cityofheroes.com/images/issue14/image_9.png"&gt;&lt;img style="cursor: pointer; width: 300px; height: 215px;" src="http://www.cityofheroes.com/images/issue14/image_9.png" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In a letter to the community posted on the official &lt;a href="http://www.cityofheroes.com/"&gt;City of Heroes website&lt;/a&gt;, Matt "Positron" Miller revealed that within the first 24 hours of the new updates' existence, players in both hero and villain factions had created more than 3800 story arcs, each consisting of five missions a piece - more content than the development team had created during the game's entire existence.&lt;br /&gt;&lt;br /&gt;Players have been busy trying out missions and critiquing them in the forums as well. Out of the more that 20,000 arcs now available in game, 2,860 of them have been rated 5-stars by players, with only 582 rated at 1-star.&lt;br /&gt;&lt;br /&gt;[Source: &lt;a href="http://kotaku.com/5216590/city-of-heroes-players-create-more-content-than-devs-in-24-hours"&gt;Kotaku.com&lt;/a&gt;]&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;The sheer amount of content is outstanding; and all done in 24 hours. And with a rating system in place, that helps ensure quality remains.&lt;br /&gt;&lt;br /&gt;Games soon may be like &lt;a href="http://www.secondlife.com/"&gt;Second Life&lt;/a&gt; (a virtual world where users create almost all of the content: locations, models, activities and economy). Already games like &lt;a href="http://www.littlebigplanet.com/"&gt;Little Big Planet&lt;/a&gt; (levels), World of Warcraft (&lt;a href="http://wow.curse.com/downloads/wow-addons/"&gt;user interface&lt;/a&gt;), &lt;a href="http://thesims.ea.com/"&gt;The Sims&lt;/a&gt; are heavily using this.&lt;br /&gt;&lt;br /&gt;So if you make a game, try to consider this and include some sort of Map Editor.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-5938934388519976861?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/5938934388519976861/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/04/more-user-created-content-in-city-of.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/5938934388519976861'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/5938934388519976861'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/04/more-user-created-content-in-city-of.html' title='More user-created content in City of Heroes that developer-created content'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-6257954048737446110</id><published>2009-04-18T11:52:00.009+08:00</published><updated>2009-04-22T13:46:29.771+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='companies'/><category scheme='http://www.blogger.com/atom/ns#' term='development'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Why start this blog?</title><content type='html'>Some friends have ask why I have just started this blog about &lt;a href="http://en.wikipedia.org/wiki/Independent_video_game_development"&gt;Indie Game Development&lt;/a&gt; in &lt;a href="http://www.visitsingapore.com/publish/stbportal/en/home/about_singapore/singapore_today.html"&gt;Singapore&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;After reading some &lt;a href="http://www.tylerprojects.com/blog/2008/10/battle-stations-makes-mypapers-headlines/"&gt;success stories&lt;/a&gt;, I have recently decided to give it a try; not for the money but simply because it is something I think I will enjoy doing.&lt;br /&gt;&lt;br /&gt;I have been interested in gaming, and not just computer gaming. I have enjoyed playing &lt;a href="http://www.wizards.com/magic/"&gt;card games&lt;/a&gt;, &lt;a href="http://www.catan.de/CMS/?lang=en_US"&gt;board games&lt;/a&gt;, &lt;a href="http://www.classicbattletech.com/"&gt;table-top war games&lt;/a&gt;, &lt;a href="http://www.brainage.com/"&gt;brain games&lt;/a&gt;... you name, I think I played it.&lt;br /&gt;&lt;br /&gt;When I was schooling, there were no available game-related courses, so I went into the next closest thing, IT. Got a degree and worked in a few IT companies (including NCS, Mercury Interactive, HP) doing programming, technical support, etc. Nowadays, there are private schools and even universities offering courses in computer game design, both from the computer science and art perspectives. I envision courses from the business perceptive to appear in the next 10 years, as the gaming industry is rapidly becoming more of a serious field of business.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Next question these friends of mine ask will usually be either why or what is Indie? This is a short for for independent, which means without the financial support of a publisher.&lt;br /&gt;&lt;br /&gt;Most computer games are so huge and expensive to develop now, that they require huge amount of funding from a &lt;a href="http://en.wikipedia.org/wiki/Video_game_publisher"&gt;publisher&lt;/a&gt; (like &lt;a href="http://en.wikipedia.org/wiki/Electronic_Arts" title="Electronic Arts"&gt;Electronic Arts&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Activision" title="Activision"&gt;Activision&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/THQ" title="THQ"&gt;THQ&lt;/a&gt;) in return &lt;a href="http://en.wikipedia.org/wiki/Video_game_developer"&gt;developers&lt;/a&gt; get payed for work done and earn royalties, while the publishers keeps the rest of the profit (which is sometime used to offset games that make a loss). As such, some decision as when to release, what to focus on, etc are out of the control of developers.