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  <title>gaming your way - blog</title>
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  <updated>2010-03-05T10:39:03.7650077+01:00</updated>
  <author>
    <name>gaming your way</name>
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  <subtitle>may contain nuts.</subtitle>
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  <entry>
    <title>Less irritating to the throat.</title>
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    <published>2010-03-05T10:39:03.7650077+01:00</published>
    <updated>2010-03-05T10:39:03.7650077+01:00</updated>
    <category term="news" label="news" scheme="http://blog.gamingyourway.com/CategoryView,category,news.aspx" />
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Commercial time ...<br /><br /><font face="Arial" size="2">"Refreshing and Healthful"<br /><br /></font><span style="font-family: Arial;"><font size="2">"This is your brain. This
is your brain on drugs.<br />
  Any questions?"<br /><br /></font></span><span style="font-family: Arial;"><font size="2">"All my men wear English
Leather, or they<br />
 wear nothing at all."<br /><br />
... over now.<br /><br />
Ah tv slogans, so lets get to the point of this pointless post - we're having a little
break and some blog re-design coming for us. If everything works fine there will be
no break, but hey - who knows ...<br /><br />
nGFX<br /></font></span><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=ad42373a-0096-4a44-a5da-79d051855964" /></div>
    </content>
  </entry>
  <entry>
    <title>I don't like Zombies</title>
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    <published>2010-03-03T15:31:40.7610000+01:00</published>
    <updated>2010-03-03T15:43:52.3613642+01:00</updated>
    <category term="game development" label="game development" scheme="http://blog.gamingyourway.com/CategoryView,category,game%2Bdevelopment.aspx" />
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">I just noticed that when getting back to
the prototype of "Dial Z" to continue with it. The best thing I could do with it,
was to file it away (yeah I know it's just a pretty way of moving it to the trash).<br /><br />
I'm pretty sure I've nailed the control scheme for the time being and I did a lot
of planing on this one before I started coding (I usually do, just not to this scale).<br />
Brainstorming into a mindmap was quite fun and it revield a lot of things that needed
reduction in order to get a game out of it. Being able to use it as a kind of todo
sheet also helps to keep the bigger picture in view.<br /><br /><img src="http://blog.gamingyourway.com/content/binary/dungeon/Hellstrom_00.jpg" alt="Hellstrom_00.jpg" border="0" height="534" width="400" /><br /><br /><h3>Speaking about views ...
</h3>
First thing I'm going to code today (ok, start coding) will be the viewport. To get
the "features" I want for it I'll need to do some rewriting on my tilebased scroller.<br />
My first idea was to just use 2 of them with 2 additional layers for walls and sprites
inbetween. In theory this would work out but also waste a good deal time, because
some of the loops will have to run a few times. First for the floor scroller, then
for the walls and last not least for the top scroller.<br /><br />
Combining that all into a speacial viewport class (and maybe reuse it later) will
take some more planing and a good deal of copy and paste...<br /><br />
But first have a break and return to the dungeon generating code and see how I can
fit the maps into the new scroller.<br /><br />
Well, we'll continue with this interesting post right after the next comercial. Or
tomorrow.<br /><br />
nGFX<p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=fc26e16b-1f95-432f-b126-f4ca09b6700b" /></div>
    </content>
  </entry>
  <entry>
    <title>Give me control</title>
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    <published>2010-03-02T12:28:09.7780000+01:00</published>
    <updated>2010-03-02T18:47:53.9758404+01:00</updated>
    <category term="game development" label="game development" scheme="http://blog.gamingyourway.com/CategoryView,category,game%2Bdevelopment.aspx" />
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">I've finally done enough non-game related
stuff during the last couple of month that I really want to do a game now. Fiddling
with easier concepts at first (read: the odd quick-money-game-in-a-day), I realized
that's not what I want. There is a game that I'm thinking about for ages, which I
have planned through in various stages - just to abandon it for something that promised
to be done much quicker.<br /><br />
There is a certain pride to swallow when going down the quick money way and right
now I'm not in the mood to do so - I want the real deal, a big game.<br /><br />
Walking down memory lane to the point when I went away from VB to make games - flash
5 was just released - there were a few holy grails for the game making flash world,
the full blown RPG (only 2 kingdoms from our mate Lux I can remember to have played
more than just a minute) and of course the odd Zelda(tm) clone (yet again only a handfull
have seen the light and I can't remember to have played a single finished one).<br />
Mine has been an "exploration game with random levels" (but you might have guessed
that from the <a href="http://blog.gamingyourway.com/CategoryView,category,Dungeon%2BCreation.aspx">rnd
level generation articles</a> a damn while ago).<br /><br />
I'm quite confident that this time ... well we'll see.<br /><br /><b>Anyway, back to the title of this post - control.</b><br /><br />
I think one of the ways a player connects with the game is the control scheme - if
the player doesn't like the controls, the game has to offer a lot more to make him
want to play it. So let's have a look of what options there are.<br /><br />
But before I go into detail, a quick description of the game this controls are for:<br /><ul><li>
the player moves his character around a map</li><li>
the player needs to be able to shoot and/or attack enemies</li><li>
the player may need switch between "weapons" (or alternate attacks)</li><li>
the player needs to access some sort of inventory and interact with the game's menu</li></ul><br /><h3>mouse control only
</h3>
There are not many ways to imagine how this might work out, but here we go. Point
the mouse to a spot where the character should go and click. OK, so far it works,
IF we had a second mouse button (like the right click) we could assign firing a weapon
to it. We cannot use right-click in flash (at least not for this purpose) so either
we use a key for alternating click actions (space, ctrl or shift come to mind) - but
that kind of defeats the idea of using a mouse only control. Though we could use icons
to switch between modes (walking / firing), I doubt it'll really add to the experience,
as it trades ease of control with rather complicated handling.<br /><br /><br /><h3>keyboard only
</h3>
At a first glance this might be a good way to go, but I'm talking about real keyboard
only control, read: not even using the mouse for menus ... and that's as much fun
as it gets. My Virus game did that - and it worked surprisingly well, but consider
that for navigating through a shop or your inventory. Yeah, fun - right.<br /><br /><br /><h3>moving with keyboard, aiming with mouse
</h3>
Honestly I hate that. I know I'm in the minority here, but for me this only works
well for "real" ego shooters (the good old Quake for instance and then I do prefer
playing on the 360 using a controller), for a top-down view game it really turns me
off. The first reason is that usually A,W,S,D is used, which I can use to move back,
forth and strafe in something like Quake, but moving a character with that - I'm way
to slow to dodge bullets or move precisely. Using the cursor keys is not my cup of
tea either because they are too far away from any other key and it just feels not
confortable to play this way (using the left hand to use the cursor keys). Still I
have to consider this as alternative (and need to think about making the enemies harder
then). 
