Category: development

D’oh! Game Maker Studio requires a Mac to build an OS X game

So, last night, for the first time I tried building a Game Maker Studio project to OS X. I was a little surprised to discover that apparently GM:Studio needs to connect to a Mac OS X system in order to complete its build process. This makes it a little bit of a problem to build OS X projects.

I guess the upshot of that is that it means that it is impossible to create OS X builds in a dev environment where there is no means to test them. On the other hand, I guess the true cost of Studio is around $2500 since I have to buy a Mac. But hey, I suppose that could be a tax deductible expense if I’m buying it for business purposes. I know they make them cheaper, but I probably wouldn’t buy a mini. Eh, maybe. I’ll have to kick it around and decide, but I’m more into the idea of getting a MacBook Pro.

Game Maker HTML5 and WordPress

Site traffic on the WordPress portion of csanyk.com is up due to Ludum Dare. According to my Jetpack stats counter, got about double my usual visits on Saturday, mostly as a result of posting my alpha build of Karyote. Traffic yesterday was about at the same level. It’s too early to know whether the increase in traffic will be sustained or not, but I’d expect there might be a small bump with a long tail.

This does not include hits of the actual Karyote game url, which is not hosted within my WordPress site. I haven’t looked at the awstats numbers yet, but I’m kindof curious to know many people are playing the game now.

I’d like to get my Game Maker HTML5 games better integrated to WordPress, but (as of the last time I played with doing that, during the GM:HTML5 beta, at least) it is tricky, and I haven’t gotten it working right yet.

Game Maker Studio auto-generates a basic HTML5 page for your game when you build it, but it’s not a simple matter to cut and paste the necessary code from that page into a WordPress page.

YoYoGames should probably think about providing CMS integrators so that people can have an easier time packaging their games in a way that allows them to integrate with WordPress, Blogger, Drupal, Django, and other CMS frameworks.

While I’m wishing, it’d also be cool if Studio has a feature allowing you to modify the template used to generate their HTML5 page. That feature could exist for all I know, I need to get more familiar with the HTML5 features of Studio.

Hopefully if they don’t, at least the dev community will step forward and address it.

Ludum Dare 24 Postmortem

I’ve posted a postmortem of my LD48 #24 project, over on my ludumdare.com journal.

After poking around for my old journal entries on ludumdare.com, I think they may purge content, so in case that’s true I’m mirroring the post below, after the cut:

(more…)

LD48 24: Evolution. Karyote alpha

It’s not much at all yet, but I have an alpha build of my entry for Ludum Dare 24: Evolution up and running in HTML5.

Karyote

It’s not really playable yet, at the moment I’m just working out some motion and object prototypes. Graphics are all placeholders. You’re always in the center. Move with the arrow keys. Left/Right turns, Up moves forward.

Somehow, I’m doing another game with a microorganism theme. LD#23 was Bactarium, LD#24 will be called Karyote. You control a single celled organism that mutates as you play.

I still need to figure out what exactly you’re doing in the game, but I have some ideas that I haven’t implemented yet, so I’m a little further along than it looks as far as the concept goes. I’m designing as I go, mainly this is design by fiddling around. That’s a dangerous way to go on any project, but when I don’t have much of an idea to begin with, I find it’s one of the most reliable ways of getting me going. Hopefully I’ve learned enough lessons from previous projects to avoid messing up the code architecture, so debugging and feature changes don’t turn into a nightmare toward deadline.

Ludum Dare 24 This Weekend

It wasn’t that long ago (late April, in fact) that I participated in my first Ludum Dare. I really enjoyed that experience, and am really looking forward to Ludum Dare 24 this weekend. I’ll be hanging out this weekend at our Cleveland Game Developers LD48 site, generously hosted at the Shaker Launch House space.

I plan to work solo, and entering my game into the compo, again, but one of these times I’d really like to get into a team and work on something as a group. For the weekend, I’ll be blogging on my page on the LD site, so be sure to check there and see how I’m doing.

I’m trying to think about my goals for the last LD48, and how I’ve grown since then and what my new goals should be.

