Well, that last post was a doozy. A bit of a hard act to follow, eh?
Jokes aside, that last post really was partially to blame for my recent hiatus from posting here. After the fallout over the old-new Game Maker logo settled, the dust cleared, and (some of) the anger subsided, YoYo Games stated that they'd be open to suggestions for altering the new logo. So, I helped produce a topic on the Game Maker Community to get everyone's suggestions in one place, and we eventually ended up putting logos to vote and submitting them to YYG as the community's official suggestions.
As many of you might already know, it worked out well, Sandy Duncan/YYG liked our ideas, and they ended up changing the logo. It was a great accomplishment for the GMC, and I am glad that we were all able to come together and set things right - but keeping it all organized left me quite exhausted. That, and I have had a lot of other work to do lately, helping a friend get a website off the ground, working on my own games/projects, doing the last Reflect Games game development competition of the year, fixing my laptop, shopping for the holidays, etc.
So the blog got left behind a bit. I did manage to sneak in and fix up some of the graphics on the theme. It's that time where I've started wanting to change it (again, I know), but a quick refresh of the sloppy parts has satisfied my urge to change it for now.
Most of the things I mentioned above are over or winding down now though, so I'm hoping that after the holidays I'll have more time to play with Game Maker, website development (yes, the ongoing Reflect Games website is still in the works!), and other related stuff. It's just been a busy time.
Anyway, I'm not sure if I'll be updating the blog again before the bulk of the holidays hit, so I just wanted to wish everyone out there a happy holiday and a good new year! I hope the end of 2009 turns out to be well for everyone!
Thanks for reading, and I will see you all in 2010!
I'm really disappointed with the new Game Maker 8 logo.
Let me preface this entire post by saying up front that I am not mad that I lost, since I had a logo in the running. I'm really just dismayed over the logo that did win, which I felt was one of the worst of the four runners up.
I also want to say that as a runner-up, I will be receiving a free copy of Game Maker 8, and I am grateful for that. I am glad that since YoYo Games has taken over the Game Maker project, they have kept the community involved as much as possible. I think that hearkens back to the days when it was still only Mark Overmars working on the project, and if you'll pardon the pun, it keeps a friendly face on the company.
Since YYG's inception, I've been a supporter of theirs. When questionable decisions have been made, I've tried to see things from their side of the aisle, and most of the time, I've ended up agreeing with what they have done. I've defended them many, many times on the GMC, in some cases above and beyond what I would consider what is "required" of the forum staff.
But this time, for the new Game Maker 8 logo, I strongly disagree with their choice. As both a professional graphic designer and a Game Maker user.
When I was brainstorming for my own logo ideas, I considered using a gear or cog in the image. In the beginning, it seemed a fitting and iconic thing to use in a new logo for game construction software, but as I played around with various other ideas, I began to feel that the gear was too cliched. I also felt that too many other users would enter graphics with gears in them, so I was not surprised to see that half of the runners-up had done so.
Not only does the winning logo contain the over-used cog, but it also makes use of a giant smiley face - which is, at best, a rip-off of other iconic images (Yahoo Messenger's logo, the 4chanC&H smiley), and at worst, a childish and shallow attempt to bring in a young crowd of indie game developers.
Also, it looks like it's crying.
The designer in me cringes every time I see it; every part of the logo is covered with gradients. This ensures that reproducing the logo in print will be difficult, and it makes the design look unprofessional. Not that Game Maker is a professional program, but this point doesn't have to be hammered home at every facet.
And that's the other problem I have with this decision - I understand that Game Maker isn't a professional tool by any means, and I know that YYG wants to convey this to potential users. And maybe they want the program to appeal to a younger demographic as well. But the bottom line is that nobody, new and old users alike, wants to feel like they're using a program that is gimpy or for children. And that's the vibe this logo emanates.
I suppose it's oddly appropriate that a tool for amateur game developers employs a logo that looks like it was created by an amateur designer. I just really feel that YYG took this idea and ran a bit too far with it.
Carl the Cog, from Conker's Bad Fur Day.
I've always said the power in a tool lies in the hands of the person who wields it, and not solely in the tool itself. And while I still believe this to be true, I also think it's important that the tool isn't made to look completely stupid by its manufacturer. Perhaps the many people who claim to be leaving the GM scene over this are over-reacting, but when a decision is made that so negatively affects the nature of this tool in the eyes of others, I can't blame people for being upset about it.
