Category: games

Mario on iOS, Nintendo copyright takedown

Nintendo announced the first (authorized) appearance of Mario on iPhone a few days ago:

There’s much to be made of this.

Ten years ago, while the Wii was selling phenomenally well, there were some wild rumors about Nintendo and Apple teaming up to bring games to the Apple TV device. But, while tantalizing, these rumors never panned out, nor really made sense. While both companies were extremely successful on their own, they didn’t really seem to need each other, or have any reason to cooperate. Nintendo software licensees could have certainly helped put Apple TV in many more homes, but what could Apple have offered Nintendo, who weren’t having any trouble selling the Wii?

Fast forward to 2016, and the successor to the Wii, the Wii U, is widely regarded as a misstep for Nintendo, and now it appears maybe they do need some help. But rather than looking for it in the living room, where they are poised to launch their next-generation NX console in a few months, right now they are going straight for the pocket. Meanwhile, Apple’s huge hit from 2006, the iPhone, has been a juggernaut for much of these last ten years. And here is where Apple and Nintendo can help each other out.

It’s the first time in decades that Nintendo has put software out on a platform that it does not own. This could be seen as a concession that Nintendo is no longer dominant in gaming hardware, or simply an acknowledgment of the vitality of the mobile gaming market. While Nintendo have been hugely dominant in the handheld market since they released the Game Boy in 1989, smartphone and tablet devices have in the last decade created an even bigger market for games. With the massive success of Pokemon Go earlier this year, the writing was on the wall, and Nintendo making this move now only makes sense. In fact, it’s probably overdue.

Entitled Super Mario Run, it appears to be an endless runner type game rather than a typical 2D platformer. Due to the iPhone touch screen being the only controls, and a desire to make the game playable one-handed, this design addresses the constraints imposed by the user interface in about the only way that would work well.

More Nintendo Copyright Takedowns

Nintendo also made headlines this week by issuing takedown notices for a large number of unauthorized games that infringe upon Nintendo-owned trademarks, particularly Mario and Pokemon. It is not surprising at all that this should happen, but still disappointing for people who built or enjoyed those games. While many of these games may have been derivative and inferior games done in homage of, some were parodies or innovative or just fun, well done fan homages.

It’s too bad there doesn’t exist a legal framework in which fan-made games can co-exist peacefully with official releases by commercial studios, but licensing is only a solution if the IP-holder embraces it. Nintendo are within their rights to take these actions to protect their trademark and intellectual property rights, of course, and perhaps it is necessary for them to vigorously defend their trademarks or risk losing them entirely, but it’s nevertheless possible to set up a legal framework by which these unofficial games could be allowed. While it’s entirely ridiculous in my opinion for Nintendo to claim copyright and trademarks on speed run, Let’s Play, and review videos featuring their products, something like the Nintendo Creators Program would make a lot of sense for fan-produced games.

What might such a program look like? I would propose something like the following…

  1. The fangame creator would acknowledge that Nintendo created and owned whatever they owned.
  2. The fangame creator disclaims that Nintendo do not have any responsibility for content the fangame, and that the fangame is not an official Nintendo release.
  3. Any revenue derived from the fangame would need to be disclosed and shared with Nintendo.
  4. The fangame could be nixed by Nintendo (pulled from release) at their sole discretion at any time.

I very much doubt that a company like Nintendo would ever agree to such terms, but it’s too bad. Apart from perhaps Nintendo, everyone is worse off because of it.

The irony of this situation is that Nintendo can copyright and trademark its characters, but not the mechanics or genre of game. (Nor should it.) Someone can invent the infinite runner, and Nintendo can decide to do a Mario infinite runner game, and not owe anything to the inventor of the infinite runner game. So can anyone else. And Nintendo can make a running and jumping platform game, and anyone else can too, duplicating the Mario mechanics and rules system entirely if they should wish to, but simply can’t use the name Mario or the likeness of any of Nintendo’s graphical or audio assets.

GameMaker Humble Bundle – super cheap and source code too!

GameMaker Humble Bundle pay what you want, but for just $15 you can get licenses for GameMaker: Studio Professional and the ability to create games for HTML5, Android, iOS, and Windows UWP, which together normally cost several hundred dollars. The total value of the entire bundle is $1885, making this one of the best value bundles I’ve seen in the history of the Humble store.

Additionally, you can also get a number of commercially released indie games that were built in GameMaker, and for a few of those games, you even get the source code. It’s very exciting to be able to look at source code written by professionals to see how it’s done. Titles offering their source code include: Extreme Burger Defense, Freeway Mutant, Shep Hard, Angry Chicken, Galactic Missile Defense, Uncanny Valley, Ink, 10 Second Ninja X, Cook, Serve, Delicious!, Flop Rocket, Solstice, and Home.

The sheer cheapness of this giveaway leads me to wonder whether the release of GM:S 2.0 may be immanent. Time will tell. In the mean time, this is a spectacular value bundle and well worth buying for the project source alone.

GameMaker Marketplace new checkout system now allows direct downloads!

Yesterday, 9/7, I noticed a big spike in downloads of my GameMaker Marketplace assets. I also happened to notice when looking around on the Marketplace that they’ve changed the checkout so that you can download the .gmex files directly through your web browser, bypassing the My Library interface in the IDE.