LD 23 goals:

  1. Finish a solo project in 48 hours. Achievement unlocked!

LD 24 goals:

  1. Blog my progress as I go, self-documenting the development process. Last time I blogged a little bit, this time I want to take that further.
  2. Post playable builds as I go, not just at the very end. Last time I saw other people doing this, and I felt envious as they got feedback from people playing sneak-preview releases of their projects. I was super impressed that they managed to release something playable so quickly, but I have some ideas about how to accomplish that.
  3. Produce builds for Windows, OSX, and HTML5 to reach a wider audience. Last time, I was still using Game Maker 8.1 Professional for my project, which limited me to Windows. This time I’ll be using GM:Studio. This will be my first project targeting multiple platforms, so kindof a new thing.
  4. Use fellow CleGameDevs people for feedback and encouragement. We used IRC for this, and had our first night at a common space, which was good. I just want to do this more.
  5. Play and rate more entries. Last time I did play a lot of games during the rating period, and played even more after the rankings were posted.

Incorporating music into my game will probably remain a future goal, for now. I’ve experimented a little with FamiTracker, and may attempt to produce a little music for my game, but I still think becoming a chiptune artist is a far-away goal. I think music is a really important element of videogame design, but it’s probably better to have no music at all, rather than bad music. There are certain game themes which lend themselves to silence, so I can possibly use that, or I can make a game that has an overwhelming amount of sound effects in it, like my last LD48 entry. Or maybe I’ll get lucky and one of our musically talented CleGameDevs people will throw me some resources, and I’ll make it a Jam entry instead of a Compo entry.

Tonight and tomorrow I plan to go over my preparation checklist and make sure I am ready. Gotta make sure all my software is up to date and working properly.

Making a Configuration System in Game Maker, part 2: Requirements

If you haven’t yet, go back and read Part 1

Design choices

Since we’re starting from (basically) nothing, we have a lot of decisions to make. Therefore, thinking about the design of your configuration system first before you start building things probably is a good idea.

Requirements

First, let’s think of the features that we need. When I brainstorm features, I tend to go crazy. I think about everything I might possibly need. I think about all the things that would be OMG SO AWESOME to have. I find it helpful to do this, but I have learned that while having all these ideas is great and exciting, in the end you have to build everything, so every idea you come up with represents a lot of work and a lot of testing.

I’m only one person, working on these projects in my spare time — not a design house, or even a full-time lone developer, so if I want to ever have a hope of finishing my work, I have to scale back to the essentials. So why think about everything I can imagine?

  1. I like my imagination. It’s awesome, and using it is fun.
  2. The more I think about things, the better my ideas get.
  3. When I think complex, even if I don’t ever build the whole thing, I can at least create a design that will better accommodate further development later if I want to extend the basic implementation. I might do the extending, or someone else might do it later; it doesn’t matter. Building code as a foundation for future code is a good thing if you can manage to do it. Doing so correctly means avoiding having to repeat yourself in future projects.
  4. Even if I don’t have all the resources or talent that I might need in order to implement a design, having a good design documents makes it that much more likely to inspire others to contribute something to the project.

A very simple Options system might consist only of a single screen. But as we’ll soon see, there may be need to break things up into multiple screens, especially if we have many different options or categories of options.

If we have multiple screens, we’re going to need a means of navigating between them. This can be as simple as a group of rooms with room_goto commands linking them up, or it can be something else.

To design our Configuration Options system, we need to address a few things:

  1. Features: What options do we want the user to be able to configure? What choices do we want each configuration option to have?
  2. Interface/Controls: How do we want to present these options to the user? How will the user interact with the interface to set it?
  3. Implementation/Integration: How do these configuration choices get applied, technically? How will these configuration options interface with the game itself?

Features

Some of these will be fairly standard, common to many games, while some will be highly specific to the specifics of this game. I’ll address the standard ones, but don’t worry — once you see how we implement the standard features, it will be easy to set up config options for the features that are unique to your game.

You don’t need to support all of these options, but the following list is a good start for what you might want to consider:

Graphics

PC hardware very commonly has different graphical capabilities, due to differences in hardware, particularly the video card and monitor. While just about any video card is going to be capable of playing most Game Maker games at full quality, there is still the monitor to contend with.

Display settings

It might be easiest to force a specific display mode, but that’s not a flexible approach and may not work for all players. By far, it’s better to assume that the display mode the game starts up in is the player’s preferred (or only) graphics mode, and leave it as is.

If you want to enable everyone to play your game, it’s a good idea to give them some control over how the graphics of your game will be displayed on their screen.

The easier approach is to allow the player to set the display settings through the computer’s control panel, and just run in whatever mode the display is set to when the game runs.