&lt;br /&gt;&lt;br /&gt;Being independent &lt;span style="font-style: italic;"&gt;"in my opinion"&lt;/span&gt; allows more creativity when designing a game, there is less pressure to keep releasing sequel after sequel just to keep profits high. Also, joining or starting up an indie game company should give a higher chance to be involve in the design process, which is really what I am interested in.&lt;br /&gt;&lt;br /&gt;While being involve in making a game by following instructions handed down to me is something I would still enjoy, I would enjoy it a lot better having a part in the game design too.  Thus, I am now searching to either join or start up an indie game company here in Singapore&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-6257954048737446110?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/6257954048737446110/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/04/why-start-this-blog.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/6257954048737446110'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/6257954048737446110'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/04/why-start-this-blog.html' title='Why start this blog?'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9166257294891283488.post-1761704614369427697</id><published>2009-04-17T10:06:00.004+08:00</published><updated>2009-04-28T09:16:51.309+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='education'/><category scheme='http://www.blogger.com/atom/ns#' term='diploma'/><category scheme='http://www.blogger.com/atom/ns#' term='degree'/><title type='text'>My trip to ERC Institute</title><content type='html'>Saw an advertisement in &lt;a href="http://www.todayonline.com/"&gt;Today&lt;/a&gt; a few days back on how to learn to make your own game.&lt;br /&gt;&lt;br /&gt;It was by ERC Institute, a private school that does both full-time and part-time diploma level courses in a range of subjects.&lt;br /&gt;&lt;br /&gt;So yesterday, I went down for a preview of their course.&lt;br /&gt;The place is located just next to Great World City and I was able to take a bus, SBS 195 from Tioung Bahru MRT to reach it.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.erci.edu.sg/images/RV-map.jpg"&gt;&lt;img style="cursor: pointer; width: 425px; height: 456px;" src="http://www.erci.edu.sg/images/RV-map.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;They conduct two gaming related courses &lt;a href="http://www.erci.edu.sg/DipGame.html"&gt;Diploma in Game Design &amp;amp; Development&lt;/a&gt; and &lt;a href="http://www.erci.edu.sg/ADipGame.html"&gt;Advanced Diploma in Game Design &amp;amp; Development&lt;/a&gt; (each lasting 12-15 months and costing S$10K), and these lead to a Degree offered University of Greenwich in UK.&lt;br /&gt;&lt;br /&gt;They had two presenters. The first was Bryan, from a prospective hirer of graduates, &lt;a href="http://www.crystalcg.com.sg/"&gt;Crystal CG&lt;/a&gt; whose main office in China did the CG for the Beijing 2008 Olympics. The second was from ERC and explain what their course offered. I was really impressed when they mentioned having a lot of industry contacts, guest lecturers and internships available. Before leaving, I asked to see some of the completed projects that their students have done, to get a better idea of what you can do after completing their course, so waiting for them to get back to me.&lt;br /&gt;&lt;br /&gt;The course entry requirements are GCE 'O' Levels, and I would probably have enrolled it if that was my highest education level. However, this course is probably not suited for me as I have already done a degree.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;There is another school for gaming in Singapore, &lt;a href="https://singapore.digipen.edu/"&gt;Digipen&lt;/a&gt; which I plan to attend their upcoming information session (May 22, Friday). From what I hear, they are a lot more expensive but they offer Bachelor Degrees.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9166257294891283488-1761704614369427697?l=indie-game-development-sg.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indie-game-development-sg.blogspot.com/feeds/1761704614369427697/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/04/my-trip-to-erc-institute.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/1761704614369427697'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9166257294891283488/posts/default/1761704614369427697'/><link rel='alternate' type='text/html' href='http://indie-game-development-sg.blogspot.com/2009/04/my-trip-to-erc-institute.html' title='My trip to ERC Institute'/><author><name>Daniel</name><uri>http://www.blogger.com/profile/02998597383133447619</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_TC4A2W1wRGc/SelIhpPPBLI/AAAAAAAAALo/gTRVSSlTIbg/S220/Daniel+in+Japan+-+Apr+2008.jpg'/></author><thr:total>0</thr:total></entry></feed>
