WhileTrueFork and TwoBitArt release Oregon Whale

WhileTrueFork and TwoBitArt have teamed up to produce a game called Oregon Whale. It was released yesterday to much fanfare.

While I do not presently own any iOS devices with which to enjoy the game, I did have an opportunity to look at it during a recent encounter with Sam of WhileTrueFork fame. Gameplay is rather simple: you can choose to dive or jump over obstacles as your whale tries to reach Oregon before dying of an unfortunate malady such as tuberculosis or malaria or dysentery or ennui.

It’s the sort of game that people seem to enjoy on mobile devices, a nice causual distraction, with graphics and sound that are quite charming and well done. The music by Ian Faleer is just perfect.

It is currently available on iOS through the App Store for a mere $0.99, and the soundtrack is also available through Ian Faleer’s bandcamp site. A release on Android is planned.

New Page: Recommendations

As an experiment, I’ve created a new page for the site, Recommendations.

Here, I provide a list of recommended books, in no particular order, that you should read, and will probably broaden this in time to include movies and games that I think are good, too.

I’m using Amazon’s Associate program for the links, so if you click them it’ll get me a little money, which is always a good thing.

Accordingly this also marks my first step toward monetizing the content on the site. I don’t really expect this to be a big money maker or anything, but we’ll see how it does. Mainly, I’m just interested in getting people to read stuff that I found useful or insightful, and sharing a bit of opinion about it.

GameMaker General Tutorial

Indie Game Developer Jesse Freeman has written one of the most concise and well written quick-tutorials for Game Maker that I’ve seen to date. If you’ve never used GameMaker before and are looking for a good place to start, this is a great read.

#1reasonwhy Tops Twitter Trends, Exposes Sexism in Tech, Gaming industry

Last night I noticed a trending Twitter hashtag, #1reasonwhy. A large number of the accounts I follow were using and/or retweeting this hashtag, and earlier today I noticed that it had managed to become the top trending hashtag in all of twitter. I’m not sure if you’re supposed to read the hashtag as “One reason why” or “Number one reason why”. But the hashtag is being used to address sexism in the game industry (and by now appears to have spilled over more generally to include the tech industry.) I think the idea is “1 reason why I (a woman) am sticking it out in this sexist industry” or something close to that.

Sexism is definitely a major issue in the tech and gaming industries, and has been for as long as anyone can remember. It’s not just evident inside the games industry, it’s blatant in the products themselves, and in how they are marketed. Not everything about gaming and tech is sexist, but sexism is rampant and unabashed, and has been for a long, long time.

I think it’s great to see conversation stimulated on this topic, and exciting that so many women are stepping forward and asserting their right to a place in the gaming world, whether as players or creators, and demanding that the industry change to become inclusive. It feels like right now we could be witnessing a historical moment, a turning point. I hope so.

I don’t have a whole lot to add to the discussion for now, apart from recognizing the importance of this discussion and encouraging it. For now I’m preferring to just sit back, and listen and observe, and think about the things that are being brought to light by those who are speaking out right now.

DRM bug afflicts legitimate Game Maker Studio licensees

Game Maker Studio users should be advised of a potentially disasterous bug that can permanently disfigure their graphical resources.

I have (so far) been unaffected by this issue, and am unaware of what triggers it or who might be affected. From reading the story over at Gamemakerblog, it seems that it may have to do with Steam, but details are still unclear.

This is a good time to re-emphasize the importance of good backups. If you don’t have something to restore from, it’s sad, but you really only have yourself to blame for not having better backups.

GameMaker Studio even incorporates source control features that allow you to store your project resources in a Subversion repository. Anyone who uses subversion with their GameMaker projects should be pretty safe, as long as they have a version of their sprites checked in prior to the images being corrupted.

As well, it’s a good practice to maintain your graphics resources outside of your gamemaker projects. While useful, the built-in sprite editor is rudimentary, and many graphics artists prefer to work in a more robust professional quality tool, then import into GameMaker. If you work this way, you should still have your originals intact, and won’t be as badly affected by this problem.

I really hope that this incident will spur Yoyogames to look at its anti-piracy philosophy and find other controls that they can use to curb unlicensed use of the features that they reserve for paid licensees.

General update

I have been busy and feeling somewhat burned out and have taken a few weeks off from updating the blog here. I’ve actually been quite busy, though, and have a lot going on that I want to talk about.

GameMaker Studio Book

First, Packt Publishing had approached me a few months ago, asking if I’d be interested to author their upcoming book on HTML5 game development using Game Maker Studio. I considered doing this, but in the end I decided against it for a few reasons, the main reason being I would rather put my time into actual game development than into writing tutorials.

As well, I believe that there are already a lot of good resources for learning Game Maker basics, and the book Packt wanted me to write seemed to ignore this, preferring to focus on the admittedly wider audience of GameMaker newbies. The book that I wanted to write would have been something more advanced, targeting intermediate and advanced Game Maker devs who have been through the built-in tutorials, read the helpfile on a regular basis, actively use the GMC forums and wiki, and are looking to do things at the next level. Since GM:Studio is aimed at professional developers, it seemed to me that a book for newbies would be better off using GM:Lite, and that in any case, re-hashing existing material wasn’t an interesting project for me, or useful for anyone.

That said, Packt came back later after they found an author for the project, and asked me if I’d be interested to contribute technical review to the book manuscript, and I’ve been helping them out with it. So far, the book is looking pretty good.

