[casual_games] Casual Game Framework

Brad Edelman brad at playfirst.com
Tue May 29 13:21:32 EDT 2007


For a casual game framework, I'd recommend Playground SDK from
PlayFirst.
https://developer.playfirst.com/

It's free, has great hardware compatibility, Windows and Macintosh
support, and much more. Check out an overview:
https://developer.playfirst.com/overview

This is the framework behind hit PlayFirst titles like Diner Dash: Flo
on the Go and Chocolatier!

Plus, with the "Developer Dash" program, you can earn cash just by
trying out Playground and showing off your work:
https://developer.playfirst.com/developerdash

Enjoy,
Brad Edelman
CTO
PlayFirst, Inc.

-----Original Message-----
From: casual_games-bounces at igda.org
[mailto:casual_games-bounces at igda.org] On Behalf Of
casual_games-request at igda.org
Sent: Tuesday, May 29, 2007 9:58 AM
To: casual_games at igda.org
Subject: Casual_Games Digest, Vol 25, Issue 17

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Today's Topics:

1. Re: Casual Game Framework (gmail.com)
2. Re: Casual Game Framework (Tom Hubina)
3. Re: Casual Game Framework (oscar oscar)
4. Re: Casual Game Framework (E. D. Bass)


----------------------------------------------------------------------

Message: 1
Date: Tue, 29 May 2007 16:28:13 +0200
From: "gmail.com" <opresnik.david at gmail.com>
Subject: Re: [casual_games] Casual Game Framework
To: "'IGDA Casual Games SIG Mailing List'" <casual_games at igda.org>
Message-ID: <465c387c.2ea9fa50.5c51.ffffbac2 at mx.google.com>
Content-Type: text/plain; charset="us-ascii"

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







_____




_______________________________________________
Casual_Games mailing list
Casual_Games at igda.org
http://www.igda.org/casual-subscribe
Archive: http://www.igda.org/casual-subscribe
Archive Search:
http://www.google.com/coop/cse?cx=010373383720242846960%3Az3tdwggxil8
List FAQ:
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Q

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Message: 2
Date: Tue, 29 May 2007 08:06:19 -0700
From: "Tom Hubina" <tomh at mofactor.com>
Subject: Re: [casual_games] Casual Game Framework
To: "'IGDA Casual Games SIG Mailing List'" <casual_games at igda.org>
Message-ID: <20070529150810.1A5C5AE33 at mailwash7.pair.com>
Content-Type: text/plain; charset="us-ascii"

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]
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







_____




_______________________________________________
Casual_Games mailing list
Casual_Games at igda.org
http://www.igda.org/casual-subscribe
Archive: http://www.igda.org/casual-subscribe
Archive Search:
http://www.google.com/coop/cse?cx=010373383720242846960%3Az3tdwggxil8
List FAQ:
http://www.igda.org/wiki/index.php/Casual_Games_SIG/Casual_Games_List_FA
Q


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------------------------------

Message: 3
Date: Tue, 29 May 2007 09:43:38 -0600
From: "oscar oscar" <oscar.oscar.oscar at gmail.com>
Subject: Re: [casual_games] Casual Game Framework
To: "IGDA Casual Games SIG Mailing List" <casual_games at igda.org>
Message-ID:
<17025ae50705290843t208cc243oa66f983d03a7a6ec at mail.gmail.com>
Content-Type: text/plain; charset="iso-8859-1"; Format="flowed"

There is no Magic Bullet for cross platform, robust game development.
Especially a CHEAP Magic Bullet.

Identify your target audience

Identify your target platform (windows, mac, linux, consoles, cell
phones)

HONESTLY assess your development resources
-team (availability, skillsets, blah)
-$
-time

That should narrow down your possible solutions...

oscar
one day
at a time.

On 5/29/07, Tom Hubina <tomh at mofactor.com> 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

>

>

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

>

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

> mailto:casual_games-bounces at igda.org <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

>

>

>

>

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

>

>

>

> _______________________________________________

>

> Casual_Games mailing list

>

> Casual_Games at igda.org

>

> http://www.igda.org/casual-subscribe

>

> Archive: http://www.igda.org/casual-subscribe

>

> Archive Search:

http://www.google.com/coop/cse?cx=010373383720242846960%3Az3tdwggxil8

>

> List FAQ:

http://www.igda.org/wiki/index.php/Casual_Games_SIG/Casual_Games_List_FA
Q

>

>

>

>

> _______________________________________________

> Casual_Games mailing list

> Casual_Games at igda.org

> http://www.igda.org/casual-subscribe

> Archive: http://www.igda.org/casual-subscribe

> Archive Search:

> http://www.google.com/coop/cse?cx=010373383720242846960%3Az3tdwggxil8

> List FAQ:

>

http://www.igda.org/wiki/index.php/Casual_Games_SIG/Casual_Games_List_FA
Q

>

>

>

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------------------------------

Message: 4
Date: Tue, 29 May 2007 12:52:03 -0400
From: "E. D. Bass" <edb at CONCRETEALCHEMY.COM>
Subject: Re: [casual_games] Casual Game Framework
To: IGDA Casual Games SIG Mailing List <casual_games at igda.org>
Message-ID: <465C5A33.9070901 at CONCRETEALCHEMY.COM>
Content-Type: text/plain; charset="iso-8859-1"; Format="flowed"

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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