Ultimately, this logo was a piss-poor choice, and that's all there is to it. I leave you with this quote from the logo's creator, Albert Zak (courtesy of Game Maker Blog):
I’m however still kind of puzzled why only 8% picked this as their favorite, but I’m glad Sandy and a few others realized what’s really behind this logo.
Is this what's behind the logo? Maybe that's why the big face is laughing so hard.
I just wanted to post a quick note to tell everyone about two things, the currently on-going Reflect Games Competition and WordPress 2.7.
First, the Reflect Games Competition - it began last night, and is ending at midnight PST on December 21. The challenge is to make a cut scene in Game Maker, pretty much however you want. The rules are lax and the time is short, so read more about that at the Reflect Games forum, and consider throwing something together - you could win a little holiday fun in the form of Steam games, Amazon goods, or iTunes music!
Second, I installed WordPress 2.7 RC1 a few days ago, and all went smoothly... I'm not even sure that I had more than about 30 seconds of downtime. Today, the official release of WordPress 2.7 was released, and I got my first chance to try out the automatic upgrade function. So far, I love it! Instead of having to download, unzip, and upload a bunch of files, I can now upgrade the entire blog at the push of a button. The WordPress team deserves a resounding "good job" from everyone who uses and supports their software for this - they really did an excellent job.
Anyway, I'd better get back to work for now, but thanks for stopping in to see what's going on, and good luck with the contest if you decide to enter it! The raffle for Marty Blog is still being planned, so don't miss these two opportunities to win some stuff!
October is drawing to a close, and I'm questioning the future of my newest project, as far as its status as a YYG Competition #4 entry is concerned.
I'll be the first to admit that this is not an entirely unexpected outcome - my project was a bit ambitious. I still want to complete it someday, as I think the game concept is a good one, and I really liked the way the game was turning out. Unfortunately, with my trips to Vegas and BlizzCon, and lots of my free time being spent with my girlfriend as we search for a place to live together, I've not been able to devote the necessary time to Game Maker, and I don't want to be stuck trying to rush the game out, since it is still going to require a lot of artwork and programming.
Not all is lost, however.
A few days ago I came up with a decent idea for a smaller game, and if I have the time, I'll throw it together for the competition.
Since only a handful of people got a chance to play the other game, I'll post a demo here later for anyone who's interested in trying it out. It's nothing more than a driving engine with some simple collisions currently, but as I mentioned, I would like to expand on it eventually.
The whole year of 2008 has been like this for me, actually. I've begun (and continued) many projects, including the site update for Reflect, a new version of the Reflect system itself, a few games, and some paintings; disappointingly, hardly any of it has gotten finished. I suspect that much of it has to do with my limited time for personal projects, an issue that's been troubling me for quite a while now.
I don't blame most of my day-to-day obligations, however - I enjoy spending time with my girlfriend very much, and I waste a lot of time playing games and surfing the web to wind down, which is absolutely necessary to my continued sanity.
Other things though, like my daily commute, are increasingly annoying to me - I lose almost two and a half hours per day just driving to and from work. It's quite frustrating that, as a creative person, I have such sparing time for actually being creative.
Ugh. I hate that feeling I get when I have a project I've worked very hard on, but which I won't be able to finish for now. It's all part of the process, I know, but that doesn't make it taste any less bitter.
Anyway, I'll be posting updates on my competition #4 work as (and if) it progresses. Thanks to everyone who has supported me in my work thus far, and thanks for reading the blog! I shall find the time to finish some of my projects - it just takes time!
This weekend was a much-needed break from all the stuff that's been going on lately. We got a nice bit of rain on Friday night, and my girlfriend and I spent that night and all of Saturday watching movies and lounging around. I would have liked for the cloudy weather to last a little longer, but the Friday rain left Saturday feeling cool and fresh, if not gray.
So now I've finally seen Baby Mama, which was hilarious, and Iron Man, which was also good. I also saw bits and pieces of 27 Dresses, a movie my girlfriend picked out, as I bounced back and forth between my computer and the TV. It had its moments.
The rest of my weekend was spent at an indoor soccer game, doing laundry, working on achievements for Grand Theft Auto 4, and throwing down some retro gaming on my newly acquired GameCube.
Amidst all that fun stuff, I also found some time to do some work on my YYG Competition #4 entry. The car you saw in the last post now has textured tires, I've made some preliminary tree textures, and I am working on a layout for the area you can drive around in for the activities in the game.
Graphically, I want to see the game look bright, clean and open. Since most of the gameplay will be driving the car around the yard (what I'm calling the open, drivable area) and a racetrack of sorts, I think it's important that the graphics are bright and clear, and fun to look at. Sound will also play a large role in bringing the world to life, but I won't be adding that until much later in the design process.