More professional looking games usually offer the play an in-game configuration menu that allows them to change the same settings without having to leave the game program. It’s a convenience, to be sure, but it does keep the user in your game.

Keep in mind, too, that in GameMaker, there’s a distinction drawn between the Display (the physical hardware), the Window, the Room, and the View. Most of what you might think could be accomplished by forcing a specific display configuration can be better accomplished through Widow, Room, and View settings.

  • Fullscreen or Windowed mode?
  • Display resolution
  • Aspect ratio
  • Refresh rate
  • Color depth

Fullscreen or windowed mode?

Most games play best in fullscreen mode, but sometimes players like the option of playing inside a window, as it allows them to switch between other applications more easily. The downside of this is that it becomes all too easy to mouse outside of the game window, and lose focus. You can set the game to pause if the window loses focus, but this is still annoying disruption and can mess the player up even with pausing the game.

When to run in a window?  As a general rule, I like to develop and debug my game in windowed mode, since it’s easier for me to get at other windows that I’m working in. But for finished games, I usually like the game to run fullscreen. I want the game experience to be distraction-free.

That’s not always the case, though. Casual style games, pausable games, puzzle games, and turn-based games that wait on you to act are good candidates to have a Windowed mode as an option.

Resolution

These days, it’s probably not necessary to change the display resolution. Just about everyone uses LCD displays with fixed resolution. While these screens are capable of emulating other resolutions, they do not look as good when they do. Games for mobile devices of course will play on a device with a specific resolution that cannot be changed.

In any case, the game should never force a specific resolution on the player; you may want to offer the player controls to allow them to change the resolution for themselves within your game interface, though.

If a player wants to set a specific resolution, they can always just use the display settings control panel on their computer. If you want to provide an interface for this to them in your game, you can, but it’s a convenience or luxury feature, not a necessity. Supporting multiple resolutions means a lot of extra work and testing for a developer, so unless you’re a professional studio with the resources for this, it’s probably better to focus on supporting one resolution well.

Don’t worry about supporting every possible display size right away, the amount of work it takes to do it well will kill your project. Instead, focus on making the game as good as it can possibly be in one default resolution, and if your game ends up being popular enough to warrant it, you can build resources (primarily different sized rooms) to support other display resolutions better.

If you do change display resolution in the game, keep in mind a few things:

  • Always change it back when you’re done. Use display_reset() for this. Keep in mind if the game crashes, this doesn’t get called, though, and may leave the computer in a resolution the player doesn’t want. This can panic a non-technical user.
  • Don’t change display settings without first testing them. Use display_test_all() with the settings you’re about to set, before you actually set them. Be sure to have some fallback code that gracefully handles what takes place if the new settings don’t test OK.

You probably do want to know what resolution display the game is playing on, though. There are a lot of reasons to need to know this. Use display_get_width() and display_get_height() to detect the display resolution. Note this will return the current settings for the display, not what the display’s maximum or native resolution is.

You should decide the minimum display resolution you’ll support. GameMaker’s default room resolution is 640×480, which is the old VGA standard resolution. This is a very safe resolution to use, because just about any display will support it, but is also quite tiny these days. It’s still not a bad resolution to start out with, though. The smaller the minimum resolution you support, the more devices your game will run on.

It’s good to support larger resolutions, too, of course. Most people do have larger displays these days, and it’s desirable to utilize all that space effectively. Very large display resolutions can introduce performance issues, though, so test your framerates when running at maximum resolution, and make sure they’re acceptable.

If you’re targeting a specific mobile device, learn what its native resolution is, and use that. Read up on guidelines for Android and iOS development to learn the recommendations other developers follow.

To accomodate other resolutions, there are a variety of approaches. You can create a series of rooms and HUD graphics to provide a tailor-fit screen for every resolution you support. This is a lot of extra work, though. Scaling the game to fill the display can be an OK approach to take, and requires a lot less effort, but will result in a less attractive game with blurry edges due to the way the Game Maker runner handles scaling graphics. Another approach is to letterbox — draw the game in its standard resolution at a fixed 1:1 scale, and leave a black border around the edge of the screen, framing the game window. This can be good, too, but if you have too much black border it can be annoying.

Aspect Ratio

These days, you also have to consider aspect ratios, the ratio of the width and height of the screen. In the old days, computer monitors and TV sets in the United States all used 4:3.