<br /><br /><br /><h3>moving and aiming with keyboard, using mouse for interaction
</h3>
Yes, that's something I can work with. My idea right now is that you use the cursor
keys to move your character and just shoot in the same direction you're walking -
pretty old school. In an early (and infinished flash 5 game I found on my hdd) this
worked well when adding some sort of "lock" to the firing direction, so you could
fire single shots into the moving direction or hold fire for a half second to "lock"
the direction and then move freely while still firing into the locked direction (as
long as you hold the fire button).<br /><br />
If you have your own arguments about how to control such a game, well just leave a
comment.<br /><br />
nGFX<br /><br />
ps: Today is also the first development day, I hope to get the basic viewport coded
using two tile based scrollers and a few distorted bitmaps - if things go well and
I don't forget it there will be something like the <a href="http://blog.gamingyourway.com/CategoryView,category,Xtreme.aspx">x
development diaries</a>.<p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=f92ce5db-95a0-497e-b5bf-5188d4fdc467" /></div>
    </content>
  </entry>
  <entry>
    <title>(Run) DMC</title>
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    <id>http://blog.gamingyourway.com/PermaLink,guid,b60aaf4d-c94b-4e4a-b7cf-cadf9fb0c74e.aspx</id>
    <published>2010-03-01T23:46:19.9539004+01:00</published>
    <updated>2010-03-01T23:46:19.9539004+01:00</updated>
    <category term="coding ideas" label="coding ideas" scheme="http://blog.gamingyourway.com/CategoryView,category,coding%2Bideas.aspx" />
    <category term="game development" label="game development" scheme="http://blog.gamingyourway.com/CategoryView,category,game%2Bdevelopment.aspx" />
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">We're at the start of week 3 of the new
game, <i>Destroy More Cars</i>, which unsurprisingly is the sequel to our <a href="http://www.mousebreaker.com/games/destroyallcars/playgame">Destroy
All Cars</a> game.<br /><br />
It's the first outing for our blitter engine, so I thought I'd touch on that quickly.<br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/dmc_grab1.jpg" alt="dmc_grab1.jpg" height="265" width="358" border="0" /><br /><br /><br /></div><br />
If you've read the <a href="http://blog.gamingyourway.com/PermaLink,guid,7411978e-9a1d-408f-800f-4995799760c9.aspx">previous
post</a> you'll see there that I recommend a blitter engine for CS5 / iPhone development
so I've been working on ours so it's there ready for the next project.<br /><br />
At the core of the blitter is the Canvas class. This holds the bitmap we're plotting
to, does the lock / unlock thing, clears the canvas when needed ( By copying the background
bitmap on there rather than fillRect ) and calls the children display objects.<br /><br />
Next up is the PlayField class. These are in effect layers. When I code I usually
create sprites as holders and add these to the stage in order to simulate IDE layers,
the PlayField class is just the same really.<br /><br />
At the bottom of this hierarchy are the building blocks, the Bobs. These are just
simple sprites that are plotted to the canvas using copyPixel ( I've started work
on a ComplexBob class which uses draw(), slower but it supports all the things that
copyPixel can't, such as scale, alpha, rotation etc. Pain in the arse to code though,
so slightly on the backburner and I'm just using bitmap's as simple sprites in the
mean time ).<br /><br />
To make this truly useful I've tried to copy the existing DisplayObject as closely
as possible, so for example if we've got an animated bob we can use bob.gotoAndPlay(bob.currentframe+1),
to add a bob to a playField it's as simple as playField.addChild(bob) etc.<br />
Depth sorting is in there too which makes life so much simpler ( The PlayField class
is basically a list manager, making sure the bobs are always in the order we want.