Direction, Goals, Priorities

Considering this book opportunity put me in a position of having to think about my goals and priorities and how I’m devoting my resources to this indie game developer thing, and I concluded that I really want my focus to be on making games. While I’m good at writing, I consider it to be a byproduct of my game development efforts. And right now, I really want to have more completed games to show for my efforts.

I write articles and tutorials for your consumption here, mainly as a byproduct of teaching myself something new as I’m working on my own projects, and I think it really helps me to solidify my understanding of what I think I know. By putting my knowledge out there, I create an opportunity for peer review to take place, and hopefully get useful feedback from readers who know more than I do or see a mistake somewhere. But also, I hope that it helps people who haven’t learned something yet that I have.

I’ve always looked at this blog as a free service, which I’ve been happy to provide because I enjoy it, and because it benefits me to do so, in that the more I learn and write about what I learn, the better I get at what I do. And because other people can see my progress, it gives me a little bit of reputation, and increases my visibility so that I can potentially make friends in the game development community and maybe even collaborate with people on projects. This has been enough of a benefit that I have not needed any further incentive, in terms of money.

I’m going about pursuing any professional or business development goals rather passively, mainly by putting myself out there and letting interested parties approach me, as opposed to actively approaching others with proposals and ideas, but so far this has worked for me, and I’ve actually gotten more success from this than I would have expected. Perhaps that’s just because I’m extremely humble and my expectations have been very low, but I’ve appreciated all the interest and offers that I’ve received, whether I’ve taken advantage of them or not. But I’ve always felt that in order to have any kind of viable career as a game developer, I had to focus first on obtaining the skills of a game developer. I have prioritized this above developing skills as a business entrepreneur. And, knowing what sorts of activities make me happy, I feel this has been the right choice for me.

And while I’ve considered doing things with the website to try to bring in revenue, I haven’t cared that much about doing so, because it would take me away from doing game development, and would introduce new headaches as well (taxes, dealing with advertisers, setting up e-commerce, increasing my security vigilence, etc.) Since I’m only one guy, and work full time, I have to choose where I put my time and energy, and the blog itself already takes up a large enough chunk of what I’m able to devote to my game development efforts.

It’s a conundrum. On the one hand, if I had income from game dev related efforts, I could probably justify putting even more resources into it. On the other hand, a lot of those resources would go into things more on the business side of the house, and actually take me away from making games. And because the business income would in all likelihood be less than what I’m currently earning, for now it makes more sense to keep working fulltime and do the game stuff on the side. If there were a bridge to take me from here to there, I’d be really happy, but for now that doesn’t seem to exist for me, and I don’t know how I’d go about building it for myself, and rather than devote time to figuring that out, I’d rather just make games as best I can with the resources I’m able to devote with my current means.

Pixel Art: Boss Borot/BoboBot

pixel art "BoboBot" by Chris Sanyk 256x256px

Notes:

  1. I actually had to put a face on this one!
  2. Bobobot was the comic relief in the Mazinger Z series. This robot actually had facial expressions that changed according to the pilot, Bobo’s mood. This image, I think, makes him look a bit expressionless and almost zombie-like, in contrast with the cartoon’s very human-like expressions. It’s so difficult to capture emotion and expression and personality in just a few pixels, which is why I’ve refrained from trying to draw them.
  3. Generally, I feel that it’s better to go abstract and just convey the impression of the overall person, rather than try to convey facial expressions at the resolutions I’ve been dealing with. This serves as a good example of why. It would take a great deal of fine tuning and high-resolution finesse to get the nuance in the expression just right. If it’s critical, it is worth it, but it is a lot of extra work, and takes a true artist to pull off well.

Pixel Art: Diana S/Aphrodite A

pixel art "Diana S" by Chris Sanyk 128x128px

Notes:

  1. Diana S. (known as Aphrodite A to American audiences) is the female companion robot to Mazinger Z/Tranzor Z.
  2. The color scheme is pretty garish, but this is pretty accurate to how she was colored in the cartoon.

Pixel Art: Mazinger Z/Tranzor Z

 

pixel art "Mazinger Z" by Chris Sanyk 64x64px

Notes:

  1. From the 1970’s anime series from Japan, one of the early giant robot cartoons. Known as Tranzor Z in the USA.

Pixel Art: Brainiac

I didn’t realize it until I researched the character to get his look, but Brainiac has gone through a number of incarnations. In the 80’s, when I was a kid, Brainiac was a somewhat skeletal-looking robot with a large brain case. He’s basically a light color, like polished aluminum or chrome.

pixel art "Brainiac" by Chris Sanyk 128x128px

But apparently earlier (as well as later?) eras of DC comics featured an organic, human(?) green-skinned, purple outfit Brainiac, who appears to have some kind of electrodes on his head. Perhaps I’ll do a version of this Brainiac in time as well.

For some reason, I seem to remember the robotic Brainiac as being a human brain inside a robotic body, and you could tell he was a human brain inside a robotic body because his pink human brain was under a plexiglass dome, so you could actually see it. So here’s that version:

pixel art "Brainiac" by Chris Sanyk 128x128px

One thing I notice right away about this variant is how much more the flat top of the head jumps out. I want to re-do this with a more dome-shaped head. This wouldn’t fit my original 16×16 base figure, but there’s no reason I can’t take it out an extra pixel and adjust as needed.

pixel art "Brainiac" by Chris Sanyk 128x128px