Silently, we passed our 10th anniversary some days ago. As a little gift, here’s an older video right from the DVW game engine.
All posts in Game Development
Nice Concept: Blog A Day
I stumbled across an interesting concept. 14 independent developers get one slot per week on iDevBlogADay.com to publish articles; if they don’t blog, the spot is given to the next developer on the waiting list.
Android Game Development (Day 6)
It took some time until I finally could get back to my little Android game and I must admit that this wasn’t really a “day” I worked on it. Instead, it were multiple, scattered and short sessions where I worked on the collision testing and response code, some effects and UI stuff. It’s simply too hot currently… so bear with me that there’s no cool video this time.
Keep reading below if you’re interested in the recent progress. Comments are welcome! In case you missed it, also don’t forget to read the earlier reports on my steps in Android game development: Steps 1-3, Step 4, Step 5.
Android Game Development (Day 5)
Day #5, Sunday, June 27th.
Here’s the rough concept for timed events I already mentioned in my last posting. It’s working for now, but I’ll do some more tweaks to abstract this even further and make it more flexible.
Android Game Development – Steps 4-5 from Matthias Gall on Vimeo.
Keep reading below if you’re interested in today’s progress. Comments are welcome! In case you missed it, also don’t forget to read the reports on my steps in Android game development: Steps 1-3 and Step 4.
Android Game Development (Day 4)
Day #4, Saturday, June 26th.
Keep reading below if you’re interested in today’s progress. Comments are welcome! In case you missed it, also don’t forget to read the report on my first three steps in Android game development.
Android Game Development
I’m building rather boring enterprise applications at work and I love creating more appealing things in my spare time, so I do a bit of game development whenever I can. The main problem for a programmer is to get some graphics, but fortunately I have some nice renderings from my old Project E tutorial and the even older Project D game by sechsta sinn on my harddisk that I could put into use (all done by my friend and favorite artist Martin Ernst, btw.).
This is what I managed to do in three after work sessions so far, if you’re interested in the details, continue reading after the video.
Android Game Development – Steps 1-3 from Matthias Gall on Vimeo.
Sculptris
There are a very few people who are genius, disciplined and focussed at the same time and thus can put their productivity to a maximum. One of the most talented guys in the Indie gamedev scene I’ve seen so far in that regard is Tomas “DrPetter” Pettersson. Late 2007 he already came up with a really useful little tool called SFXR (not to mention the even more impressive Musagi) and now it got even better. Within only six months he produced an amazing 3D mesh sculpting tool called Sculptris, now available as version 1.0.
Check out his trailer and see for yourself.
Isn’t that great?
Don’t ever say it’s almost done.
Chris Pruett at Google I/O on Android Game Development. Besides that quote I used as the post caption he shows some very interesting ideas how he analyzed the behavior of his users in order to improve their game experience. I love that hotspot idea, probably something useful for my friends working on Glow as well.
And for the record, also watch the excellent day 2 keynote. I had a good laugh at all the Apple taunting. For example, Android 2.2 features tethering and portable hotspot mode and guess what they’re showcasing? They’re using a Nexus One as an AP for “… another device that doesn’t have connectivity. What about that iPad?”
Apple, Google, whatever… they all have their downsides. But they bring so much innovation that I’m eagerly looking forward to seeing more cool things becoming reality in the next years and building cool things with them myself.
DVW Panorama
Christopher, one of my highly-paid sechsta sinn colleagues, has spent some of his expensive hours to compile a panorama screenshot of a DVW map. But it all pays off when the fans are happy.
Click here for the fully blown version.
Android: Render OpenGL on top of camera preview
I was searching for that today and thought I could write a short wrap-up of what I ended up with. Particularly helpful was the Android TranslucentGLSurface sample code and a thread in the Android Beginners group.
Keep reading below for the fully commented source code.
Unity 2.6 now free
Earlier this year I purchased Unity3D Indie after I evaluated it for a while, along with several assets to do some prototyping for these adventure game ideas I have in my head. I found Unity to be an incredible flexible, easy-to-use and serious toolkit and actually the first “game maker” that ever convinced me that I don’t have to build everything myself.