That's all depth sorting is really, just specifying what order to plot things in ).<br /><br />
One thing I stumbled upon the other day was the very sexy stage.invalidate(); To put
it simply it's a way of flagging up the stage has been made dirty ( Altered ). If
you have a stage.addEventListener(Event.RENDER,update);<br />
listener, then when a stage.invalidate() is called at the end of the frame just before
plotting everything our update method is called ( Via the RENDER event ). This means
we don't have to call the update method as we usually would during our enterFrame
main loop, in effect it handles itself, like the real display list does.<br /><br />
With using that, Vector lists which we loop through, lock / unlock etc. it all runs
pretty quickly. Benchmarks I find are always a bit throwaway unless they're part of
a really detailed set of comparisons, it's so easy to put a bit of spin on them to
prove your code is the fastest.<br />
Obviously I can't be bothered to do proper benchmarks, so prepare for some spin. DMC
is running 6 layers of parallax on a 640x480 screen. It's got a handful of box2D objects
( The images are bitmaps rather than plotted via the blitter ) . In the screen grab
above I think it's running 70 rain particles, but when I was testing I cranked that
up to 500 just to push things. We've also got up to 80 glass particles ( Those little
blue pixels at the top right of the grab ), soft particles for the smoke ( It's the
first time I've used for particles for that as opposed to just pre-rendered images
) and there are 20 bits of debris spinning around in 3D, along with car door which
rotates around in 3D too. With all that running it didn't drop a frame, stayed at
a rock solid 35fps.<br /><br />
I think damage maps may speed things up in certain situations, but I'm more than happy
with how it's performing right now, so that can be done if it's needed.<br /><br />
And that dear reader is how our blitter works.<br /><br />
Squize.<br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=b60aaf4d-c94b-4e4a-b7cf-cadf9fb0c74e" /></div>
    </content>
  </entry>
  <entry>
    <title>Zap and some Flash CS5/iPhone tips</title>
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    <published>2010-02-26T14:32:12.5530000+01:00</published>
    <updated>2010-02-26T14:34:17.1454463+01:00</updated>
    <category term="game development" label="game development" scheme="http://blog.gamingyourway.com/CategoryView,category,game%2Bdevelopment.aspx" />
    <category term="iPhone" label="iPhone" scheme="http://blog.gamingyourway.com/CategoryView,category,iPhone.aspx" />
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">I hate using such a search engine friendly
title to a blog post, we normally bask in the willfully obscure, but as this may actually
contain something of interest as opposed to the usual random words I figured it was
worth at least trying to vaguely flag it up.<br /><br />
Let's start with a big caveat. I developed <a href="http://zap.gamingyourway.com/">Zap</a> using
the beta version(s) of Flash CS5, and due to it's very nature it's not the final finished
product. That means a couple of things, firstly that the launch version is going to
be better than the one I used, the Flash team are really breaking their necks with
the iPhone exporter and just doing great work. Secondly as it was beta software things
are pretty fluid. I really honestly doubt that there are going to be any major changes
so soon to release, but some of these tips may not be valid on release.<br />
One last thing, being on the beta program means being under a NDA. In terms of this
post it means I won't be going into technical things, performance or new API's etc.
Think of this more as a primer which can hopefully give you a little head start than
a sneak peek at what's under the hood.<br /><br />
Ok, the main thing is eeking out as much performance as you can.<br /><br />
* Vectors / Drawing API / Gradients. No, no and no. We're bitmaps all the way baby.<br />
* BlendModes. Think more about burning the effect you want onto the bitmap itself.<br />
* MovieClips. Save them for intros and title screens, avoid them in-game, as you just
can't cache them efficiently so you're hitting the slower vector plotter.<br />
* Text. It's slow enough when running in a swf. Time to code yourself a text plotter
using bitmaps ( Like Movieclips, for in-game anyway. Top and Tails performance is
never really a big issue )<br />
* CacheAsBitmap. He's going to be your new best friend, love him and cherish him,
as he'll give you much better performance ( There is a new cache command too, but
NDA and all that ).<br />
Some things to keep in mind, setting sprite.visible=false wipes the cache, so when
you use sprite.visible=true again you're forcing a re-cache. Altering the alpha property
also forces a re-cache ( As does scale etc. All the things I'm sure you're aware of
any way ). One thing I didn't know before starting on Zap was that if you holder.removeChild(sprite)
the cache is lost too, and that the cache only kicks in when the displayObject is
first added to the stage.<br />
In terms of how that hit my workflow, I had to change up and create all my sprites
/ bitmaps in each classes constructor and add them to the stage hidden off to the
side.<br />
When you first launch an app on the iPhone the "boot" picture appears straight away.