As I’ve remarked several times in the past year, My Library is crippled by terrible performance when the user’s purchase manifest exceeds some number that is far too low. Allowing purchases to be downloaded directly through the browser makes a lot of sense, and is probably the simplest solution to the performance issues, which still plague GM:S as of 1.4.1760.

It remains to be seen whether this spike in downloads will be sustained as the new normal, or represents pent-up demand for users who were reluctant to buy due to the poor performance of My Library. Despite the seeming smallness of this change, I’m really excited that YoYoGames have made it, as it alleviates a significant pain point that I’ve been complaining about for well over a year, and means that I’ll likely be making more use of extensions in my projects.

Graph showing sales spike on 9/7/16. Could this be due to the change in delivery method?

On 9/7, 18 downloads. The other spike earlier in August was due to my Ludum Dare 36 sale, when I put my paid assets on sale for $FREE

Update: 9/8 saw another 18 download day.

Giveaway: all my paid gamedev assets are free for the duration of Ludum Dare 36

All my paid #GameMaker assets are 100% off this weekend only in celebration of Ludum Dare 36.

itch.io sale bundle.

Check out all my itch.io wares, including some additional always-free stuff.

Or buy on GameMaker: Marketplace instead.

YoYoGames discontinues sales of GameMaker for Mac

YoYoGames announced yesterday that they have discontinued sales of GameMaker for Mac (the GM7-based IDE for Mac OS X, not the build target module for GameMaker: Studio to allow building games for Mac OS X).

I don’t expect that this move surprises or disappoints many. This version was long out of date and did not include features from the 8.x and Studio 1.x sequences of the product, and had languished while YYG focused its resources on the success of GameMaker: Studio.

YoYoGames stressed that users who already own GameMaker for Mac are still supported and can install and use the product that they already own. YoYo say that they are still committed to supporting development on the OS X platform with a future release of GameMaker: Studio, but the expected release date for this is as yet unannounced.

One would hope that with the ending of sales for the old version, the replacement product might be coming soon.

It’s good to see YoYo communicating its intent with the product like this. The announcement was clear, addressed possible misconceptions, and came through an official outlet.

GameMaker EULA restricts developer creativity

[Editor’s Note: After a busy year or so of low posting frequency, during which I started but never completed many articles, I’ve been going through my old drafts, working to complete old articles that still hold relevance. So this is an old topic, though not out of date, which I started writing in May of 2015, and I don’t mean to stir up new debate over it, but it’s worth being aware of.]

YoYoGames has restrictions in the EULA for GameMaker which states in essence that users agree to allow YoYo the authority to determine whether a game produced by the user is in line with their moral standards, and the right to terminate your license if they wish should you produce something they deem objectionable, without explicitly spelling out what counts as objectionable.

An April 2015 discussion on the old GameMaker Community forums raised this issue, but is now hidden due to the closure of the Suggestion Box subforum, but still available through the Internet Archive’s Wayback machine.

To summarize the discussion, YYG don’t seem to be actively policing their policy, nor are they specific in explaining their standards for acceptable content in games. They seem to be treating the EULA clause as something they can invoke if they so choose, but not actively evaluating published games to ensure they don’t violate it. And currently they seem to be pretty lenient about what they deem acceptable — for example, they deem Hotline Miami to be clear of violating their standards. Accordingly, I don’t read YYG as bad actors here.

But this does give rise to what one would have to do in order to cross the line with respect to YoYo’s standards, and why have them in the first place. It seems the answer to the latter question is to allow YYG the contractual authority to nix a license more or less arbitrarily, in order to make clear that they do not have any relationship with a developer who they deem too offensive. Which is to say that if a game produced with GameMaker were developed and it generated negative publicity for YoYo, that’s probably ultimately what their standards boil down to.

YoYoGames motivation seems to be that they (understandably) do not wish to be associated in any way with a game that someone else develops, if that game is “deeply offensive” (whatever that means — it varies from person to person what offends them). Considering that many games these days address topics which many might find “controversial”, and thus may be offended by, it gives a developer pause. And even those games that are not exactly controversial routinely depict subject matter which upon a moment’s reflection make us wonder why they’re not considered offensive. A huge proportion of videogames depict violence in a casual, matter of fact, even joyous manner. But most games would be instantly get a Mature Audiences rating if they depicted nudity, even if the context isn’t sexual.

It’s tough to say what the guidelines are for producing a game that is free of these concerns, and YoYo weren’t very interested in stating their guidelines explicitly. “Use common sense” seems to be their question-begging non-answer. Common sense falls down in controversial cases precisely because they are controversial. There’s undoubtedly a whole classification of things that are offensive to marms and nuns but that teenage boys think is fine, but the only answer that matters in this case is, “is what’s considered offensive by YYG?” Debating “what is too offensive?” is an endless quagmire but “What does YYG consider too offensive?” is something that can have a start and an end to it, and is probably a succinct bulleted list, which people may be free to disagree with or not as they choose, but still helpless to change.

I surmise that there are things that are commonly topics addressed by the medium of videogames, such as violence and war and crime that are not included in the “truly offensive” category, but that a game could step over the line by being too explicit in its depictions of these things, or by appearing to advocate for doing these things in real life, or by appealing to the player’s “prurient interests” in such depictions. The “common sense” approach seems to be a way for YoYo to say, “We don’t want to say because it’d probably just give horrible people a to-do list, but if everyone could avoid things such as explicit torture, rape, and so on, that’d be great.”

