Yesterday we gave a speech to the students of Videogame Design and Programming course held by Prof. Pier Luca Lanzi for the MSc Engineering of Computing Systems at Politecnico University of Milan. The lecture focused on the economics of free games and on implementation details of our proprietary analytics system.
Full video (in italian) and slides (in english) are available below.
On Wednesday 19th, we partecipated at #iddrink @Genova. The event organized by Indigeni Digitali was held at "Palazzo Ducale" in our city. During the happening we gave a speech about the state of the mobile market. Below some photos taken at the event.
Past long weekend we attended the SvilupParty Beta and SvilupParty 2013 events held in Bologna (Italy). On Friday 10th we gave a talk at SvilupParty Beta, which addressed game developers, about our proprietary analytics system and the next days we took part at the SvilupParty 2013. Here you can see some shots took at the events.
Tapsteroids v1.2 is finally out, and to celebrate we switched it to FREE. Yes, you can now grab it for nothing! The update contains a lot of improvements, both technicals and to the gameplay; continue reading to get the details.
On Friday 25th we will participate at the Videogame Design Days, the event that hosts the Global Game Jam 2013 in Genoa. The Videogame Design Days, organized by ELIOS Lab, is at its second year and it's the perfect background for the GGJ. If you want to meet us, our speech is at 10.30 AM and surely we will stay there to listen to all the other interesting talks.
Last week we have been asked to give a speech to the students of the Politecnico University of Milan which are attending the "Videogame Design & Programming" course held by Prof. Pier Luca Lanzi. Glad of the invitation, we focused the lecture on some tips based on the experience gained during the development of our iOS game Tapsteroids.
Below you can see the video of our talk (in italian).
As associate partner of GALA (the EU NoE on Serious Games), we will attend as exhibitors at VS-Games 2012 - 4th International Conference on Games and Virtual Worlds for Serious Applications. On October 30th and 31st you can meet us at the Serious Games Exhibition area, held in Genoa (our city!). The exhibition will host field cutting-the-edge companies showing their products and doing networking: IBM, Microsoft, Dassault Systems, and others.
Next Sunday, October 28th, we will attend the Playing the Game event in Milan (Italy). It is a consumer event, part of IF - Immagina il futuro, promoted by "Provincia di Milano" and "Camera di Commercio di Milano". The great thing is the big space that will be given to indies: in addition to UNAgames, you will meet other Italian developers with their great video games. It will be also the opportunity to look at our next update to Tapsteroids!
Common vendor branch management under Subversion requires to import whole vendor drops into your repository before doing the actual merging, wasting space. Attached you can find a script that automates the merging of a vendor drop importing only delta-diffs.
Sometimes you could need to take screenshots programmatically for your OpenGL ES application on iOS: you could use it to capture the "best moments in the game" to show them later, or send them via email, or share on some social network; or simply you could hate to have to press two buttons in sync to have a screenshot. Anyway here is some source code to do it, ready to be used with Cocos2D 1.0.
A simple task as building an XCode External Target, can require various scripts to be accomplished when you are building assets. Following my previous post Video game asset pipeline with CMake, I will show how the asset pipeline can be integrated with XCode so that it can be automatically processed also during your normal builds.
If you are interested in how to implement Glenn Fiedler's "fix your timestep" technique, here you will find a brief C++ implementation for Box2D. The technique is needed to keep stable the numerical integration performed by the physics simulation while running the video game with a variable frame-rate.
This is a very simple tutorial on creating a colored nebula using the Solid Noise filter of Gimp. The method is based on superimposing two textures generated with Perlin noise, using different frequencies/amplitudes.
We are not the only indie game developer in Genoa, our friends of Bedroom Studio Entertainment have published a new space shooter action game for XBox Live: Orbitroid. See the video trailer and useful links.
Any video game (or generally any multimedia production) needs an asset pipeline: an automatic way to post-process source assets to build final versions that suit the needs of the game engine avoiding recurrent and error-prone manual work from artists. In this post I will show how this has been achieved, in our current production, using CMake.