Make sure that the very first thing you do is have a copy of that same image sitting
topmost on your stage. Then you can call all your constructors and create all your
display assets hidden under that cover, and when everything is in place you just transition
that screen out. It hides any nasty stutters whilst the game makes everything it needs
( Using Zap as an example, the boot pic is our logo with "loading" text displayed
on it, with the same image minus the loading text in the game itself, so the change
from bootpic to game is pretty seamless ).<br />
* Every pixel counts. Only plot what you need to, abuse the swf background colour
as much as you can to save plotting.<br />
* Pooling. Hopefully this is something you're used to doing anyway, but it's really
vital when exporting to iPhone. During the constructor stage of my game I created
all the pools too. Just using a simple Vector list, or linked lists. Pooling is such
a simple thing to do and avoids any more object creation / deletion and stops the
garbage collector being a big fat processor hog.<br />
* Music. That loop that doesn't sound too bad on your PC at 32kps sounds really nasty
on your iPod, funny what with it being a music player first and foremost. It's not
a web game, push that bitrate up.<br />
* scrollRect. I usually use that for animating bobs ( Blitter objects, ie sprites
you plot with copyPixels or by adding the Bitmap directly to your stage ), using it
to view a window on a sprite sheet to make it look like a sprite is animating, all
nice simple stuff. I only had the briefest of tests with it on the iPhone, and I think
it could be a texture memory hog, so the best way may be to just copyPixel each frame
as you need it ( I've really not tested this to death so this could be complete arse,
I was using a really big sprite sheet, so for now take this point with a pinch of
salt ).<br />
* Think blitter. Our good friend <a href="http://www.photonstorm.com/">Rich</a> showed
me a blitter engine running on the iPod and it was really impressive. Blitting really
is the way to go, just one canvas and plot all your pixels to it. I've just finished
our own blitter engine for the up coming "<i>Destroy More Cars</i>" game which will
be handy for future iPhone games. I'll post more details about that another time (
I'm tempted to open source it, but I really can't be doing with "This feature doesn't
work" feedback. It doesn't ? Write your fucking own then ).<br />
* Petty things. Mark your classes as final where you can, don't divide by two when
you can multiply by 0.5, stop events from propagating. All tiny tiny things, but every
little helps.<br />
* Remember startDrag ? Sure you do, we all used it back in Flash 5. You're designing
for the sexy iPhone now, it's not a mouse interface, let the player drag things around
in a sexy way, they'll love you that little bit more for it. Apple have lots and lots
of style guide docs, give them a read, it still applies to us even if we're Flash
kids.<br /><br />
In terms of workflow, if you use Flex or FlashDevelop then you're not wanting to go
back to the IDE in a hurry, it's too much of a shock to the system. I stuck with Flex
( By that I mean coding as3 in it, not mxml, there's still so much confusion about
it even now ) and with including the AIR swc got auto-complete goodness on all the
new commands. Lovely. Because Zap doesn't use anything really iPhone specific that
needs to be on the device to test, I just added a simple test. If it's running via
Flex check the keyboard and use that, if it's on the device don't run the keyboard
code and revert to just mouse events.<br />
I can't emphasis how much time this saved. You surely know the difference in compile
time from Flex / FD compared to the IDE anyway, who wants to go running back to that
? It's not always going to be possible, but where you can make a version that can
be tested off the device.<br />
( In saying that, still test often on your device just to ensure that you're getting
the performance you expect ).<br /><br />
How I set it up was having an empty fla with the iPhone publish settings in it, which
just pulled in my classes. With CS4/5 supporting &lt;embed&gt; you don't have to change
a line of your code, just use a different fla for laying out your assets for import.
Using an empty fla just feels cleaner to me ( In actual fact I used two, one for testing
and one for distribution, as you have to use different certs / profiles for each,
more on that below ).<br /><br />
Moving on to Apple related things, brace yourself, this isn't the same as uploading
a game to newgrounds. We've all read that getting a game published on the App Store
is so easy and pain free, but that's mainly coming from people who are more used to
the hell of developing for consoles, not Flash.<br />
You're going to have to pay your $99 or whatever it is to register as a developer
with Apple. My advice here is just register as a person rather than a company, it's
a lot less hoops to jump through, plus when it comes to the App Store you can use
a company name anyway which is searchable.<br /><br />
Next up is getting a cert and provisioning profile so you can test the game on your
device. On the Mac that's fairly straight forward, on Windows it's a couple more things
to do, our mate Iain touched on it in his blog <a href="http://blog.iainlobb.com/2010/02/monster-ball-free-iphone-game-made-with.html">post</a> about
his iPhone game. Come launch time I'm sure the web will be sinking under the weight
of tutorials on how to do it.<br />
One thing with the provisioning profile is that you can add devices to it. We couldn't
really get access to any non-3GS / 3rd gen devices which restricted our testing, but
you really want to be bugging everyone you know with an Apple machine for their device
IDs so you can send out builds of your game for testing.<br /><br />
Come the glorious day that your app is ready to submit remember you'll need a distribution
profile and cert. Also remember to re-read all the Apple guidelines, you don't want
your game knocked back because of a silly mistake. You'll need to supple a link to
a support site for the app, so prepare to remember your html skills that you've forgotten
( We just used the zap preview page, added a link to the contact form and job done.
We've got a pimping and support page all in one ).<br />
One last submission tip, when setting the release date, set it off in the ( Near )
future. If you leave it as todays date then when the game is passed at least 2/3 days
after todays date it will be hidden in the latest releases ( Say you submit your app
today, the 26th, and leave that as the release date. The game is accepted on the 28th.