Still, the fact that someone else can tell me what I can or can’t put into a game that I’ve designed, is inherently offensive to me. I think it unlikely that I’d produce something that would cause YoYo to take notice and strip me of my license, but the fact that they can, and that they think that it’s right for them to have such power, is offensive to me. To me, there is a boundary where their responsibility ends and my responsibility takes over, and I should be responsible for my creations; once the tool they’ve produced is in my hands I don’t need their sense of responsibility for their creations to encroach upon my creativity.

It’s tough to see why YoYoGames would be associated with a game that was developed by someone else, even if they happened to use GameMaker. One reason might be their logo is used as the default splash screen and application icon when a game is built with GameMaker. These are removable by the developer, but are often left as-is by amateur developers. But there, a simpler remedy would be to compel game developers to remove YYG logos from games that they do not wish to be associated with at their request. Or, if YYG wanted to, they could ban games that they deem unfit from being sold or otherwise distributed through their online store, while not taking away the developer’s liberty to release the game through other means, or to continue using GameMaker to develop other games.

YoYo declined to change the policy, taking a “take it or leave it” attitude, and then closed the forum topic to quash further discussion. It seems to be the YoYo forums general policy to kill topics when moderators deem that further discussion is “pointless” since they are firm about not changing their minds. Obviously that’s not the case, as there may be much to discuss whether or not YoYo change their minds, and getting YoYo to change their minds is not always the aim of discussing some topic on the forums. Really, it’s about stopping discussions that may lead to users expressing views deemed critical or negative to YoYoGames, which they (wrongly, in my opinion) feel is harmful or threatens their brand.

Which, since it’s their forum, that’s their prerogative, but I can’t say that I like or agree with the practice. And now that they’ve restricted access to that particular forum, the topic is no longer visible. And this is one of the reasons why I have my own website where I can exercise my right to free speech without censorship.

Appreciating MegaMania

Megamania, published in 1982 by Activision for the Atari VCS and designed and programmed by Steve Cartwright, is one of the all time great video games, and is a standout on the Atari 2600 console and in the vertical fixed shooter genre. Inspired by the Sega arcade game Astro Blaster, but vastly better, it is an extremely well refined shooter for its time, and is a fun and challenging game to this day.

Above: Astro Blaster, an 1981 arcade game by Sega that bears some resemblance to Activision’s 1982 hit on the Atari VCS, Megamania.

Astro Blaster had many features, including digitized speech, that made it technically impressive for its day, but the design did not integrate the features particularly well, making the game overly complicated and clunky. By comparison, Megamania offers a stripped down, almost poetic experience, with elegant symmetry and proportions. Far from a ripoff of an original game, if anything it’s a refinement. Megamania expresses its beauty through minimalism and an elegant orderliness to its structure. This game is all about action and motion, and the original version just gets these things right. There is a rhythm to the game that a good player will develop a feel for, and learn to use to his advantage.

A major hit for Activision on the 2600, Megamania was later ported to the Atari 5200, and Atari 8-bit computer line, but the original remains the best play experience despite modest graphical improvements in the later releases. I’ll be discussing the original VCS version of the game for the rest of this article.

Here’s how Megamania looked on the Atari 2600:

Due to the hardware limitations of the 2600, the player is permitted only one shot on the screen at a time. The player can steer the shot with their ship as it travels upward, giving them the ability to guide their missile into the target. Somehow, despite their varied and erratic motion, the enemies often seem to line up just right so that if you’re in the right position and have the right timing, your next shot will rapidly find your next target, enabling you to clear the wave quickly and resulting in great satisfaction. But if you’re off target, the same proportions of speed and distance that line up your shots on target will cause you to miss frustratingly. It’s an elegant symmetry that provides both challenge (when the player’s timing is off) and reward (when it is on) with the same few, simple mathematical relationships, giving the game a subtle beauty.

The object in Megamania is to survive wave after wave of zany household objects that come at you from the top of the screen, as you shoot up at them for points. Your ship has an energy meter that slowly winds down, providing a time limit to complete the wave; when you complete a wave, your remaining energy meter is converted to bonus points, then refills, and the next wave begins. The waves repeat in cycles, in the following order: Hamburgers, Cookies, Bugs, Radial Tires, Diamonds, Steam Irons, Bow Ties, and Dice.

megamania enemies

There are two variations in the play mechanics, having to do with the way your shots behave:

  • In variation 1, the ship will fire continuously as long as the fire button is held down, and the shots are steerable, moving in line with the player as the player moves. This generates the rhythm that makes the game so fun, as I will show with some detailed explanation to follow.
  • In variation 2, the player must press the fire button each time to fire a shot, and the shot moves vertically only; once it leaves the gun it cannot be guided by the player.

Variation 2 requires more hand-eye coordination and greater attention from the player, and is therefore much more challenging, but I find that the feel of the game is not nearly as immersive as when you are able to steer your shots. In variation one, you feel at one with both your ship and its missile, and while you steer your shots to hit your target, you must simultaneously dodge to keep your ship safe. This creates an inherent conflict that causes the player to constantly be making decisions at a subconscious level. In variation 2, once your shot is launched, you have no further influence over it, and can only watch until it hits something or leaves the screen, leaving you only to avoid enemies and their fire until you can fire again yourself. And since there is no auto-fire in variation 2, the subtly clever timing that results from the relationship between the distance and position of the enemies, their speed, and the speed of your missile, is lost.

