Your character is a single pixel who roams an interconnected world in a 100 by 54 pixel environment. It’s got over 70 rooms to explore and no explicit win state. I originally created this for Kokoromi’s Gamma 256 and it was a finalist at IndieCade 2008.
I wrote more about its creation and exhibition at Gamma when it came out.
A personal monument to glitchy and half-baked indie games, Shit Game was naturally the first project I ever worked on to be covered by Kotaku.
It’s a short game that shouldn’t take more than 10 minutes to beat (use the shift key to jump). Making the trailer for the game was one of the most fun things I’ve ever done.
Both of these ports are thanks to Wineskin, a free tool for making fully encapsulated Windows executables in native Mac application bundles. It works very nicely, so if you’ve got a couple dusty Windows games you’d like to bring over, give it a try.
So I’ve just finished a little iPhone game with my friends Alec Holowka and Danny B. It’s a simple physics-based color smashing kind of thing, with lots of explosions.
Way back when the App store first rolled around, Alec and I put together a game engine and started cooking up some projects. One of them was this game. In the interim, I started doing a ton of iPhone contract work, and Alec put out Paper Moon, and forged ahead on Marian.
But we finally came around and polished this one up, and Danny (composer for megahit Canabalt, and future megahit Super Meat Boy) wrote us some apropo music.
I think the game turned out really nice. It’s a little more casual than anything I’ve ever done, but in a good way!
And the actual game framework we’ve built is kind of cool. It allows for a fairly rapid prototyping of games on the device — I feel a little sheepish that we’re only releasing our first project based on it now. In any case, check out the game and let us know what you think!
Apple revealed details of its plan for third party iPhone and iPod Touch applications today. Overall, very cool. Gamewise, it’s fairly straightforward to get an OpenGL context up and running and to start playing around.
The amount of RAM in the phone is equally impressive. And remember, the display is larger and higher resolution than the PSP, with more pixels than both of the DS screens put together.
Some Demos
Dan and I are working on some things for the phone and he’s put together a couple quick demos that show off the power of the hardware and the ease with which you can do cool things with the interface.
The first is a demo of bouncing balls which uses the touchscreen to spawn and the accelerometer data to define the gravity vector.
The second is a test of the hardware’s 3D rendering, which loads a few lowpoly textered meshes.
Distribution
What’s interesting is the distribution model. The App Store sounds like a marketplace similar to XBLA and PSN, except of course not limited to games. The 70/30 ratio is good, but it remains to be seen how content will be promoted in this store.
Apple already has a section of the iTunes store devoted to iPod games. So will there be a two-tiered approach where big-publisher projects get heavy visibility and other stuff has to fend in a flood of content? Sites like Versiontracker are becoming hard to use because of the volume of content they track, and sifting through it is tedious.
There has been some consternation about a flip-flop in the price structure on one of the consoles’ downloable games portals lately. Hopefully Apple’s 70/30 ratio remains stable.
Wrap-up
When you consider the novel interface, the straightforwardness of the API, and the access granted for anyone to develop for the device, it seems likely that we’re going to see some really amazing things made for the phone.
I’ve been in San Francisco for the last week, running the Macworld booth for Danlabgames.
Besides showcasing all of Dan’s games, which went over very well, I tested out a rough demo of Rotrix on the crowd, leading to an estimable response from both gamers and some industry publisher people.
Receiving positive feedback felt very encouraging after pouring so much work into the project, and we’ll see where it leads.
Space Barnacle also seemed to be a hit, and looks fantastic on a glossy 24″ iMac. Going with the 1.6:1 aspect ratio totally paid off. It feels so mischevious to completely fill that high resolution display with a miniscule 288×180 pixel game.
I should be able to release a Mac port as soon as Apple releases Java 6, which, knowing Apple, will only be supported in Leopard… even though it’s been out for nearing 2 years on Windows, Linux, and Solaris. The rumor is that now that the Macintosh is on Intel architecture, they’re just porting the OpenSolaris version instead of rolling their own… which currently means 64-bit intel only? I don’t know, but it’s kind of sucky.
There’s something in the air
That brings me to Apple’s big announcement. The MacBook Air is light, underpowered, and overpriced.
No optical drive, slow hard drive, terrible integrated graphics, only 1 USB port? These are all things I need, but of course if I had a desktop at home, and I didn’t do graphics-intensive game development… and I was rich, maybe it’d be more attractive.