Your game will be classed as being launched on the 26th even though no one can actually
buy it 'til the 28th, and even then it's got to filter around all the worldwide App
Stores. This means all the games released after the 26th will be shown above yours
in any latest games list ).<br />
Once the app is approved, dive into itune connect and alter the launch date to tomorrow.<br /><br />
I think that's it. Hopefully I've not said anything I shouldn't have and got myself
into trouble. If I have then I'll just lie and say my Mum is ill and start crying,
no one will give me a bollocking then. When you do finally get your hands on the brand
new Flash CS5 have a good google around for Apple developer forums. Every possible
problem you'll ever have with submitting game has already been covered off by other
people, the iPhone development community is huge and excellent, imagine our community
without all the "I need teh codez lol!" and that's pretty much it.<br /><br />
Squize.<br /><br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=7411978e-9a1d-408f-800f-4995799760c9" /></div>
    </content>
  </entry>
  <entry>
    <title>Today is a good day</title>
    <link rel="alternate" type="text/html" href="http://blog.gamingyourway.com/PermaLink,guid,76020262-6777-4e9b-9155-90d4375effde.aspx" />
    <id>http://blog.gamingyourway.com/PermaLink,guid,76020262-6777-4e9b-9155-90d4375effde.aspx</id>
    <published>2010-02-23T18:13:57.2557174+01:00</published>
    <updated>2010-02-23T18:13:57.2557174+01:00</updated>
    <category term="news" label="news" scheme="http://blog.gamingyourway.com/CategoryView,category,news.aspx" />
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Sometimes it's just nice to celebrate the
good things, so I'm going to be self indulgent and do just that.<br /><br /><a href="http://www.kongregate.com/games/GamingYourWay/ionic">Ionic</a> got a great
review at <a href="http://jayisgames.com/archives/2010/02/ionic.php">JayIsGames</a> the
other day, ok the score wasn't the greatest, but we can live with that, it's not the
most usual of games and falls slightly between two stools. I'm proud of it and still
enjoy playing it, so anything else is just a bonus. It's also doing quite nicely in
terms of traffic, not huge numbers but a good steady amount each day, and we've not
overly pushed the distribution yet.<br /><br />
Zap ( App Store <a href="http://itunes.com/apps/GamingYourWay/zap">link</a>, or video <a href="http://zap.gamingyourway.com/">preview</a> )
was cited as an example Flash CS5 app at <a href="http://www.fitc.ca/">FITC</a>,<br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/x2_bb4593.jpg" alt="x2_bb4593.jpg" height="395" width="548" border="0" /><br /><br /><font size="1">Thanks to <a href="http://twitter.com/kdsh7">@kdsh7</a> for the photo</font><br /><br /><div align="left">So it's not always the dark picture we usually paint, some days
it's worth waking up for.<br /><br />
On the subject of Zap I guess I should post some of the things we learned about exporting
to the iPhone with CS5 in the next couple of days, as it will be handy for everyone
come the day of launch.<br /><br />
Squize.<br /></div></div><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=76020262-6777-4e9b-9155-90d4375effde" /></div>
    </content>
  </entry>
  <entry>
    <title>GamesChart Q&amp;A</title>
    <link rel="alternate" type="text/html" href="http://blog.gamingyourway.com/PermaLink,guid,6f2d5f83-24c0-4374-a677-a5778d18f1b6.aspx" />
    <id>http://blog.gamingyourway.com/PermaLink,guid,6f2d5f83-24c0-4374-a677-a5778d18f1b6.aspx</id>
    <published>2010-02-19T14:45:30.3300000+01:00</published>
    <updated>2010-02-19T14:50:23.7802749+01:00</updated>
    <category term="Interview" label="Interview" scheme="http://blog.gamingyourway.com/CategoryView,category,Interview.aspx" />
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">This is a whopper of a post. You may want
to grab a drink before you sit down to read it. Ready ?<br /><br />
Barry kindly granted us an interview about <a href="http://gameschart.com/">GamesChart</a> as
I imagine a lot of you have a lot of questions about it, just like we did. That's
more than enough intro, there's about 8 meg of text below.<br /><br /><br /><b>Q</b>: Twitter pitch. 140 chars or less, what exactly is GamesChart ?<br /><br /><blockquote>How about 39..? ‘GamesChart is the chart for online games’.<br /></blockquote><br /><b>Q</b>: Slightly longer pitch, sell it to us.<br /><br /><blockquote>There’s three sides to this coin really, in terms of benefits GamesChart
helps Developers seed and monetize their games, GamesChart helps Publishers drive
cost effective targeted traffic to their sites and GamesChart helps Gamers to access
some of the best online games the internet has to offer. The technology platform is
built around an API that tracks your game wherever it goes and gives you the option
to display charts within your game. Although GamesChart works on any game portal,
going to <a href="http://www.gameschart.com">www.GamesChart.com</a> and clicking on
the small GamesChart icon in the corner of any of the games is the easiest way to
see how it works.<br /></blockquote><br /><b>Q</b>: I don't know if you've heard, but us developers are all about the cash.
Art is dead, money is king. Why should we be dropping the API into our games ?<br /><br /><blockquote>Different things will motivate different people, but there are a number
of very good reasons why you’d probably want to. If you are the competitive type,
then you’re probably going to want to see how your game ranks against all the other
games that get released. If you’re the kind of person that would prefer not to spend
hours emailing portals, then it’s worth noting that there’s a publisher revenue share
and that portals actually need to upload your game before they can bid on any traffic
going to that game… that one thing alone will give your games a huge viral boost.
Last of all, the money… which I guess leads me on to your next question.<br /></blockquote><br /><b>Q</b>: Let's be blunt, how much per click ? Are we going to be able to order that
solid gold Helicopter which we've got our eye on ?<br /><br /><blockquote>Probably not. We’ve all been there, we all know that everyone believes
their next game is going to earn them a million dollars, be picked up by a console
publisher and then get made into a blockbuster movie starring Arnold Schwarzenegger.
However, we are confident that Flash Game Developers will not just be able to increase
the popularity of their game by including it the games chart, but also generate healthy
revenues. Bid-based Pay Per Click is an extremely effective and fully accountable
method for Publishers to drive traffic to their sites. Each ‘click’ will be worth
a different amount to each publisher depending on where geographically that click
comes from, the type of game it originated from and other campaign settings.<br /><br />
We’ve been noticing recently that people have been bidding an average of $0.60 per
click for ‘flash game’ related keywords on certain popular advertising-word based
pay per click system. Now of course, we’d be over the moon if that was the case with
GamesChart and if it were, then a developer would stand to earn up to 50% of that.