The sound effects, while rudimentary, are strong, and fill the game with noise from start to finish, despite being limited to your laser shot, enemy destruction, the energy meter countdown and refresh, and player death. The enemies, rather than explode, disappear with a brassy, synthesized “clang!” , while you fizzle away into nothingness when you are hit by a missile or collide with an enemy. The effects are blaring, loud and harsh, but with the volume turned down low they serve well.

The wave cycle in Megamania is particularly well paced, with a fantastic challenge curve, and a structure that reminds me of a sonnet or a fugue. Certain waves (metaphorically) “rhyme” with others, being similar in their motion patterns. Patterns established in earlier waves are elaborated upon in subsequent “rhyming” waves.

The odd-numbered waves (Hamburgers, Bugs, Diamonds, and Bow Ties) all move horizontally from left to right across the screen. In the first cycle, their motion is constant, while in the second and subsequent waves, their motion pauses periodically for a few seconds, then suddenly accelerates before settling down to normal, and then repeats. Starting with the Bugs wave, the horizontal scrolling waves add a vertical undulation to their motion, which becomes more pronounced with Diamonds and Bow Ties. Diamonds and Bow Ties “rhyme” further with each other by having a “winking” or “spinning” appearance. These are the easiest waves to clear, as the enemies pose no collision risk to the player, who can only be destroyed by enemy shots or running out of energy in these levels. As the first, third, fifth, and seventh levels in the wave cycle, they provide a breather between the more challenging waves. Each odd-numbered wave may be seen as an elaboration of the previous in the series: Hamburgers move horizontally; bugs move horizontally, and with a slight undulating vertical dip; diamonds move horizontally, have a more pronounced dip, and spin; and bow ties move horizontally, have the most dramatic undulation, and spin.

The even numbered waves all feature objects that pass vertically through the screen.

Wave 2, cookies, introduces the player to vertical motion gradually, as the cookies move primarily horizontally, while doing a two-step drop periodically, and reverse their horizontal motion as well. Cookies move in unison, all moving left or all moving right at the same time. Wave 4, radial tires, kinetically “rhymes” with cookies, but the radial tires dip more quickly, and the wave introduces a more complex motion where alternating rows of tires move left or right simultaneously. These levels are particularly dangerous, as in later cycles they descend increasingly rapidly, but a skilled player will learn, after the panic subsides, to make small, economical moves, and let the shots line up and rapidly take out strings of enemies quickly. At this point the levels remain challenging, but reliably beatable by a skilled player. You’ll die quickly if you get out of rhythm and fail to clear out enough enemies to give you adequate space to dodge, or if the computer gets lucky with one of its shots, but if you’re on your toes and in the zone you should be able to clear these waves with only an occasional death.

The next two even-numbered waves are of special difficulty, although their unique patterns do not “rhyme” with each other.

Wave 6, Steam Irons, uses a deceptive and tricky pattern. Three columns of steam irons descend, pausing and then sweeping irregularly from side to size at a speed that is very difficult for the player to track, as they seem to deftly weave right around your shots, and then descend again. The spacing of the formation is such that the player must shoot out at least one from each column, or else that column becomes an unbreakable chain when the column reaches bottom and wraps around to the top again, providing insufficient space between the rows to allow the player to squeeze in and get a shot off. If the player fails to take out at least one steam iron from each column, it is guaranteed that he will die at least once before completing the wave. The interesting thing about wave six is that it is the one wave in the entire game where the behavior pattern never varies, no matter how many times the player cycles through the game, the steam irons always move the same. Despite the lack of increasing challenge, the behavior is so frustrating and erratic that players often ascribe a sinister artificial intelligence to the steam irons. They are a constant threat to the player, no matter their skill level.

Wave 8, Dice, are special in that they are the only wave that is always the same color, yellow, no matter how many cycles the player completes. Dice are also unique in that they are the only objects that do not fire any shots at the player, and are therefore dangerous only due to collisions. Yet this is more than enough to make dice the most challenging wave to survive. The first dice wave is also the only level in the game where the objects move straight down. While their speed in the first cycle may seem overwhelming, their simple vertical motion makes it a fairly safe level. Simply stand your ground beneath a falling pair of dice and shoot, and your shot will surely find its mark, protecting you. But in the second and subsequent cycles, the dice move horizontally as well, in rows that alternate left and right, and create an almost bullet hell-ish level where dodging takes a great deal of finesse. The player has to move constantly on the dice levels to avoid fatal collisions, making it the most strenuous and challenging level, a climactic finish to the wave cycle. A skilled player can still beat the level without getting hit, but it requires great concentration and timing.

If we think of the eight waves that make up the wave cycle as a stanza in a poem, then the “rhyme scheme” suggested by the structure of the eight waves is as follows: A, B, A, B, A, C, A, D. The difficulty curve of a cycle is interesting, in that it does not simply progress in a linear fashion, but instead plots two different curves: the odd-numbered waves follow a more linear progression, while the even-numbered waves follow a steeper progression. This gives the challenge curve a continually escalating trend line while still affording the player a “breather” between two more difficult levels.

megamania difficulty curve

After three or four cycles, the difficulty does not ramp up further, and the game turns into an endurance match to see how many cycles the player can endure. If you can make it to 999,999 points, the game ends, effectively a killscreen.