I believe I mentioned this in my last post about the comp, but as far as control goes, the car in the game is mostly finished. It's able to go forward, backward, brake, turn left and right (at greater degrees depending on speed), and use a simple e-brake for making tighter turns. I've got collisions in the game now as well, so the car can bump up against walls... It's basic, but I'm afraid I don't have time to program anything too advanced as far as collision physics go. I might refine what I have a little later on to make them a bit smoother, but for now what's in there works. The only thing I may tweak as far as the collisions go is upping the scale of the game by two, so that I can use more precise sprites for collisions. This shouldn't be noticeable on the graphics end, thanks to the nature of 3D.
Most of the work I am focusing on now is conceptual - I know where I want to take the game, but I need to envision what the world should look like, and how the interactive areas will play out. I have a look in mind for the area decor, but translating a painting of a scene in your mind to working, interesting 3D can take some time and thought. I'll probably be working on maps later on tonight - perhaps I'll post one when I'm finished.
Also on the table is a little bit of character design, as I'm going to have the few characters in the game be represented as simple cartoon-style characters, hopefully to strike a good balance between something a little realistic (the driving portion) and a little more inviting (in menus, interacting with NPC's, etc.).
So yeah - lots of work to do. Plenty of time to do it. I'll continue posting my progress as the game gets built. Thanks for reading!
I've decided to take a slightly different approach with my YYG Competition #4 entry, and post semi-regular progress updates as things move along. I'm not quite ready to unveil my master plan for the game, but I will reveal more as time goes on (and as time allows). I'm still trying to decide which aspects of my ideas will be able to make it in under the deadline while still allowing me enough time to make sure the game is fun and thoroughly polished, so at this point, it's hard to say what the final game will be like anyway, or whether or not I will even be able to finish it.
That said, progress is good so far. The game is going to have a focus on driving, and the driving engine is virtually done, save for collisions and all the extra stuff I have to add onto it later. Here are some screenshots of the game as it looks now. Textureless and a bit empty. But fun to drive around in!
Hopefully I have something more substantial to show next time... for now, enjoy the stills!
Once again, <a href="http://yoyogames.com" target="_blank" rel="noopener">YoYo Games</a> has announced a game-crafting competition, this time following the "green" theme "save the planet."
I'm actually quite excited about the theme selection this time around. It presents an argument rarely seen in video games, and could spawn some pretty interesting creations. Not only will I be looking forward to seeing what aspects of environmental awareness can turn into successful games, but I will also be ready for the more off-the-wall games, since the wording of the rules has left things a bit open.
From the official announcement:
These days our planet seems to be in a constant state of peril, together we ride the unicycle of fate atop the high-wire of self-destruction. Our busy little lives seem to be warming up the planet, and no one really knows where that will lead us. Worse, global warming isn't the only green problem: pollution, acid rain, over-crowding, starvation and drought, and extinction threats are all waiting in the wings.
We’re often told that the only solution to these collective problems is mass action - the message must be spread to as many as people as possible if our own environmental compromises are to count for anything. Computer games are a great way to reach people and get them interacting with these important debates. What we’re looking for in the next competition are games with a message, games which encourage the player to get involved.
Politics: Most of us at YYG believe there's something to this global warming idea, but we're not out to indoctrinate our gamers, or game makers. Whatever you believe, it cannot be denied that the debates themselves are important, decisions made here will affect all our lives. If you firmly disagree with the green message then feel free to make a game where the world must be saved from a bunch of crack-pot environmentalists.
Finally, we’re still on the hunt for the perfect casual game. The most important thing is that the games are fun. Don’t get too carried away with the theme at the expense of gameplay.
As with previous competitions judging will be conducted by YoYo Games and Prof. Overmars, with community response taken into account.
P.s. Yes, we are aware of the irony of using energy-hungry computers to communicate a green message. Better this than 300 games about saving princesses.
The contest will end on January 4th, 2009.
The announcement at the GMC brought about the usual slew of questions about what fits within the rules and what doesn't, but thankfully most concerns were laid to rest when our friendly YoYo Games admin dropped in. Hopefully we won't be seeing a lot more "does _____ fit the rules?" questions for a while now.
Though I'm starting to have a strange feeling of déjà vu about all this, I think I'm going to try to enter this competition. I've got a pretty decent idea for a game right now, even though I'm not sure if it completely fits IGDA's description of "casual," and I think that if I can pull it off, it'll be a pretty fun little app. I'll post more news on this later though, as I make some progress beyond the basic engine.