Today, it’s a different story. On the desktop alone, people may have 4:3, 16:9, or 8:5 (16:10) displays. 16:9 is pretty quickly becoming the most common, particularly in 1920×1080 (1080p), and is also the ratio of HDTV, so if you have any desire to port your game to a game console, you may want to start out at 16:9.

And there are still others, albeit less common ones. If you’re planning on targeting a mobile platform, you’ve got even more possibilities.

If you’re building an HTML5 game, keep in mind that the browser window “chrome” (menus, toolbars, etc.) all take up space as well, which should be subtracted from the available display you have to run your game in, and this can change the effective “aspect ratio” of the web page unpredictably.

Enable/disable special effects which may affect performance (such as particles).

There are two main reasons for making these configurable: performance on slower machines, and user preference. Some players don’t like effects-heavy games, and prefer a sparse, cleaner visual experience without all the bells and whistles. Sometimes the screen can become so cluttered with particles that you can’t see the action, and it hurts your game rather than enhances it. So it’s nice to allow the player the option to not have these things in their game.

Refresh Rate and Color Depth

These settings are controllable in GameMaker, but there’s almost no reason for it. Most games shouldn’t have any need to mess with the color depth of the display.

In the 1990’s, it was more common to see variety here, but these days it’s pretty safe to assume that the computer will be running in 32-bit color mode. Oddball machines might be running in 16-bit or 24-bit color, and even more rarely you may encounter a display configured to run in 16-color or 256-color mode, but these are rare, and probably won’t have the necessary hardware to run a GameMaker game adequately anyway.

Refresh rate is probably also safe to leave alone. This setting is more pertinent to CRT displays, which are rapidly disappearing from the desktop computer landscape. Most LCD monitors use a 60Hz refresh rate, although there are LCD HDTVs that use 120Hz or 240Hz refresh rates. Older TVs used 30Hz.

Some people can notice a difference between refresh rates, and can tell you readily just by looking what refresh rate a monitor is using, especially if they are familiar with the display in question, but most people can’t, and don’t even think about such things if they’re even aware of them.

Some game developers will say that it’s a good idea to sync the room_speed of your game to the refresh rate. Keeping FPS and refresh in sync, or at least in a whole-number ratio, is not a bad idea. But the better way to do this is to set your room_speed to the display_get_frequency() or just assume a refresh rate of 60 and use a room_speed of 30 or 60. Keep in mind that regardless of what the room speed is set to, it’s fps that is the actual frame rate, and this usually fluctuates a bit.

Sound

  • Master volume
  • Music volume
  • Effects volume
  • Mute

Again, for the most part, these configuration options could be set by the user outside of the program, by using the volume knob on the speaker, or through the Sound and Volume control panel. But it’s a nice convenience to provide an interface to the user so they don’t have to leave your game to make adjustments. The nicest one is the separated music and effects volume. This will allow the player to adjust the mix to their taste.

One important thing to do is to remember the user’s preferred volume settings and automatically set them when the game runs, and set them back when the game exits.

The harder task will be to separate the volumes for the Master, Music, and Effects volume controls. Mute is actually very simple, and there are a few techniques that can be used. One way is to have a global variable called “mute”, and to set up a conditional before each and every sound function call. This is an inferior approach because it means you have to make sure you catch every single sound function call in all your code, whichis a pain to program. The other problem with it is that all those extra if (mute){} checks take processing power at runtime, albeit a tiny amount, it still adds up and could conceivably hurt performance.

The better way to handle mute is to simply setting the volume to 0. This is done with the sound_global_volume() function, which we also use for setting the master volume. The sounds still play, but at 0 volume, you don’t hear them. You don’t have to add code for every sound_play and sound_loop function in your code. And since the computer doesn’t have to ask every single time whether the game is muted or not, it’s a lot less processing. sound_global_volume(0) mutes your game, and sound_global_volume(1) restores the master volume to full. Use a global variable to store the setting for the master volume as well, so instead of restoring the volume to full blast on unmute, you set it back to the master volume value.
globalvar master_volume;
//master_volume is set in the config screen.
mute() {sound_global_volume = 0;}
unmute() {sound_global_volume = master_volume;}
You can put the Mute function into your game configuration menu, or you can make it more readily accessible to the player by creating a control for it that they can access while the game is playing.

Separate volume controls for bgm and sound effects will take a little more work, using the sound_volume() function to control the volume for each individual sound in your game, so we’ll cover that in detail later.

Note: GameMaker Studio 1.1 introduces an entirely new audio system. The above code samples work with the old system.

