I moved this blog to http://www.koonsolo.com/news. Please point your RSS readers to the new blog! All posts on this blog have also been moved to the new one .
Have you heard of EpicWin? It’s an application for the iPhone that turns your todo list into a real life RPG. For every task you complete, you gain XP. This is a brilliant concept! It turns your boring todo list into something fun. Just watch the video below to get the idea.
Note: I use the term ‘Encapsulation’ as a language mechanism for restricting access to some of the object’s components. Others might call this ‘information hiding’.
Traditional Object Oriented Programming
In every object orientend programming course or book that I know, you get introduced to a concept called encapsulation. Encapsulation is a technique that allows you to protect implementation details while exposing only the interface. The advantage is that the rest of the code can only use the interface, and therefore is not dependent on the hidden implementation.
The thought behind the whole idea of encapsulation is that when implementing a class, you protect it against misuse. You make sure that the user can’t break it. You have total control over your class, and the user can only use that what you allow him to use. Another advantage is that providing a stable interface will protect implementation details that are likely to change, and therefore limiting interdependencies between software components. That is, it forces the users to do so.
Most Object Oriented programmers totally agree with all of the above, and I used to too. But that was until I met python. Read more…
I got great news for everyone who likes to create his/her own games. As you might know I started this blog because I wanted to share my knowledge on creating games. Developing games by myself allowed me to give some practical advice. But now I have the opportunity to do even more for you. As you can read in my latest blog post, my game company Koonsolo is shifting it’s focus from making games to making a game creation tool. Yes, that’s right! So next time you can leave all the technical stuff up to me, and focus on creating your dream game .
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A lot of myths exist about Linux users and the whole open source community. Because of these wrong assumptions, a lot of game developers still hesitate to support the Linux platform. As both a Linux user and an indie game developer, I want to educate everybody with hard facts about the advantages of supporting Linux.
I wrote my original article on game loops a few years ago, and it’s nice to see that it’s still popular today. Recently I stumbled upon some game loop lecture slides of Aaron D. Lanterman, and he seems to use my game loop article as a reference . He even has a video of his session online. So if you had a hard time understanding my article, maybe you should check out that video. It might make things more clear.
During the development of your game, you should already do some marketing. This way you line up some customers to buy your game once its released. But marketing means revealing parts of your game. And when developing an innovative game, your primary fear might be that someone is going to steal your idea, and… (Tune from Jaws here) daaa dum daaa dum daaa dum… bring out a cloned game sooner than you! AAAARRRRGGGG!
Well… I got news for you: nobody is going to steal your idea.
Take a look at Braid or Tower of Goo for example. Both are innovative games, both revealed their concept long before their release. And you know what? Nobody stole their idea.
Next to these two masterpieces, I’m shamelessly going to use my own game Mystic Mine as an example. To be honest I was indeed scared that someone would steel the idea of those impossible “Escher”-levels. But you know what? Nobody did! And if you think of it, this makes perfect sense. Why would you clone a game that hasn’t yet proven itself in the market? And if it’s already popular before release, people are waiting for the original game, not the clone. Besides, are you sure you will put the game faster on the market? It just doesn’t makes sense to clone a game that hasn’t been released yet. And your fellow indie game developers, they all have their own game ideas to develop.
So market the hell out of your game while working on it, and don’t worry about someone steeling your idea or concept. Now go do it! What are you waiting for?
As a kid I saw the animation movie Fire & Ice, and absolutely loved it. Back then I didn’t know the creator was successfully competing with a big corporation like Disney. You should definitely check out this video with the creator of that animation movie, Ralph Bakshi, on how to compete as a small studio.
Indie and casual game developers can sell their games through various portals. Unfortunately these portals offer very low royalty rates (about 25% to 35%). Some ‘developer friendly’ portals offer 40%. Remark that this percentage is not calculated on the game’s price, but on the ‘net revenue”, which means that when a game is sold, first some payment processing fees and other costs are deducted, and you will get the % of what’s left. And you know what, it doesn’t stop there. Portals make sure they stay in control by forcing following policies: Read more…