If you were an excitable chap, and you think all your games players are based from
the US or Europe, confident that your CTR will be at least 10% and you’re generating
5 million plays a month… then you’d probably want to get out your calculator and start
making plans for that solid gold helicopter.<br /></blockquote><br /><b>Q</b>: China, 20 billion people living there, but no advertising revenue. How will
geography affect the revenue ? Is it a case of if the games big in Russia then well
done, but we're not going to benefit from it ?<br /><br /><blockquote>What can you do, it’s a fact of life. Your free to play flash games will
end up being played by people in Russia and China - our advice is just to roll with
it.. with GamesChart every play counts and even if you do get an extra 2 million plays
a month in those territories, your game will quickly move up the charts and expose
you to new audiences in territories that people do want to bid on.<br /></blockquote><br /><b>Q</b>: On the subject of the API, easy to use ? Doesn't break things like bitmap.draw()
which other systems do ? Nice easy testing ground to check it's all good before pushing
the game out into the wild ?<br /><br /><blockquote>The GamesChart API is very easy to implement.  Developers have the
option to add the API by dragging the GamesChart component to the stage. This requires
no code adding to the game at all. The game can then be tested locally before being
uploaded to the GamesChart website.<br /></blockquote><br /><b>Q</b>: Ok, you've sold us. I'm going to drop the API in. What about other API's
though ? Are we cool with cpmStar, mochi version control, GamerSafe etc. ?<br /><br /><blockquote>Sure, no problem. The exposure your game will receive from GamesChart
will actually result in more revenue from other third party services you use in your
game, so if you can find a way to get all of these API’s into your game AND GamesChart..
that’s awesome! Just to clear this up, we don’t consider ourselves to be in competition
with anyone. In fact, in order to save you time, we actually give developers the option
to upload their Mochi Games Pack to the GamesChart console. We’re also in discussions
to include other third party API’s in our developer pack too, including the great
new multiplayer API from <a href="http://playerio.com/">Player.io</a><br /></blockquote><br /><b>Q</b>: Does adding the API affect the game in any way ? Is it a big bloaty monster
? Will anyone have to change the way they've set their game up to get it in there
and working ?<br /><br /><blockquote>You can modify the API to fit into any game and the developer is given
complete control over how and where it is displayed so that they don’t have to compromise
their game to accommodate it. It’s a tiny file that won’t hurt performance in the
slightest, why not have a look - <a href="http://wiki.gameschart.com/index.php/GamesChart_Developer_Pack">http://wiki.gameschart.com/index.php/GamesChart_Developer_Pack</a><br /></blockquote><blockquote>It’s completely optional to display the GamesChart API in
your game. Even if you do decide to disable the charts within the game, your game
is still eligible to appear in the charts. Developers have the ability to remotely
enable/disable a little 40px icon that appears in their game. It’s very low key and
most developers decide to place it in the corner of their stage.<br /></blockquote><br /><b>Q</b>: Adobe are doing a similar-ish thing, a kind of YouTube-esque system showing
games you could like ( The name of the project escapes me, and it doesn't seem to
have had much of a push yet ). I'm guessing two systems can't be sitting in the same
game easily, why GamesChart over the official first party offering ?<br /><br /><blockquote>I haven’t heard much from Adobe these days apart from the iPhone &amp;
iPad discussions, but if you are referring to Youtube’s recent patent application
in relation to a "Web-Based System for Generation of Interactive Games Based on Digital
Videos", it’s hard to say how much we will have in common. I guess we’ll have to wait
and see, it does ‘sound’ interesting though.<br /></blockquote><br /><b>Q</b>: The crux of GamesChart is to push traffic to sites, how are you differing
from more well established methods of throwing traffic to sites willing to pay for
it ?<br /><br /><blockquote>GamesChart is a distilled version of more established methods.  Why
make a player sit through a 20 second advert when all they want to do is play a game?
 We offer an efficient method of delivering traffic that is shaped and informed
by the way flash game players use the Internet.  The result is a low cost, high
value click-delivering juggernaut.<br /></blockquote><br /><b>Q</b>: Sponsorship in itself is a great way to bring home the traffic. Say this
goes huge, could it have an impact on sponsor prices ? I mean why pay for the whole
game when you can just pay for it's clicks.<br /><br /><blockquote>Interesting question.. Sponsorship is often a one-time shot, whereas GamesChart
may actually prove, over time, to be a more sustainable means of generating revenue
for Flash Game Developers. We know how important sponsorship is to developers, so
GamesChart is designed to be complementary. You can place it anywhere in your game
and it’s flexible enough to meet the requirements of most sponsors.<br /></blockquote><blockquote>Flash Game License is a brilliant service for developers
precisely because it provides a fair and open market to buy and sell sponsorship deals.
 The GamesChart publisher bidding system is also open and transparent, which
means healthy publisher competition and the highest possible CPC earnings for developers.<br /></blockquote><br /><b>Q</b>: Look at my game, it's sex, it really is. Oh, it's slipped out of the charts.