Controls

  • Provide the player with a screen showing the current settings, and allow them to set up their own custom settings.
  • Allow the player to save their custom settings as a profile, load from a profile, delete profiles.
  • Allow the player to reset the controls back to their default settings, or to select a custom profile (such as for different keyboard layouts, etc.).
  • Provide the player with options to use various input devices (keyboard? mouse? joystick/gamepad?)

Difficulty/Game Options

  • Difficulty (Easy/Normal/Hard)
  • Starting level
  • Enable/disable (or throttle) specific features
  • Number of lives
  • Text size/speed (if you’re displaying lots of dialogs)
  • etc.

This part is highly dependent upon your game. You can set up an interface to allow the user to set these things, but integrating them into your game will be highly dependent upon your game. Some things (number of lives, starting level) will be trivial to implement and integrate; others will take a great deal of design sense and playtesting.

High Scores/Achievements

An Achievements system, again, will be highly dependent on your game. But we can probably provide some abstractions that make it easier to implement your achievement system in a consistent way, such that the specifics may be different from game to game, but they way they are handled will be the same.

Some features we might like to see:

  • Record more than 10 high scores
  • Record other types of achievements
  • Record achievements per player account
  • Clear achievements
  • Upload scores/achievements to an online “Hall of Fame” server

Localization options

  • Language
  • Keyboard layout – keyboard layout could tie in well with the Controls. A user with a non-QWERTY keyboard could set that here, or have it be auto-detected from a system variable, and automatically update the keyboard controls with default keys appropriate to the layout map of the local keyboard. But then, the user should still be able to override these with their own preferences.

Save States/User Profiles

If your game stores user profiles or save state data, provide an interface to the user to do things with them. Common activities include:

  • Create new
  • Delete
  • Copy
  • Rename
  • Edit info (for user profile data, such as user name, password, and other profile data).

What’s in the save state file will be a bit beyond the scope of this series, and in any case should be highly dependent on your game. While I won’t tell you what to put in your savefile, I can tell you how to set up some file i/o functions that will enable you to read and write your savefile, and maybe some suggestions for how to protect this information, validate it, and format it.

It’s also a good idea to save the configuration settings themselves. Configuration settings (graphics, sounds, etc.) should be separate from game savestate data (My character’s name is XYZ, He is level N, his inventory consists of…, he has visited the following locations… he has achieved the following goals… etc.)

We have a few design choices for how we want to do the config save. The simplest would be to simply revert to defaults every time the game is launched (ie, not save anything, but remember a basic set of options that will definitely work on any system the game is run on.) From a user’s perspective, however, this would become annoying, as they will need to re-configure settings to their taste every time they quit the game. The next simplest approach would be to remember what the settings were the last time the user set them, and to remember the defaults in case the Last config profile gets corrupted.

This is probably as far as you really need to go; but once you are saving profiles, you’re not too far from allowing the player to save multiple configuration profiles, or per-user profiles. We’ll probably implement this later on as an advanced feature.

  • Other stuff

  • Network: These days, you may also want to have configurations options for network (TCP/IP settings, firewall/proxy server settings, etc.)
  • Social: Or you might want to have some kind of social networking features, such as sharing your game progress with your Facebook and Twitter friends, inviting friends to try out your game, or even send friends in-game items to help them, and so on.
  • Hall of Fame/Achievements: Or a “submit high score to server” feature. Or you might have a registration and payment screen.
  • Update Checker: Or a “check for updates/download/install” feature.

These things are much more complex to design and implement properly, and as such will be outside the scope of this tutorial for now, but it’s good to think about them!

Personally, I would like to see these type of features built in to Game Maker, and I hope that YoYoGames will incorporate features like this in time. When I say “built into Game Maker, I don’t  just mean having a library of available GML functions that one can use to build a configuration system out of. That is, after all, what we are going to do with this project. What I mean is, it would be nice if such a system existed as a ready-made component that you could just drop in to any project, and set up with just a few clicks or lines of code.

These features, and the interface the user will interact with to manage them, will be challenging and time-consuming to implement, and are not really “the game”. A good configuration system and interface is excellent polish for a professional-quality project. Game Maker’s purpose is to make game development easy by doing the hard technical stuff for you. So far, they’ve done that by focusing on the in-game building blocks that a designer would use to produce a play experience. Now that they’re turning Game Maker into a more professional tool, I hope that they’ll start thinking about including these kind of features, too.