One of the more interesting things to realize about the mechanics of Megamania is that (with the exception of the first Dice wave) the horizontal speed of all the enemies in the game matches the player’s horizontal speed. After the first cycle in the odd-numbered waves when the enemies accelerate to double time. The rest of the time, the horizontal speed of the enemy objects always matches the player’s horizontal speed exactly. This, combined with the shot-steering in variation 1 makes tracking the enemy objects easier, since you, your shot, and the enemy all move at the same speed, it is trivial to line up and guide the shot into the enemy on the odd-numbered waves. It also means that if you are behind an enemy, there is no way to catch up. Interestingly, players often don’t realize this, and novices and even moderately experienced players will persist in trying, to no avail, to catch up with an enemy that is just past the reach of their fire. Once you realize that it is impossible to catch up, and stop chasing, the player gains an insight that will lead them to higher skill levels — it is very common for a player chasing an enemy that they cannot possibly hit to accidentally run into an enemy missile, or run out of room at the edge of the screen and get pinned. But once you learn to avoid these two common causes of death, you become better at dodging, and the game opens up and becomes easier.

Another important realization is that the positioning of the enemies often is such that when you connect with a shot to destroy one, your very next shot will also connect with another enemy if you don’t move. It’s very common to chain together “string” of two, three or even more hits in a row, in very rapid sequence. This is key to success, and especially critical on the later cycles on the even-numbered waves, where the falling enemies present a collision danger, and taking a chain of them out immediately when the wave begins is crucial to carving out enough space to enable you to dodge and survive. When you realize this, the game becomes less about chasing aggressively and aiming, and more about being in the right position, and letting the enemies come to you. This is where the auto fire feature of variation 1 comes in to play, as once you have connected with a target, you are likely to hit again with your very next shot, and may start a chain of hits just by holding position and keeping the fire button pressed.

A final note of strategy helps with avoiding being shot by enemy missiles. Only two enemy missiles are capable being on the screen at any given point in time. What’s more, there are only two enemies at any given time who are capable of firing. If you see an enemy shooting bullets, you should avoid it and concentrate on eliminating the enemies that are not shooting, as they are less of a thread and easier to safely destroy. Don’t go under them when they stop moving, and wait for them to move again before tracking them. Then, take out the shooting enemies when they are moving, by matching pace with them. Enemy shots do not steer, so if you move in sync directly below a horizontally-moving enemy that enemy cannot hit you, and you cannot miss them. The most dangerous time in the odd-numbered stages is when are moving against their motion, from right to left, since this is the only time when you are likely to hit an enemy missiles.

Wrapping a formation of enemies

Another point of refinement that I find interesting is in the way the enemy objects wrap around the edge of the screen. Enemies in Megamania move together in large formations, but the way they wrap around the edge of the screen is interesting.

What I find innovative in this is that it doesn’t matter how large the formation is — looking at the odd-numbered waves, if you don’t shoot any of the enemies, they will form an unbroken chain as the first to appear wrap immediately behind the last. If you shoot a few, leaving holes in the formation, the holes persist and are not closed up — except if you shrink the formation at the leading or trailing edge. When that happens, the formation wraps sooner, closing the gap between the last still-extant enemy in the formation and the first. Thus, when the last Hamburger, Bug, Diamond, or Bow Tie is left in the wave, when it reaches the right edge of the screen, it wraps immediately to the left, rather than waiting for the space taken up by the no-longer-existing members of its formation. This is important because it avoids wasting the player’s time, as the energy meter winds down while no enemies are visible on the screen.

The tight, precise nature of the motion of the enemies makes Megamania a satisfying and exciting play experience, and feels complete despite a relatively small feature set. Megamania demonstrate that refinement and polish matter far more than feature count.

The Case for GameMaker, and a defense of criticism

In recent weeks, I’ve been fairly outspoken and critical about the velocity with which YoYoGames have been delivering change in their core product, GameMaker: Studio, since being acquired by PlayTech.

In response to this, Twitter user and fellow GameMaker developer @doppp pointed out that my remarks about YoYoGames’ failings with GameMaker of late serve as an anti-sales pitch for my GameMaker assets:

Well, I suppose that’s a fair point to make.

I gave @doppp my short answer: if you’re already using #GameMaker and are happy with it, there’s no reason not to purchase assets that look useful.

A long answer demanded more space than I can put into a tweet, or a series of tweets.

So how can I simultaneously ask people to pay money for the assets I’ve created while criticizing YoyoGames?

Criticizing isn’t bashing. Or negative.

When a problem is real, pointing out that it exists and that something needs to be done about it is NOT being negative. People like to say that it is, but it isn’t! Ignoring problems and acting like they don’t exist is worse.

As a user, I’m entitled to criticize the product, to say what I like about it as well as point out problems and ask the developer for remedy. Why? Because I’m a user! These are my experiences! That’s why.

Also, GameMaker is closed source, so I can’t freely modify it to better suit my needs. That’s why.

And because I paid for a license. That’s why. I paid for a Master Collection license, which costs around $800.

To be sure, even a user who’s never spent a dime on GameMaker can have a valid opinion about it. And the fact that I’ve spent money on a license doesn’t make my opinions more valid. But it does show that I have a larger stake in the product than does someone who hasn’t.

My time is valuable, I’ve sunk quite a bit of it into GameMaker, and I want GameMaker to continue to improve and be successful.

