[casual_games] Casual Game Framework

E. D. Bass edb at CONCRETEALCHEMY.COM
Tue May 29 12:52:03 EDT 2007


Any SUGGESTIONS as to what he should use, Tom?

Countering is one thing, carping is another...It's about trying to
help. I don't think anyone on this list thinks there's an all in one
solution, but you have to start somewhere to see what suits you, and
your team.

Then you move forward.

Tom Hubina wrote:

> If anyone tells you that an engine can cleanly support (or even

> remotely cleanly) PC, Consoles, and Mobile devices you should look for

> the snake oil that he's also selling. More than likely the only

> "mobile devices" they support are PDAs and Smartphones and not

> the hundreds of millions of mobile phones out there where you can

> actually make some money ;)

>

> You can 100% forget about any kind of all-in-one solution for 2D

> games. The only thing close would be 3D stuff, and that represents a

> tiny portion of the mobile market right now. But even that's something

> I would have to call bullshit on given that so many of the devices

> don't support things like floating point, and that you would need an

> engine that supports both J2ME (JSR-184) and C++ (BREW/OpenGL ES).

>

> And that's just the engine part. Once you factor in the idea that

> quality games on mobile are frequently quite a bit different than

> their PC/Console counterparts due to user interface, play time

> expectations, etc you quickly realize that anyone who says they have

> an engine that supports all three from the same code base has never

> actually made a successful mobile title.

>

> (sorry to be harsh, but I've seen a lot of this nonsense going around

> lately and no one seems to be countering it)

>

> Tom

>

> ------------------------------------------------------------------------

> *From:* casual_games-bounces at igda.org

> [mailto:casual_games-bounces at igda.org] *On Behalf Of *gmail.com

> *Sent:* Tuesday, May 29, 2007 7:28 AM

> *To:* 'IGDA Casual Games SIG Mailing List'

> *Subject:* Re: [casual_games] Casual Game Framework

>

> 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>

> [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 <mailto: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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