As of April 15th Sky Burger is now available on the iTunes App Store! Sky Burger has already gotten a mention on Touch Arcade, and Apple iPhone Apps is giving away some promo codes! Now get to stacking, those burgers won’t build themselves!
Cogs Released!
The fine developers (Rob Jagnow and Brendan Mauro) over at Lazy 8 Studios are releasing their debut game Cogs today!
If you like puzzle games I highly recommend it. You can buy it on Steam starting later today.
I Know What You Did Last Week #4
Woo, an entire month of IKWYDLW!
Murphy:
I got the ball controller working and improved the camera system (it is based on a priority system now, more on it later perhaps). I noticed that the networking thread was causing a lot of slow down. The solution was to completely remove threading in the networking system. It wasn’t even really needed. A simple method to verify that user script code implements an interface correctly was added. This will help users make sure the script code they are writing is valid earlier. In a forgiving language like Lua, this is a nice feature to have.This week I plan to implement better prediction in the network code (using the physics engine instead of simple velocity predictions that don’t account for things like collision or physical properties). This will not be an easy task but I believe it will really help to smooth out the jitter causes by the cheap prediction currently in place.
marshmonkey:
Pretty much my sole focus last week was working on a new environment for ZG named “Dustbunny”, I am close to getting it hooked up in game so expect some screenshots this week. Hooray for new ZG media! I also have been helping Brian test out his new networking inventions here and there.
eeenmachine:
**Ian is on vacation this week, so David will be filling in** Last week I pounded out the last remaining bugs in Sky Burger in order to get it off and submitted to Apple. I also was able to work out some memory and speed improvements to make the game run a little smoother. This week I plan on relaxing in the Florida sun, watching the co-eds frolic on the beach for spring break. I will be back this friday, hopefully to coincide with Sky Burger hitting the app store! Woot!
Tags: IKWYDLW
Apple Marketing - Always Be Prepared
Most iPhone developers know that communication with Apple is most often a one way street. One can hardly blame them when the developers of all 30k-odd apps would love to email Apple and tell them how special their app is and why it deserves to be featured!

A regular day outside of Apple's offices.
While the prospect of Apple choosing your app to be featured in any capacity may seem statistically improbable, I’ve found out the hard way its always better to be prepared for it. When I was emailed a couple months ago by someone at Apple asking me for marketing materials I was grossly unprepared. I found myself hastily hitting Photoshop, my brow dripping with sweat, futilely attempting to create high resolution artwork from the low resolution art I had been developing with.
Read the rest of this entry »
Communication is Key: Signals and Slots in Games
When developers talk about the way a game is made, they usually talk about things like physics, graphics, AI, and sound. There is another big aspect however: Communication. I am not talking about players or game characters talking to each other or networking a game. I am referring to objects in the game sending messages to each other. When a button is pressed, the door must be told to open. When the player scores a goal, there must be cheering and confetti.
There are many ways communication is handled in games and I do not wish to compare all the methods. I want to write about a method I like and tend to use called Signals and Slots (specifically, my implementation). Signals emit messages to Slots. A Signal can be viewed as a radio tower that only sends messages while a Slot can be viewed as a boombox which can only receive the message. Signals only emit to slots they are connected to (efficient). Any Signal may connect to any Slot. Any number of Signals may connect to a Slot.

The radio tower (Signal) emits a message to the receivers (Slots)
I Know What You Did Last Week #3
Time for the 3rd installment of IKWYDLW! Exciting stuff! I also just read this great article comparing the games industry to the history of the print industry and how technology has put the power in the hand of small groups of graphic designers over time. It’s a good read - check it out.
Murphy:
I started last week implementing a new networking method. This involves simulating the client ahead of the server and then checking for errors and correcting. This includes predicting the movement of objects over a period of time. Predicting the movement of the kart is not an easy task (which is why we use a physics engine in the first place!) so I decided to get a ball character controller working (which is easy to predict) to test the networking method. Refactoring the code to support non-kart character controllers (any controllers!) took 4 full days of work but is going to pay off big time down the road. I also spent a night getting motion blur working (it looks AWESOME when boosting). I also got e-mail reporting of errors in the game thanks to Max from Unknown Worlds, Thanks Max!This week I plan on getting the ball character controller finished (need to provide a better way to control it) and test the networking method a lot before moving forward with it. I also plan to improve the way the different camera controllers are managed so that we can swap character controllers on the fly.
marshmonkey:
Last week I started up my modeling for ZG again and started on a new track environment. It’s a giant “rats” style environment where you are in a scaled up room that makes all the characters appear tiny. Should be a lot of fun! Also have spent some time play testing Sky Burger. This week I am going to try and finish up the new environment enough to post a pretty screenshot!
eeenmachine:
Last week Sky Burger inched ever closer to a release candidate with minor bug fixes and new music. I also built an in game browser for our custom “NimbleStore” to browse our games which includes video youtube reviews and live twitter searches. Final touches on the game icon and attempts to thwart Marshmonkey’s attempts at cheating kept me busy over the weekend. This weekend I also added an unobtrusive news ticker to the main player menu to keep players up to date with NimbleBit news. Sky Burger will absolutely, no matter what, be submitted by this Thursday!
April’s Freebie Friday