Until then, we have to fend for ourselves. The above list of features represents a significant amount of work that we need to do. Setting up a system that is flexible enough to allow us to do this easily is no small task. If I’m lucky, by procrastinating long enough, I may find that they end up doing the work for me:) If I am going to do all this work, then I want to get the most return for that work that I possibly can by making a re-usable system that I can apply easily in any game. This means a de-coupled, generic system that can be adapted easily to a wide variety of projects. This is a good situation to create a Game Maker Extension (.gex). However, an extension will not give us a complete system — an Extension allows us to package a library of useful new GML functions that we write, but our built system will also need room, object, sprite, and sound resources, and a .gex cannot include those resources. Ultimately, this means that we may not be able to realize a dream of a drop-in system. But even providing better building blocks to create such a system would be better than nothing.

To begin, we’ll start small, and implement some basic things, and then iterate and refine our solution until we have something that hopefully works really well for a wide variety of games.

In our next article, we’ll discuss the code needed to make these configuration settings, as well as how to store and retrieve them.

Game Maker Studio 1.0 Launched

Today YoYoGames announced the launch of Game Maker Studio 1.0. This long-awaited release finally gives Game Maker developers the ability to build games that run natively on Windows, OS X, iOS, Android, and HTML5. I’d heard some time ago that there was a Symbian module in the works as well, but I don’t see any mention of it in their releases — I doubt that it will be missed. Also announced today is that Game Maker HTML5 is no longer a standalone product, and has been folded into Studio.

I participated in the HTML5 beta as well as the Studio beta, and reported a fair number of bugs. While I’m enthusiastic, I think it remains to be seen how successful the new Studio will be — the impression I’ve gotten from my limited work in HTML5 is that the differences of each platform impose constraints on a unified project, and often during the beta I found that stuff that worked in a Windows build didn’t in HTML5. Hopefully that’s all just part of the beta. I definitely like the direction YoYoGames has been headed in, and as long as they execute, it should be a good time to be a Game Maker developer.

The highlights of Studio:

  1. Multi-platform build targeting
  2. Source Control
  3. new built-in Physics features

Game Maker’s proprietary language, GML, is going through some redesign as well, but we probably won’t see the full vision for a time, until Game Maker 9 is released. With Studio 1.0, it seems that YoYoGames has started deprecating certain functions, in order to drop Windows-specific stuff and embrace a more platform-agnostic approach, which should mean that developers won’t have to worry about whether a given instruction makes is supported or makes sense on the OS they’re targeting. Hopefully this will encourage cross-platform application releases and make them the norm rather than the exception.

With the launch, YoYoGames announced pricing, and it’s a little different from what I expected. The base Studio Core (giving you Windows and OS X build capability) is $99. Considering that Game Maker Standard was $40, roughly doubling the price to give you access to OS X seems reasonable.

The HTML5 module is an additional $99. $199 was the original price of HTML5, so for $198 you get Studio with the HTML5 extension. I think a lot of Game Maker users were shocked at the price jump, but when you consider how cool it is to have the capability of distributing your games through the web with no extra plug in or extension needed to run, it’s awfully nice.

The mobile platform modules are another $199 each for OS X and Android. This means the full Studio suite will run a developer almost $600, or 15 times what it costs for Standard. YoYoGames justifies this by saying that these are optional modules for professional developers, and I’m sure it costs them lots of money to develop the runner for these platforms. It’s a bit odd to think that for just $200 you can reach 3 major platforms, but to get another two platforms it triples the price. In any case, the idea seems to be that the ease of selling on the mobile markets makes it worth the cost of the tools, and I’m glad they tiered their pricing rather than force everyone to pay full price all or nothing. Starting out at $99 or $200 is a lot more reasonable, and buying the mobile modules later takes a bit of the sting out of the price. Compared with Unity Pro, which is $1500 for its base, and an additional $400 each for iOS and Android, it’s still quite inexpensive as a professional developer tool.

http makes us all journalists.

Something I did made the paper a year ago, and I just now found out about it:

http://blogs.sfweekly.com/thesnitch/2011/09/anonymous_circulates_diy_press.php

The blog article mis-attributes the quote “http makes us all journalists” to Peter Fein, who I’ve never met or had any dealings with, but I actually came up with the slogan, and the 1.0 design of the press pass. [Update: It turns out that I have met Pete, but it was long after the fact of the BART protests. In fact, without realizing that he was the same person from the article above, I met him and his wife Elizabeth at Notacon9. I’m happy to report that they’re wonderful people.]