That's it then ? Will games which fall out of the charts just tumble into a void of
never making any money again ? If it's say a 20 minute job to add the API, test it
and upload it, and my game is in the charts for only a day, or never even makes it
in there, isn't that a waste of 20 mins ? You guys will still be getting exposure
due to the viral nature of games, but me as the dev have basically just helped you
out.<br /><br /><blockquote>I think it’s important to clarify that revenue is only generated from
outbound clicks from a developer’s game, so there is actually no requirement to ever
appear in any of the charts in order to keep earning money. However getting your game
into the Top 10 will result in a massive boost in game impressions which will also
have a direct impact on any revenues you earn through GamesChart and  from other
third party APIs.<br /></blockquote><blockquote>At the moment, you’re only able to see ‘The Official GamesChart’,
we’ll also be adding multiple game category charts over time. Now you may have noticed
on the game upload facility that there are a number of category options available.
These will help define new charts that will appear in the API; charts like the ‘Puzzle
Games Chart’, ‘Action Games Chart, ‘Racing Games Chart’ etc… keep an eye out for the
‘What’s Hot Chart’ and ‘Top Rated Chart’. The introduction of these new charts will
enable everyone to have a shot at gaining fame and notoriety.<br /></blockquote><br /><b>Q</b>: On a similar theme, won't the charts just be dominated by the big hitters
? Won't a Fancy Pants 5 or a Bloons 12 just be permanent fixtures on top of the charts
? Great for those guys, but for everyone else ?<br /><br /><blockquote>Well the Official Games Chart is based on the total previous weeks game
plays for each game. It’s just one of the many charts that through targeting will
be presented to the gamer, but it is an accurate reflection of how popular that game
is at the time. Games will naturally fade in and fade out of the charts in the same
way music does with the music charts… If over time this chart is less dynamic than
the other charts, then we might choose to focus gamer’s attention on the ‘What’s Hot
Chart’ or some of the other category charts instead.<br /><br /></blockquote><b>Q</b>: Mochi distribution is a thing of beauty, they spread a game
like VD in the Navy. Are you guys going to be running a distribution model ? Have
you looked at partnering with services like <a href="http://flashgamedistribution.com/">FlashGameDistribution</a> who
also provide a great service ?<br /><blockquote>Mochi distribution is pretty awesome and we’d also love to partner with
Adam and his great service at FlashGamesDistributon. However I have a feeling that
if your game features in any of the GamesChart top ten charts.. it will experience
achieve such a distribution kick up the proverbial, you’ll probably fall over with
shock.<br /></blockquote><br /><b>Q</b>: We've all got games gathering dust on our hardrives. Is it good to upload
them to GamesChart to try and squeeze every last penny out of them ?<br /><br /><blockquote>Wouldn’t you rather find out, than leave them there? If they’re good,
then they will receive a new lease of life.. if they’re gathering dust on your hard
drive for a reason ..then we make no promises ;)<br /></blockquote><br /><b>Q</b>: On a similar note, are you worried about the charts being flooded with crap
whilst people take to it ?<br /><br /><blockquote>Not at all. It’s early days, but if someone adds a decent game now, it
will probably dominate the top of the charts for a couple of weeks yet. People are
naturally hesitant and have been using some of their earlier games to check us out.
Don’t worry, it’ll soon drop out of the charts.<br /></blockquote><br /><b>Q</b>: What are you doing in terms of sponsors good will ? Have you being speaking
to those guys, and what is their take on it ? I'm thinking in terms of their support
when it comes to adding the API, are they going to see it as potential threat ? A
lot of sponsors aren't loving microtransactions, are many loving GamesChart ?<br /><br /><blockquote>A lot of these Sponsors used to be Flash Developers themselves and the
feedback we have been receiving so far has been more questions than comments. Those
Sponsors who would like the games they have sponsored to feature in the charts, but
would prefer that the games didn’t display the API, can always ask the developer to
disable it. The GamesChart technology has been designed to be flexible enough to meet
the requirements of most Sponsors.<br /></blockquote><br /><b>Q</b>: What track record have you guys got before starting the GamesChart project
? I'm guessing it's not just you in a room with a well thumbed php manual.<br /><br /><blockquote>Not exactly no. The team we have assembled here for GamesChart are experienced
developers who have been involved in web development, online gaming, viral media and
social internet applications for many years. It’s a platform that has been built for
Flash Game Developers by Flash Game Developers… Some of us designed and built the
original GameJacket technology and have an acute appreciation of the complex issues
facing massively viral applications and flash games.<br /></blockquote><br /><b>Q</b>: I've got to touch on it, and it may be a little delicate still, but GameJacket.