Since I never really got around to programming the whole thing, and I kind of left it on a cliffhanger here at the blog, I thought I'd share my idea for my last competition entry now. My idea, a puzzler which never really came to fruition, was to create a game where the user is presented with a side-scrolling course full of obstacles and tasked with moving an object (a water capsule) from one side of the course to the other (to a fire). To do this, the player is given a limited amount of robots that can be placed anywhere on the course, and then programmed by dragging one of a limited number of "scripts" onto them, which would tell them which direction they could throw the water capsule. A number of courses with obstacles of different type would be included, and as the player moved through each level, the game would put more emphasis on using each robot and script to its fullest to traverse the obstacles.
Maybe I will continue this one day... I've already got much of the level graphics and base programming finished. But for now, it's on to the green-er pastures of competition #4.
Sad times are here again as the weekend draws to a close and the usual grind picks up again with a week full of work looming ahead. I didn't get a whole heck of a lot done this weekend, but as always, I managed to have some fun, so here I am to share my adventures.
Game Maker Robot AI Programming Competition
Though I haven't had as much time to work on this program as I'd like so far, I have made some decent progress on getting the engine ready for a new contest. First proposed a few days ago on the Reflect Games forums, I'm hoping the new robot AI programming comp proves to be a more fun replacement for the old, more involved contests.
The idea is that I will create a base application which everyone can download and play with - essentially just a room from top-down view, and a simple "robot" object - and anyone wanting to participate in the contest will write an AI for the robot that will compete against others' creations. Movement and attack variables/objects will be the same across all entries (I'll be coding those in scripts), and once everyone's AI script is finished, we'll draw up a tournament tree, I'll have the bots compete, and then record the results and broadcast them, via either YouTube or some kind of live Podcast.
One of the goals of the new competition format is to encourage creative coding without forcing entrants to commit to an entire game, which can be both difficult and frustrating at times. I think that with an AI programming tournament, people will have more opportunity to show off good coding without being bogged down by the need for other assets, they'll have a more interesting method of feedback (watching their bot compete with another, as opposed to a "secret" judging), and expansion of the competition can evolve more naturally - if the contest proves to be fun and engaging, we can add more weapons to the bots' arsenal, more customization, etc.
Though it's taking me a long time to get things rolling, I'm very excited about this project. We've already got lots of feedback about how this competition should work - be sure to visit the Reflect Games forums to voice your opinion too!
World of Warcraft MVP
Over the last few days, I've managed to grind my way to Exalted status with two (more) factions, the Shattered Sun Offensive, and the Kurenai, netting myself a new title, some sweet additions to my gear, and a new mount that I'll probably never use.
Gaining exalted with SSO, even without visiting any instances, is pretty easy - it only took me a few days, and I only had to visit the Isle of Quel'Danas and complete all the daily quests there a handful of times. I liked the variation and overlap in the quests there though, and going from that back to grinding the other factions' reputation was a pretty rough transition. By contrast, the only quest I could take in Nagrand to gain Kurenai rep was the repeatable Obsidian Warbeads quest, which meant enduring the monotony of killing hundreds of ogres. Not exactly my cup of tea, and I will probably be looking for different quests when I start my quest for Consortium rep... even if it just means a simple change in scenery.
One good thing about grinding in Nagrand however, is that I was able to pick up a lot of mining nodes that I wouldn't have gotten otherwise. I've now got a mining bag (20 slots) almost full of stacks of Fel Iron Ore and Adamantite Ore - which I'm not sure what I should do with yet. Selling at the auction house will net me a huge sum of gold, but my blacksmithing skill is only at 300, so it might just be better spent on leveling.
My chances for scoring some decent raiding increased significantly last week as well, as I was inducted quite unceremoniously into Encore, an awesome guild which a few friends from college are pretty well-entrenched in. Though I'm not always up for 5-6 hours of raiding, the occasional run through the higher-level dungeons should be new and fun.
Ubuntu Test Drive
Though I've played with the live CD version of Ubuntu before, I finally took the plunge this weekend. I dug an old hard drive out of the closet, popped it into my older computer, and installed it. I've taken some time to play around with it this weekend, and I've mostly enjoyed my time with it.