I don’t have any time to look into it further right now since I’m way too busy with plenty of other jobs and obligations I currently have. But I’ve heard some great news today (at least for those who did not yet purchase Unity): the Indie version is free now! Unity Technologies has released a new version 2.6 and decided to make the Indie version completely freely available. If you’ve ever considered creating a game or if you don’t emphasize on writing all code yourself, Unity may be for you. It’s the most mature game development toolkit I’ve ever seen and if you’ve played around with game makers earlier, you should give it a try, too. Unity is for Mac and Windows and builds web-player (browser plugin) and stand-alone applications.
If you’re on a Mac…
…it just works!

(Source)
2D Graphics
I was searching for a nice 2D graphics library today, again, because I wanted to piece something together very quickly. My requirements were:
- Should be available for the Mac so that I could code with my MacBook Pro on my lap. Currently I really prefer this way of coding. Screw dual monitors!
- Crossplatform would be a plus so that I could continue coding on the PC if need-be.
- Should have a somewhat modern C++ API, i.e. SDL was out of the question.
- Should provide basic shape drawing functionality (e.g. circles, lines,…) and font support (TTF or at least bitmap fonts) innately. SDL disqualified again.
- Either mature enough to be almost bug-free or still under active development.
I came up with something that was described as a “C++ version of SDL” somewhere. I must admit, this didn’t sound very promising to me at first, but when I digged a bit deeper, I became confident that this was what I was searching for.
SFML has everything I need plus lots of other cool features. And the best is, it even comes with pre-compiled OSX frameworks and XCode project templates to get you started directly.
The standard main.cpp looks somewhat like that. It’s pretty straightforward and you can jump right in and take care for the more important things:
#include <SFML/Graphics.hpp>
using namespace sf;
int main( int argc, char* argv[] ) {
RenderWindow app( VideoMode( 640, 480 ), "SFML Graphics" );
while( app.IsOpened() ) {
Event event;
while( app.GetEvent( event ) ) {
if( event.Type == Event::Closed ) {
app.Close();
}
}
app.Clear();
app.Draw( Shape::Circle( 200, 200, 100, Color::Yellow, 10, Color::Blue ) );
app.Display();
}
return EXIT_SUCCESS;
}
The only thing I don’t like so far is the PascalCasing for method names, but hell, you can’t have everything, can you? So I’ll be using SFML for some debug graphics for another project I’m working on, DVW-related.
Some German comments on ELFrun
mattin posted at mac-tv.de and one particular comment gives a quite comprehensive feedback. Also, there’s a pictured review on a Swiss site, apfelkraft.ch.
Oh, and btw., version 1.5 is in the store and we’re working on version 1.6.
Did I mention the ELFrun review on iphonegamenetwork.com?
ELFrun featured on YouTube channel
mattin found ELFrun featured on “Englishtwist’s” Christmas Countdown for December 3rd. If you want to see the whole ELFrun intro video (because you don’t have an iPod/iPhone, of course, otherwise you would indeed buy the game to watch it), have a look at his footage starting at about minute 4 :-)
There’s another video from “ipodtouchlab” who is featuring ELFrun over here with two (simple) levels of gameplay. I’m really wondering whether someone will ever make a movie of the harder ones.
ELFrun gameplay video #1
mattin created a new video which shows ELFrun from starting it up on the iPhone to finishing a level (and most of a bonus level). It’s one of the easier levels at the beginning (level 5), so there are not many obstacles and the speed is still pretty low. I guess playing a higher level through a camera is pretty much impossible.
ELFrun is also currently featured on TouchArcade.com, hooray!
I was a bit scared how fast ELFrun was pirated, though.
ELFrun available
ELFrun is available in the AppStore. Just follow this link.
And now, dear colleagues, please spread the word! Feel free to use one of the shots mattin posted and do some advertising. Greatly appreciated!
ELFrun submitted to the AppStore
I nearly shed a tear when mattin finally made it after 12 hours of struggling with code signing and stuff. Imagine that: a 3D artist builds, signs and deploys a whole C++ application using XCode and command line tools by himself. I couldn’t do something like that the other way round. I’m really proud to work with so amazingly talented people.
Now keep your fingers crossed that the AppStore people like it as much as we do.
Oh, and here’s just a little update to mattins posting:
ELFrun Highscores
The ELFRUN developers are fighting for the highscore during their last tests with the game. mattin, here’s my reply.
Now I’m stuck in level 20.
ELFrun is coming to your iPod/iPhone
Since mattin has let the cat out of the bag, here’s what we’ve worked on in the past weeks.
Head over to dermattin for more.










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