I’ve been using GameMaker since version 8.1, for a good six years now. I was an early adopter of the GameMaker: HTML, and GameMaker: Studio. I purchased a Master Collection license for Studio in order to have full access to every feature the product offered or would offer. I’ve contributed technical review to two published books on GameMaker.

I have the experience to offer valid opinions on it. Does that mean I know everything, or am right about everything? Of course not. But it does mean that my opinions are not uninformed.

Software development doesn’t happen in a vacuum. Developers depend on users to make it known what their needs are and what their pain points are. Providing this feedback in a useful and productive manner is a valuable service, and developers ignore stakeholder input at the peril of the product they’re producing.

Obviously, any company has limited resources and can’t do everything that every customer wants, and YoYoGames is no exception. But it’s still necessary and important for their customers to provide feedback. I haven’t once felt that the employees of YoYoGames resented my feedback. They may not always agree with it, and that’s fine. I respect them, while at the same time striving to make the best case for the validity and importance of the feedback that I offer to them.

Let’s be clear: We all know that there are pros and cons to any product. The cons are negative. Acknowledging that they exist, pointing them out, and discussing them isn’t negative.

OK but it’s not fair to slam YoYo in public. You’re hurting their reputation and their sales. Therefore, you cannot say you like them.

First, I would dispute that my public comments re: YoYo are “slamming” them. I do my best to offer fair and valid criticism. And doing so publicly is actually my last resort, something I do sparingly and reluctantly.

I’ve actually provided feedback to YoYoGames in a number of ways over the years. I submit bug reports. I engage with YoYoGames support. I post suggestions on the official community forums. All of this gets read. Generally speaking, the bug reports and support requests are handled well. Bugs that turn out to be real issues get prioritized and fixed.

The situation with the My Library bug that I’ve been publicly vocal about, has not been handled well. After submitting a support request and opening up a bug report for this issue, I’ve waited well over a year, and seen no remedy to the problem, other than a suggested workaround to deactivate some of the Marketplace assets that I own, until the performance My Library becomes reasonable. This is not a solution, and even as a workaround it’s not very good. YoYo needed to address this issue as soon as it came to light, and they didn’t.

Fortunately, subsequent to my article appearing in public and getting some significant exposure, YoYo Community Manager Shaun Spalding started a discussion in the new Forums asking people for what they’d like to see done with My Library. I take this as a sign that they’re listening and starting to take steps in the right direction. Would that it were sooner, but at least it’s happening now. Maybe that discussion wouldn’t be happening if I hadn’t sounded off about my frustrations. Sometimes you need to speak out.

The other situation I’ve been vocal about was the poorly handled migration to the new community forums. Here, YoYo should have done a better job of explaining to its users what was going on. They didn’t, and after two months of waiting with no official word about what was happening, I felt it was necessary to state the reasons that this was unacceptable. The only place I had available to do this was in public.

Brand management, community relations, and customer service are extremely important, and it was very distressing to see YoYo failing so badly at it. It was entirely appropriate to express serious concerns over the future of the product.

Bottom line, YoYoGames exists in public. It’s fair to talk about public things in public. Whether or not YYG’s hands are tied to talk about their product in public, the public is going to talk about their product. The best way to get people to say good things about you is to be good, and to fix things when you are not good.

Overall, YoYoGames have been very good owners of GameMaker. I’ve yet to see reason to believe that PlayTech is a good owner of YoYoGames. I don’t know what goes on behind the scenes, so I can’t say for sure, but it feels to me like YoYo was doing more, better, sooner before they got acquired. That may or may not be true, but that’s how it appears to me.

OK but if your criticism of YoYoGames is true, then why should I sink any money into GameMaker development when it has these problems?

Well, that’s something everyone has to decide for theirself, but of course that answer won’t suffice here.

Ultimately it’s YoYoGame’s job to persuade you that their product is worth your time and money. But definitely, customer testimonials are strong persuasion.

Look, every product has flaws. People who are enthusiastic about products tend to talk a lot about ways they could be improved. That doesn’t mean they don’t like the thing they’re talking about. Far from it!

I used to recommend GameMaker perhaps more enthusiastically, but always conditionally. I still do, actually, but now it’s with a bit more conditions. It’s a fine tool, that doesn’t mean it’s right for everyone.

Why buy into GameMaker? Whether in terms of time or money, GameMaker is great if:

  • You want to do rapid prototyping and get something up and running quickly.
  • You want to do 2D game development of relatively small, simple games. (Sure, GM:S can handle larger projects, but there are other tools to consider when your project scales above a certain size.)
  • You want a simplified developer experience without all the headaches of more complicated tools.
  • You have no experience developing software and want to express your creativity with a tool that won’t overwhelm you with its complexity.
  • You need or want access to the features that a paid license unlocks.
  • You feel appreciation for the work YYG have done so far and want to contribute to that success financially.

I used to say that GameMaker is worth considering for game developers with professional aspirations, because since I started working with the product at version 8.1, I saw consistent, rapid releases of impressive new features that expanded the capability of the tool, year after year.