After I created the design, and it was put up the noisebridge wiki, I remember at the time a number of journalists took offense to the slogan, completely missing the point of it while being defensive about their college major or profession. I guess it stings when your career is threatened by the emergence of a new medium that the old guard doesn’t understand readily, misses the boat on, and you watch newspaper after newspaper go out of business or get swallowed up by corporate media conglomerates.

I get that Journalism is a serious discipline and has standards, most of which are completely gone from broadcast and publishing these days, but whatever, they’re important standards. Saying “http makes us all journalists” wasn’t meant to insult your diploma, your profession, your Peabody, or your Pulitzer.

The point was that the slogan is directly after a quotation of the full text of the first amendment, which guarantees freedom of the press. The internet, especially http, enables all of us to be our own press. Freedom of the Press isn’t just freedom for Journalists, but for artists and authors and everyone who has a mind to express thoughts with. “With HTTP, All Can Publish” might have been a more accurate slogan, but I came up with the idea in about 10 minutes, and I like the spirit of it, so I’ll stick with it. Frankly, I’d rather there be more agitated journalists in the world, rather than the corporate media shills that have largely supplanted them, while abdicating the Fourth Estate for a comfy paycheck. If you’re a journalist and the slogan pissed you off, good. If it inspired even one person in the general public to take up the mantle and aspire to become a serious journalist, even better.

I created the design when a friend in SF tweeting about the Bay Area Rapid Transit protests, that were happening at the time, said that people who didn’t have press passes were being denied access to the protest area. The protests were in response to a police shooting and killing of an homeless man who was on the prone on the ground at the time he was shot, and not a threat to anyone. That shouldn’t have happened. I felt strongly that the protesters had a right to protest and a right to cover their own actions and publish about it, so I created the press pass. It took maybe a half hour, a couple of rectangles in Illustrator, and I was done. The idea that the right to be present to cover an event should be limited to those who possess a Press pass struck me as an unconstitutional abridgment of rights reserved for all. So I created a Press pass for all.

The version I created didn’t have the photo of the Guy Fawkes wearing person in the ID photo. My idea was to take your own passport photo and put it in there — I measured everything out carefully to be sized correctly, and made the card the size of a ISO spec for an ID card that I found details on the internet.

The image at the right is the symbol for Noisebridge, a SF hackerspace that I’d like to visit someday. I ganked the image from their website and incorporated it into the design, since the friend who got the idea started was affiliated with them, and they were involved to some capacity in organizing the BART protests. I’ve met some cool people from Noisebridge who I consider to be good people: bright, conscientious, inquisitive, concerned.

The reverse of the press pass had the text of the First Amendment and the slogan “http makes us all journalists” which I meant to emphasize the fact that the internet is a truly democratizing force, enabling each and every one of us to communicate with everyone else, reaching people we might never otherwise have known about, and impossible to censor… though, they never do quit trying.

Someone else put the Guy Fawkes image in there, but you could just as well replace it with your own image if you wanted, as I originally intended. The “points system” for doing this or that with the pass to make it more authentic looking was also someone else’s idea, as was the information resources to help people know their rights. Each contributor acted freely of their own accord to contribute their ideas and built off of them without ever talking to each other. It is what you make it. Modify to suit your needs. Do what you want, be responsible for what you do. That’s the power true freedom gives you.

I’m not a member of Anonymous, as I’m not posting this anonymously. Anonymous does some good, some bad, just like anything else. I don’t know anything more about them than what you can read on the internet.

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More favorable coverage, with an image of the original design:

http://lafiga.firedoglake.com/2011/08/23/http-makes-us-all-journalists/

Ludum Dare 23 postmortem 3

(Part 1 | Part 2)

Making Enemies

Saturday I developed Enemy AI and Food. The first Enemy was actually done Friday, simply a renamed, re-colored (red) variant of Player with a collision event to handle contact with the Player, and the control scheme modified to have the Enemy bacteria follow the nearest Player bacterium, not the mouse.

What resulted from this was actually surprising: (more…)

Ludum Dare 23 postmortem 2

(Read Part 1)

Once I decided that my idea to create a game based on bacteria was both interesting and within my capability, I needed to figure out if it would be technically feasible. I knew that I would be working in Game Maker, because I know it the best and can get results quickly with it.

Choose Your Weapons

I toyed with the idea of (more…)