[casual_games] Casual Game Framework
gmail.com
opresnik.david at gmail.com
Tue May 29 10:28:13 EDT 2007
Hi,
I agree completely agree with Eric. You really need a full package if you
intend to develop for PC, Consoles, Mobile devices, etc. I recommend that
you give a look at Mobex3D (www.mobex3D.com <http://www.mobex3d.com/> ),
it's a great engine for PC, Mac and mobile devices. It's one of the best
engine available for mobile devices today.
Hope this advice helped.
Best regards,
David Opresnik
_____
Od: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org]
Namesto E. D. Bass
Poslano: 29. maj 2007 16:00
Za: IGDA Casual Games SIG Mailing List
Zadeva: Re: [casual_games] Casual Game Framework
Just wanted to add my 1.0025 cents.
My crew recently ran up against this issue, and choosing a solid dev
package was a good deal more difficult than i had imagined.
I normally don't offer unsolicited advice, so do forgive...
Firstly, think of your long term goal and long term development scheme
if you intend on developing for PC, Console, Mobile devices, or Web-based,
Choose a package that can either do all of those things.
Do get stuck with a package that will cause you headaches when you decided
to
jump platforms. Our solution was TGE for everything but web, and for that we
chose Flash Professional.
TGE for price, support, community, and the fact that the guys at Garage
Games actually
answer their phones AND give great advice and support. And Flash, because
you just
cannot beat it for fast, fluid, cross compatible game dev.
So, thats my story and I'm sticking to it, good luck Bro.. its all worth
it.. trust me!
Peace and Prosperity,
Eric Bass
Concrete Alchemy Mediaworks
James Terry wrote:
1-Is there any impact on the selected technology on a Publisher's point of
view? Do they prefer any technology over other?
A lot of publishers favor their in-house technology if available, Playground
SDK, PopCap Framework, Torque Game Builder, etc.
2-What do you think about XNA for a casual games?
Like others have said, XNA hasn't matured yet, and it does not support Mac
at all (which is a large outlet for a casual game)
3-Any experience on using a publishers framework (PopCap Games Framework)
and then publishing with others?
Both the PopCap and Playfirst SDK can be used on projects that end up
getting published through someone else, or even self-published
4-Any other suggestions?
Check out Playfirst SDK, PopCap Framework, Torque Game Builder, Unity (if
you have a Mac) and see which one is most useful for what you want to make.
>From what I've seen, its faster to build a Prototype using Unity or TGB
since they have a heavy scripting component while PopCap and Playfirst will
stick you with a lot of C++, but TGB and Unity both cost a bit, while PopCap
and Playfirst are free
James R. Terry
Yatec, LLC
11606 Southfork, Suite 300
Baton Rouge, Louisiana 70816
(225) 274-1550 Ext. 136
www.yatecgames.com <http://www.yatecgames.com/>
_____
From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org]
On Behalf Of Kef Sensei
Sent: Monday, May 28, 2007 9:35 AM
To: casual_games at igda.org
Subject: [casual_games] Casual Game Framework
We are an outsourcing company and we are developing our first game of our
own. We are creating a playable demo for submission to publishers and we are
considering sevral technologies.
We have started with XNA hoping to go through Microsoft path but we found
many incompatibilities with Graphic Cards so we are considering other
options such as PopCap Games Framework.
Some questions:
1-Is there any impact on the selected technology on a Publisher's point of
view? Do they prefer any technology over other?
2-What do you think about XNA for a casual games?
3-Any experience on using a publishers framework (PopCap Games Framework)
and then publishing with others?
4-Any other suggestions?
Thanks for the feedback...
Regards
Eli
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