Who doesn’t like FREE stuff? We have decided that one Friday of every month should be a Freebie Friday, where we choose one of our games to give away for FREE for 24 hours! Which game has the honor of being the focus of our inaugural Freebie Friday? Its Scoops!
GDC Indie Value Wrap Up
GEE DEE CEE. We came, we saw, we conquered. Well, not so much conquered as just walked around a lot for a week and met some really cool people and saw some really cool games. When we were deciding whether to go or not, we were torn about it - and in the end after getting discounted passes we decided to go. So is it worth it for an indie developer, particularly if that expo pass is going to be a decent chunk of your development change jar - and you have to book a flight and/or hotel?
First off, lets understand the potential costs. I will use mine as an example.
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-1 week of development time
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$350 for a summits and tutorials pass
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$130 for a round trip plane ticket
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$FREE accommodations on Brian’s couch
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$120 for food / drinks / transport / misc.
So, not accounting for the value of one week of development time, that’s about $600 out of the penny jar. Not much for someone with a steady stream of income but for a lot of indie developers that can be a serious chunk of the rent / groceries / development budget. We were even lucky enough to get our summit and tutorial passes for half off through a promotion for developers who entered the IGF, which was a huge savings for us. So what did $600 get me?
- A bit of knowledge. The IGS, along with chatting with other developers provided me with some insights. Here are just a few tidbits: Indie developers are hilarious. You should be prototyping every minute of the day, even while sleeping. Some interesting sales stats for different platforms, promotions are GOOD. If you don’t mind paperwork then you should move to Canada becuase they have entire branches of government devoted to showering you with money.
- Some perspective. Meeting with a bunch of other developers, whether in similar situations as us or not provided me with some useful perspective on our own situation - and some other things that perhaps we should be considering.
- Great company. It is quite an awakening for an indie dev who probably sits alone in their house every day banging away at a game to go somewhere and be surrounded by other like minded people. It is reassuring and energizing to realize there are a lot of other people who share some chunk of your passion for making games, and that many of them are going through the same experience as yourself. Meeting and being surrounded by all these people was probably the most valuable part of the expo for me.
So were those things worth $600? I would whole heartedly say yes, especially as someone who had never been to GDC. Even if I don’t make it every year, I am pretty sure I will make an effort to go every few years if just to keep in touch with so many awesome developers, and I would recommend the same to any indie developer who can afford it. Hopefully in the future there will be some sort of special pass for the IGS as the current price for the general summits and tutorials pass is a bit prohibitive for indies - and I am pretty sure I could not have afforded it if not for the discount.
Anyone else go to GDC this year? Do you think it is worth it?
I Know What You Did Last Week #2 + GDC Wrap Up
Well GDC is over and we are getting back into the normal swing of things. Since we were so busy last week we didn’t get to post the IKWYDLW on friday, so here it is today:
Murphy:
Monday and Tuesday were spent in the very informative, useful, and somewhat dull at times Math/Physics tutorial. I learned a lot in those 2 days (such as Bezier curves, numerical integration, fluid dynamics, etc) and got to meet people like Erwin Coumans and Glenn Fiedler. Weds - Friday were spent at the expo hall with Dave by day and parties/meetups with other developers at night. Friday night we got to hang out with Tapio and watch Monsters vs Aliens in IMAX 3D which was neat but I am not entirely sold on the 3D thing yet. GDC was great but very little work was done on Zero Gear (more like no work).
This week I am planning to implement a concept that has been rolling around in my head for a while on networking Zero Gear involving time travel (not really, but it sounds cooler that way!). I am also planning on spending a night or two implementing some game play objects such as moving platforms and the remaining weapons that need to be implemented again (twister + punching glove). There is always optimization work to be done as well. Lots to do!
marshmonkey:
Last week was obviously pretty hectic, romping around San Fransisco with Brian at GDC. I was able to meet some incredibly awesome indie game developers and attend a lot of entertaining lectures at the IGS. It was a wild ride but it is good to be back home in San Diego. This week I am planning on doing a little company paperwork, catching up on some email and then getting back into the groove of pumping out some awesome Zero Gear content.
eeenmachine:
Last week I was stricken with what I believe is Strep Throat but powered through it to polish up the gameplay elements of Sky Burger. I’ve been spending many hours playing and tweaking tip levels, ingredient prices, speeds, and promotion levels to try and get everything just right. I also added in-game music (while still keeping iPod playback support). I’m hoping to have something release-ready by the end of this week.
Also, we got the chance to meet up with Tapio, the man behind ZG’s awesome sound effects on the last day of the conference. He even brought some food for us from Finland!

Delicious food from Finland given to us by Tapio

Dave + Tapio + Brian = Super Team Alpha 6
GDC Weds part 2

pretty lights!
We went to the IGF and Developer Choice awards tonight, it was really entertaining and great to see developers accepting some much deserved and hard earned praise. The IGF was hosted by Andy Shatz who was great, and then the choice awards were hosted by Tim Schafer who was hilarious. It was also awesome to watch Little Big Planet clean up!
Forum Posts
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Law and Order is a gritty legal documentary show.
Posted by Lucywang
0 replies | 63 views Posted in Zero Gear Discussion -
Each actor plays in The Sopranos a complete human being.
Posted by Lucywang
0 replies | 46 views Posted in Zero Gear Discussion -
I remembered my elation when I viewed Queer As Folk.
Posted by Lucywang
0 replies | 39 views Posted in Indie Game Development -
There's a bittersweet quality to the final season of "Monk"
Posted by Lucywang
0 replies | 35 views Posted in Indie Game Development -
Race Map: Chinese Wall
Posted by Eikester
1 replies | 171 views Posted in Custom Content