Downloading Ubuntu and installing it was a piece of cake. All you have to do is get on the official site, download the CD image, burn it, pop it in the preferred computer, and boot from it. The live CD will load Ubuntu just like it would from the hard drive (a bit slower, of course), and once you're in the OS and you've played around with it, you can choose to install directly from a link on the desktop. The only confusion I had during this process was with which file system I should format the drive, but after doing some quick research, I settled on ext3, which seems to be holding up just fine.
So far, I am impressed with Linux. Though I couldn't see myself switching over to it for good, I like many things about it, and I will probably continue to tinker with it. The customization Gnome/Compiz provide is great, and being able to move around virtually every button on the desktop is just plain awesome. The extra effects you can perform with capable hardware are not only fun to look at - they are often genuinely useful. And although there are a few bits of oddness here and there, the OS feels mostly cohesive and with a few more generations of work, I think it really could rival the quality of similar Unix-based OS's, like Mac OS.
Another thing I am particularly fond of is that fact that Ubuntu comes with just about everything you need pre-installed. From the "Faux-toshop" (yes, I made that up), GIMP to the entire suite of OpenOffice.org tools, there's really not much aside from games that need to be installed after loading up Ubuntu for the first time. And of course, that's where the problem lies.
Ubuntu has an impressive number of built-in games, like Solitaire, Blackjack, etc. but if you're like me, you want more meat on your games. Unfortunately, not many games are currently being written with a native port of Linux in mind. There are options available however, like WINE, which can run Windows applications nicely, and can even throw around a growing list of games (it ran my installation of Guild Wars flawlessly, if only a tiny bit slow).
But whatever - running my games in WINE is silly when I've got another hard drive in the same computer with Windows on it, so I'll be dual-booting my older computer on Windows and Ubuntu for now. I'm sure Linux will continue to be fun to play around with, or at least a good diversion from working on my projects and playing games.
Odds & Ends
Aside from all that stuff, I also got to spend a lot of time with my girlfriend, and we finally found some time to start researching home loans. Hopefully we end up qualifying for a decent loan, and we can find a nice place to live - I'm a little sick of the apartment life!
Oh, and it was also my brother's 24th birthday!
Anyway, it's about time I wrapped up this weekend wrap-up. Hopefully everyone else out there had a good weekend too. Thanks for reading!
There's much ado with Marty - here's the low-down on what I've been up to, and what I've got planned for the week.
YoYo Games Competition 3
I've been bouncing around an idea in my head for the third installment of the YYG game competition a while now, and I think that when I get home from work today, I might just start putting together an engine. The idea I have is for a puzzle game, and is somewhat basic in design, but even with simple rules, I think that a complex and fun game can be created. I'll be posting more about this later in the week depending on how things turn out. About the only thing I'd like to give away for now is that the graphic style I have in mind is akin to something like Out of This World. And it's probably going to have robots in it.
Reflect Games
I know, I keep saying that I'm working on a site update, and nothing comes of it - well, there is actually quite a bit going on with the beta version of the new site, and though I've been off the project again for a few weeks, I'll be dipping into it again soon enough. I've also got a few things to sort out with the Reflect server code itself, so I might be re-writing that too - if the problems the Adrenaline team has been having with it turn out to be a Reflect issue.
World of Warcraft
Despite my best efforts not to play that much WoW, I put in a fair amount of time with the game this weekend... and now I've got my epic flying mount, which makes traveling around the game, mining, and questing a lot more enjoyable. For anyone outside of the Azeroth loop, much of your time in the game is spent traveling to and from where you need to go... so the faster you can get there, the better. There are a multitude of solutions for this - mages can make portals to towns (like Diablo), you can pay for rapid transit from town to town via flying beast, and eventually you can buy all sorts of mounts of various breed and speed. An epic flying mount is about the fastest ride you can buy, and combined with my Paladin's Crusader Aura, gives me a speed increase of 456%. Needless to say, this makes traveling around the World of Warcraft a lot less time consuming, and the game much more enjoyable.
I'm now currently waiting for Blizzard to unlock a new set of PVP gear for purchase, so I'll probably be spending a bit less time playing until then.
Web Work
I've also been helping out my buddy "D" to get his gaming news blog off the ground. I've re-skinned it and added a lot of cool plug-ins and customizations to help the site look its best. Check out DLB-Network.com to see how it all turned out.
The Rest
There's not much else going on for me at the moment - my girlfriend is out of town for most of the week. I finished my lunch-time book a few days ago, so I have nothing to read today (I'll probably just listen to the radio). And I'm not sure what I want to eat for lunch... hmm.
Anyway, that's all. Who else is working on a game for the next YYG competition? Post a comment, I'd like to hear from ya! And as always, thanks for reading.