Showing posts with label gxjones. Show all posts
Showing posts with label gxjones. Show all posts

Friday, January 8, 2010

InfiniteRay: A View-based platform

Introducing a side-project I wrote over the holidays. InfiniteRay is a cross-platform graphics platform which uses Lua scripting to manipulate a hierarchy of views. The goal of this project is to make it easy to write complex graphical applications. It turned out to be a pretty cool way to do some rapid prototypes.

You can check out the source here (BSD Licensed).
There are no binaries yet available. However it does build under win32 using mingw and OS X using xcode assuming you have all the prerequisite libraries (see below). Note: The Lua bindings are automatically created by gen.py in the /gen directory.

It's also still alpha-quality so if you're looking for a more mature platform check out the Love 2D Game Engine. InfiniteRay differs from the Love engine in a number of different ways but primarily InfiniteRay is C-based and Love is C++ based.


(Short Video Demo)


(The loader screen)

Features:
- Lua scripting language
- Structured view system to easily create complex compositing heirarchies
- Asynchronous resource loading from files or zip archives
- Drawing support utilizing the cairo graphics library
(http://www.cairographics.org/)
- Font rendering using the freetype font engine
- Asynchronous TCP/IP network support

Library Dependencies:
- FreeType 2.3.11
- Cairo Graphics Library (libcairo,libpixman,libpng)
- zlib


(The asteroid example)

Tuesday, December 23, 2008

From the cold snowy hill

A post before the end of 2008

Preface:
My mote-m experiment has effectively ended. Although it's still available in the store it has been superseded by team efforts from real artists looking to (and succeeding) at making it big on the app store. I wrote a postmortem about my experience about two months ago. I never published it because the iPhone App Store scene continues to change at such a rapid pace that anything written is immediately out-dated and irrelevant. In spite of that fact, I will share a few parts.

Introduction:
Let me say that these are my personal experiences and observations as an independent/first-time iTunes App Store game developer. I built Mote-M from the ground-up. I created the web site, wrote the code, created the art and answered everyone's kind emails. I consider Mote-M to be a success in it's original goals and a failure to achieve it's full potential. I might be wrong on any conclusions I make and apologise in advance for my poor grammar and inconsistent tense. You have been warned.

Development:
Mote Massacre, Mote-M for short, is a Tower Defense game in the style of the Desktop Tower Defense games. It started it's life in December of 2007 as a flash multiplayer game. When the iPhone SDK was announced the decision to port the game engine was made. After being approved by Apple in late-july (along with the rest of the non-special developers), I ported over the basic game and decided to launch the app as a fun toy-app for $0.99 in mid-August. The original goal was to build a fun game which would also pay for the developer registration. I really only expected maybe 20 people to buy the game. Since August I've watched the app store grow and evolve.

A Learning Experience:
Revelations I had as a complete n00b in the iTunes app store game business.

Quality of apps: The quality of apps and the relationship with an app's price and sales volume has been discussed elsewhere. It's still important to mention that with very low app prices a developer has to make money somewhere else or succeed in selling a very large volume.

Top sales lists DO matter: there are a set of passionate gamers who read the blogs and the forums and participate in the app store community but I'm willing to bet that the majority buy off the front page and the top paid apps lists. This is not surprising -- I probably wouldn't visit the forums and blogs if I weren't developing for the platform.

Rampant Piracy of Apps: The day you release your app for purchase is the same day anyone with a jailbroken phone can download your app for free. It's a fact of software -- you can't stop it, so don't try. The amount of time I spent trying to figure out the convoluted app DRM scheme could've been spent on developing a better app. To be fair the code signing stuff is pretty much a one time setup but from a goals standpoint it *just* fails.

The app store has huge potential: A developer can make a lot of money if they launch the app perfectly. Where perfectly in that sentence means: releasing an eye-catching, functional app which encourages impulse buys. Impulse buys fuel the app store right now. This may also be contributing to lower prices.

The Community:
This is one area where I was pleasantly surprised. The community of people who gathered around Mote-M are passionate and highly engaged. The e-mails I've received have been almost universally helpful and encouraging. Any developer not embracing their community is definitely losing valuable feedback.

Future Plans:
As I write this I have xcode open to a new super-secret non-game project for the mac. Once that project matures I'll return to the app store to see what sort of climate there is for indie game developers. Right now there seems to be a new flood of ports from existing games: SimCity (tm), TETRIS(r), Brothers In Arms(r), etc. Without users being able to demo apps they may stick to more well-known and bigger names instead of supporting software devs who create more original apps.



About gxjones.com:
Independent software developer Grant Jones started gxjones.com in late 2006. Grant grinds away creating another independent game with the experience he has gained from Mote Massacre and past applications he has written.

Wednesday, September 10, 2008

Mote-M v1.2


My blog makes it look like I haven't done any thing for the past 2 months. This is simply untrue! I've been consumed with my Mote Massacre project which is currently available on the iTunes App store for $0.99.

Originally called 'Mote Massacre' I shortened the name to Mote-M because the icon on the iPod showed up as 'Mote...ascre' which doesn't sound quite right.
Mote-M is actually the evolution of the two-player tower defense death-match flash game I created back in December of 2007. Unfortunately I took down the server that was running the 2pTD flash game so it can't be played anymore; maybe someday it will come back -- or maybe Mote-M Multiplayer will be released?

The gxjones.com site has all the details on this game.

Saturday, March 1, 2008

2/29 end of the week

Got some gxjones.com updates in development including discussion forms. My new pet project deals exclusively with the underlying back-end forum stuff... more news on that to come later. So updates to the site may be delayed, oh well -- it'll be worth it.

Of interest to me this week:
The Lemon parser Generator LALR parser generator used by SQLite
Pygments Python syntex highlighter... unfortunately I didn't have enough patience to get the output to play nice with this blog :(
ustr via anarchaia - agreed - this library still seems sort of heavy