I’m not saying that now, because in the last year I can’t think of anything new that they’ve introduced since the PlayTech acquisition, and professional developers depend on their tools to continuously improve. Here’s a timeline showing what YYG have delivered during the life of GM:S so far:

Late 2010/2011:

  • GameMaker HTML5 (essentially a beta of GM:S that built only to HTML5)

2012:

  • GameMaker Studio launches.
  • Windows 8, OS X, iOS, and Android build target
  • GM:S available through Steam
  • Publish games to Steam Workshop

2013

  • Tizen build target
  • Ubuntu build target
  • YoYo Compiler
  • Networking
  • Shaders

2014

  • Physics
  • GameMaker: Marketplace
  • GameMaker: Player

2015:

  • PlayTech acquisition (February)
  • Then-CEO Sandy Duncan says they expect to release GM:S 2.0 “sometime in 2015”
  • Universal Windows Platform (UWP) build target (November)
  • Roadmap goes dark.

GM:S 2.0: originally planned a release sometime in 2015; as of August 2016 it’s still in closed beta. Delays happen, and often for good reason. It’s plausible that the delay in this case has to do with the acquisition by PlayTech, as being acquired is often disruptive to operations, but I don’t know what the reason is.

2016:

  • New forum software goes live (after nearly 3 months delay while old forum in read-only archive state).

So, unless I’m missing something, apart from UWP, basically nothing new/major in the last 2 years, coinciding with their acquisition by PlayTech. Just bugfixes. That’s not nothing, but that’s not major, either.

That could be a coincidence, I suppose. It could be that not much was delivered in 2015 due in part to the transition of ownership, but also due to so many new features being part of the new codebase that makes up 2.0, and 2.0 being delayed. But it does seem like their velocity of delivering major new features has slowed, especially compared with 2012-13.

My point in saying all that is not to be negative, but to present evidence. If YYG were delivering with the same velocity they were in 2012-13, I’d be very happy and recommend them without reservation. They don’t seem to be, and that’s a concern. They’re no longer talking about what their future plans for the product are, and that’s a concern. They had a very visible failure to deliver the new forums, and didn’t handle the community relations around that well, and that’s a concern.

The product is as good as it’s ever been, and it’s never been better. Can I use it now? Absolutely. Do I like using it now? Apart from My Library, yes.

But does it have a bright future? Is it going to be what I’m going to want in three or five years? I have no idea. They stopped publishing their Roadmap, so I literally have no idea. I presume they’ll continue to be around, but I don’t know what new features they’re planning, or approximately when to expect them. I don’t know that they’ll continue maintaining what they’ve built so far, or if they’ll neglect features as they’ve neglected the My Library feature. It does raise cause for concern.

Let me be clear: I fully expect that GameMaker will still exist 5 years from now. But I don’t know how much better it will be from today. And I think there’s some reason to be concerned that it won’t be as improved from 2015 in 2020 as it was from 2010 to 2015.

So, bottom line, if you have GM:S now, and use it, and like it, there’s no reason not to spend a small amount of money on extensions or other assets that look like they’d be interesting or useful to you. Just watch how many assets you keep active if you own a lot of assets.

If you’re new to Game Development and considering purchasing GM:S, or one of its competing alternatives, I don’t know what to tell you. GM:S is still great for beginners, and the Free edition is a great tool to start learning with. The free edition certainly is worth checking out. But as far as purchasing, you’ll have to decide for yourself based on how well you like it, and what your own impression is of the product’s future.

I like GM:S for a lot of reasons, but there’s good reasons to consider other tools: Unity3D, or Construct2, or Godot Engine, or something else. As for spending money on the Professional edition, it’s a maybe, downgraded from a recommended.

What could turn that recommendation downgrade around?

Well, right now it’s a wait and see game to see what happens with 2.0. If you haven’t paid for 1.x yet, it may be smart to hold off until we find out whether 2.0 delivers the greatly improved experience with the IDE, or if the IDE rewrite turns out to be a bust. I have high hopes, and I’m eager to find out.

On the other hand, there are plenty of risks? Will 2.0 drastically change GML, such that Marketplace assets all break and need to be rewritten? Will the improved room editor be a dream to work with, or minimally improved? What new features will be coming with 2.0? It’s worth waiting and seeing.

On the other hand, if you’re already invested in 1.x, and are using it, then sure, you know what you have and that it’s good enough for you right now. Go ahead and spend some money on extensions that other GM:S users have developed.

NES enters the HDTV era

Old school console gamers appear to be on the cusp of a renaissance as new options for bringing the NES to modern TV in glorious high definition resolutions keep coming out.

I haven’t seen any of these in person, and only one of them is available now, but here’s my impression based on what’s been published about them so far:

AVS by RetroUSB

$185. Pre-order now, shipping mid-Sept 2016.

On paper this looks to be the best of the bunch. This is a real-hardware console, incorporating a NES and a Famicom cartridge slot, built-in 4Score (4 controller ports), power supplied by USB cable, and does HDMI output in 720p. This is pretty much everything you’d want in a NES, all in one package.

It remains to be seen whether RetroUSB will deliver on time, and what the quality of the hardware will be, but this could be the way to go if quality is good. They are an established company and have been producing controllers, adapters, and homebrew carts for NES and other old school consoles for years, so they do have a track record of doing quality work.

Hi-Def NES by game-tech.us

$120+ depending on options. Shipping now.

This is a DIY kit (professional installations available through various 3rd parties for around $85) for original NES (both the front and top loader). You do surgery on your NES and add a daughterboard that gives you HDMI-out.