Stake your claim
The real buzz of the conference was iPhone development, even though few details on the SDK were announced at the keynote. A lot of developers are already working on projects with the reverse engineered headers.
Paul Kafasis likened the iPhone to the switch from Classic to OS X. These next few months will be like the wild west, and those that stake a claim early with quality software will have a really solid foundation in the future.
With 4 million phones sold already, and another 10 million forecasted by the end of the year, along with an untold number of iPod Touches, it’ll be a populous platform. And Cocoa developers will have an intimidating head start.
GAMES
Of course there’s a huge potential for games on the iPhone and iPod Touch. Just the hardware specs run circles around the DS. They’re equipped with a 660Mhz ARM1176 with a 3d graphics co-processor for hardware accelerated rendering, and include 128mb of main RAM, to say nothing of the gigabytes of speedy flash storage and wifi. And apparently, they’re running OpenGL ES 1.1 and SDL has already been unofficially ported.
A friend noted that if the iPhone were a game console, it’d already be the fastest selling console in history.
On Monday I was interviewed by San Francisco’s ABC 7 affiliate, for a story on mobile gaming. Bizarre and fun, with some footage from Wacky Mini Golf and Rotrix.
I’ll be staying in the bay area through GDC, so I’ve got another giant Moscone event to look forward to. Apple being Apple, the late February launch of the iPhone SDK may very well be after that — February 29th even.
Addendum
One of the best parts about events like Macworld is that it provides a chance to meet and knock around with all the great people of the Mac and tech scenes, some of whom you only see once a year.
I have to give a shoutout to the Picturesque guys, who had the booth next to me. Keep doing great stuff, and send me some of those photos!
Fun fact: Derek Yu, the editor of Tigsource and artist of Aquaria interned at Panic a couple years back, working on a cancelled project that Cabel showed a screenshot of during his session at last year’s C4. I knew that pixel art looked familiar.
Cursorcerer is a little tool I hacked together which allows you to hide the Mac’s cursor at any time by use of a global hotkey. It can also autohide an idle cursor and bring it back as soon as you move the mouse.
The inspiration for this tool is one of my favorite and most utilized macOS features: the control-scrollwheel zoom trick. I use it all the time to make things like embedded web videos full screen. The trick’s only major downfall is that it’s a constant battle to get the cursor out of the way.
To install, just double click on the prefpane. Hit control-option-k to zap and unzap the cursor. If you want to uninstall, go to ~/Library/PreferencePanes/ and trash Cursorcerer.
The technique behind this global cursor hiding hack originates in a useful post to the Apple carbon-dev mailing list from Red Sweater’s Daniel Jalkut.
Cursorcerer 3.5 is signed, notarized, and works in macOS Sonoma, Ventura, and Monterey—and now natively supports Apple silicon Macs as well as Intel-based Macs.
Update: Cursorcerer has been updated to a 64-bit version that runs smoothly in the latest versions of macOS. The minimum idle hiding threshold has also been lowered at the request of some users. Legacy users can grab the 32-bit version here, or 2.0 here.
“We think that Pippin represents the Next Generation of a lot of the things you’ll be seeing from Apple”.
That is eerily prophetic, as the parallels are clear between the Pippin and the Apple TV, and more so with the more widespread contemporary trend of the set-top media box.
And from a developer’s standpoint, this promotional video highlights a lot of the the same things that Steve Jobs extolled during the iPhone introduction — It’s running the full version of Mac OS! Development is easy!
However the parallels between the Pippin and the 3DO are also easy to draw, and it’s easy to see why the system failed.
A third party, Bandai, manufactured and marketed the device. It was developed in the pre-NeXT acquisition mid 1990s, a grim time for Apple. To start the device, you had to insert a system disc into the 4x CD-ROM drive and wait for a streamlined version of Mac OS System 7 to boot. The graphics were all done in a PowerPC native version of QuickDraw, a graphics API that in its more than 20 years of existence, never supported more than a 1-bit alpha channel!
So many nightmares.
But the kernel of the idea was good. And it’s especially ironic today as the Xbox 360, Playstation 3, and Wii are all running on PowerPC architecture. The Pippin’s PowerPC 603e is the forebear of these consoles’ brains.