You were the public face for it for so long, I don't think too many people were aware
you left a good 6 months or so before the end. Are you concerned you are going to
be known as "The GameJacket guy" when quite a lot of developers got stung ? Basically
people don't want to be in a similar situation a year down the line, what lessons
have you taken with you to GamesChart, is the company structured differently with
a different mission, different goals ?<br /><br /><blockquote>I will always be happy to be remembered as the Founder of GameJacket,
it took up a lot of my energy and I was proud that the company achieved the phenomenal
growth it did in such a short period of time. Working with Flash Game Developers,
following the development of their games and helping them to monetize and distribute
their games was personally very fulfilling.<br /></blockquote><blockquote>Ultimately there were good reasons why I felt it was necessary
to leave the company in December 2008. Although there's always going to be some fall
out from GameJacket because of the way things were handled in the six months after
I left, I hope people can understand that it wasn't easy for me to make that kind
of decision and I was genuinely saddened to hear that so many developers lost out
when the Company decided to close.<br /></blockquote><blockquote>GamesChart is structured very differently in terms of the
decision making process, which will result in a more ‘service’ driven approach towards
developers, publishers and gamers. We have some fantastic additions planned over the
next few months and we are looking forward to receiving feedback, comments and suggestions
about how we can improve GamesChart.<br /></blockquote><br /><b>Q</b>: If badgers were given guns, do you think they'd rob Post Offices, or just
carry on as normal ( ie walking slowly on roads when cars are coming ) ?<br /><br /><blockquote>With great power comes great responsibility... I think if you took a test
group of Badgers and handed them all guns, some badgers would obviously revel in the
fact they could cause carnage amongst their furry friends. However, the backlash from
more responsible woodland creatures would probably result in an uprising in badger
politics with spokes-badgers calling for the widespread peace and the unity of badger
kind. <a href="http://www.timesonline.co.uk/tol/news/uk/article1132020.ece">http://www.timesonline.co.uk/tol/news/uk/article1132020.ece</a><br /></blockquote><br />
We'd like to thank Barry for taking the time to answer these questions. If you have
any yourself pop them into the comments and we'll fire them over and try and cover
everything off.<br /><br />
On a side note, this post is our entry to this years Webby's in the "<i>Most times
one service was mentioned in one post</i>" category. We're clearing a space for the
award right now.<br /><br />
Squize.<br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=6f2d5f83-24c0-4374-a677-a5778d18f1b6" /></div>
    </content>
  </entry>
  <entry>
    <title>The games just don't want to stop</title>
    <link rel="alternate" type="text/html" href="http://blog.gamingyourway.com/PermaLink,guid,36d33d1f-31d5-42d4-b7be-e3ee3aae3ddf.aspx" />
    <id>http://blog.gamingyourway.com/PermaLink,guid,36d33d1f-31d5-42d4-b7be-e3ee3aae3ddf.aspx</id>
    <published>2010-02-15T02:03:30.2442688+01:00</published>
    <updated>2010-02-15T02:03:30.2442688+01:00</updated>
    <category term="iPhone" label="iPhone" scheme="http://blog.gamingyourway.com/CategoryView,category,iPhone.aspx" />
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Really busy weekend, I've been working on
my new Blitter engine ( More soon ), pimping <a href="http://www.kongregate.com/games/GamingYourWay/ionic">Ionic</a> and
also Zap went live at the same time.<br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/screenShot2.jpg" alt="screenShot2.jpg" border="0" height="320" width="480" /><br /><br /><div align="left">It's available now on the <a href="http://itunes.com/apps/GamingYourWay/zap">App
Store</a> for $0.99 / £0.59 / Whatever. If you've not seen the preview that we posted
the other day yet and want to see what it's like before you buy, why that's right <a href="http://zap.gamingyourway.com/">here</a>.<br /><br />
I'm waiting to hear from Adobe to see if I can get my NDA lifted so I can go into
some detail about the CS5 iPhone packager.<br /><br />
Squize.<br /></div></div><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=36d33d1f-31d5-42d4-b7be-e3ee3aae3ddf" /></div>
    </content>
  </entry>
  <entry>
    <title>Cry havoc and let slip the dogs of war</title>
    <link rel="alternate" type="text/html" href="http://blog.gamingyourway.com/PermaLink,guid,1294cade-1d5e-4e62-ba72-83aa175f2f03.aspx" />
    <id>http://blog.gamingyourway.com/PermaLink,guid,1294cade-1d5e-4e62-ba72-83aa175f2f03.aspx</id>
    <published>2010-02-12T20:14:26.5479404+01:00</published>
    <updated>2010-02-12T20:14:26.5479404+01:00</updated>
    <category term="games" label="games" scheme="http://blog.gamingyourway.com/CategoryView,category,games.aspx" />
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
        <div align="center">
          <img src="http://blog.gamingyourway.com/content/binary/ionic_dogsOfWar.jpg" alt="ionic_dogsOfWar.jpg" height="346" width="671" border="0" />
          <br />
          <br />
          <a href="http://www.arcadebomb.com/play/ionic.html">
            <font size="1">
              <b>Play here</b>
            </font>
          </a>
          <br />
          <br />
        </div>
Squize.<br /><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=1294cade-1d5e-4e62-ba72-83aa175f2f03" /></div>
    </content>
  </entry>
  <entry>
    <title>Green, it's always good</title>
    <link rel="alternate" type="text/html" href="http://blog.gamingyourway.com/PermaLink,guid,9190ec3a-be65-4571-aeaf-05189dc649ba.aspx" />
    <id>http://blog.gamingyourway.com/PermaLink,guid,9190ec3a-be65-4571-aeaf-05189dc649ba.aspx</id>
    <published>2010-02-11T00:45:12.6640000+01:00</published>
    <updated>2010-02-12T00:46:55.2721671+01:00</updated>
    <category term="iPhone" label="iPhone" scheme="http://blog.gamingyourway.com/CategoryView,category,iPhone.aspx" />
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Guess what that little green light means
?<br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/approved.png" alt="approved.png" width="211" height="195" border="0" /><br /><br /><div align="left">It means it's approved. With a little bit of luck our first iPhone
game should be available for people to buy ( And then bitch about in the reviews )
tomorrow some time.<br /><br />
Word is, Zap isn't going to be the only game to spew forth from our creative loins
tomorrow either.<br /><br /></div></div>
Squize.<br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=9190ec3a-be65-4571-aeaf-05189dc649ba" /></div>
    </content>
  </entry>
</feed>