Designed and engineered by well-known console hacker Kevtris, the Hi-Def NES appears to be a very well done mod, yielding a high quality 1080p image without the lag associated with running a NES through upscalers, and provides many options in firmware to tweak the output to taste, including aspect ratio, scan line, and interlacing adjustments, to ensure you can get your picture just right.

The mod is fairly involved to install, so paying a professional to do it right is probably worthwhile, but going this route makes it a little more expensive than the AVS. As well, the mod doesn’t do anything about adapting Famicom games to play on it, although you can just get an adapter or run Famicom and PAL games through a flashcart, and if you’re a serious enough retro gamer to go for this mod, these are probably already in your arsenal.

Best of all, it’s available now. Game-tech does other mods and repairs of old consoles, although right now they’re focusing exclusively on selling Hi-Def NES, and from watching their youtube channel it’s apparent that they know what they’re doing, have a lot of experience, and really care about old school gaming.

NES Classic by Nintendo

$59.99. Available 11/11/16.

This is an official Nintendo product. It comes preloaded with 30 titles, all of which are worthwhile games, but does not have a cartridge slot, and does not have a way to connect to the internet to download any other games, which are serious downsides for many. It does have HDMI output, and allows you to save your games, which is a new feature unavailable from the original hardware.

It’s considerably cheaper than either the AVS and Hi-Def NES modkit, making it an attractive option to gamers who have never owned a NES and don’t already have a library of cartridges to play. Given the cost in the collector’s market of the top titles on NES in their original format , acquiring such a catalog today starting from nothing would be a very expensive prospect compared to just buying this.

While I don’t expect that this option will hold as much appeal for gamers who still have their collections, it should have some appeal to a broader market.

GameMaker: Marketplace vs. itch.io: comparison

After two years of selling assets on the GameMaker: Marketplace, still in public beta after all this time, I am less than impressed with the experience.

Development of the marketplace website, as well as the integrated features in the GameMaker: Studio IDE, have not been forthcoming. Initially the news of the Marketplace excited me, and it seemed that the future of GameMaker was bright and full of promise. But two years later and almost nothing has changed with the way the Marketplace works — and it works poorly, I’m afraid.

Plagued by a terrible bug which causes the IDE’s My Library interface to become unbearably slow to load when a large number of assets are purchased from the marketplace, sales have ground to a halt. Worse, it seems that no one is interested in spending any money in the Marketplace.

In over two years of selling assets at the Marketplace, I have grossed just slightly over $100 in sales, lifetime, of which YYG take a 30% cut, leaving me well under the $100 minimum in order for them to release any proceeds to my account. I’m currently seeing “sales” of my free assets at a rate of 2-5/day, and maybe once a month or so I’ll see a sale of one of my paid assets.

I’m not advertising aggressively, and there are certainly marketplace sellers who are doing better than I am, with more impresive wares than I’ve produced, but I don’t think that quality doesn’t seem to be the problem; I have a number of free assets, and they’ve done comparatively well, with several hundred downloads to date each. The paid assets, on the other hand, have sold in the single or low double digits.

GameMaker has had a long history of being an inexpensive software intended for use primarily by students, and these users as well as hobbyists have howled over the price increases to the main product; even when GM8.x went from $25 to $40, there was much complaining. The lesson seems to be, “Don’t expect to ever make any money from such tightwads.”

Mind you, I don’t think I’m entitled to sales, but it is certainly frustrating to put effort into something for such meager reward, and it’s demoralizing to see how little effort YYG have put into improving the Markteplace experience since they went public with it.

Although YoYo Games have tried to transition into a more professional tool by adding numerous features over the past 6 years, it seems that lately development has stagnated. No one really knows when the long-awaited, so-called “GM:Next” (aka 2.0, currently in non-public beta) will be out. No one’s really talking about what’s going on behind the scenes, and with their roadmap no longer available, it’s been extremely frustrating to wait for months and months with only the occasional minor bugfix patches for 1.4 being released.

I finally decided to check out alternative marketplaces, and have been very favorably impressed with itch.io. Itch.io is easy to sign up for and use, and much more flexible than the YoYo Marketplace. The only downside being that you can’t integrate itch.io assets with My Library (although, with it’s current buggy and awful performance, it’s not much of a loss) but at least My Library notifies you when updates are available for assets you own.

Itch.io allows me to set prices to whatever I want, or whatever the buyer wants, create bundles of assets for sales, and schedule these sales to start and end at defined times. None of these features are to be found in the YoYo Marketplace. Itch.io seems to be more for finished games, but there are also assets for game developers, and other types of things for sale, such as digital books and music. Best of all, itch.io only takes 10% of your gross sales (and they allow you to change that figure if you wish). The diversity of the itch.io store means of course that only a fraction of shoppers there will have any interest in GameMaker extensions, which may prove to be a downside. As well, their store is populated by thousands of great games and other high quality goods, many of them offered for free, so while the barrier to entry is technically low, the expectations of the customers of this marketplace may be high.

Itch.io’s analytics also provide me with better information than YYG. With YoYoGames, they consider you, the publisher, to be a “third party” to sales through their store, and therefore they do not share your customer’s personally identifiable information with you, so you can’t contact your customers. Itch provides the email address, so you can engage your customers, for example notifying them when an update is released, or when a new product is available.

In all, they’re basically eating YoYoGames’ lunch in terms of e-commerce user experience, both as a publisher/seller and as a customer. YYG really need to get it together and catch up with the competition, and soon.