Category Archives: general

posts about general topics, even not related to computer games

Why I choose PTK

When I started to work seriously on indie games, my first choice went to Blitz3d (at those times Blitzmax wasn’t yet available). I made my first game USM with it. Luckily, after that I found PTK and never went back. Why? Read on…
USM was a good product, considering was done in 5 months of spare-time work. Unfortunately, Blitz isn’t exactly the best language to work on big complex games. The lack of a good integrated debugger shows off on large scale project. My game USM for example used LOT of variables, like a database of over 25k players. How I could know if there was a particular bug happening without a debugger like those present in Visual C, with watchers, break/edit and continue feature, and so on ? impossible!

That’s why I stopped to update USM and made other games with PTK and C/C++ (I’m currently developing USM2 with PTK and C, and is really another world compared to Blitzbasic!). At first my transition from basic programmer to C programmer was a nightmare. I knew NOTHING about C. I thought for example I could compare a string using:

if (jack=”john”)

quite ridiculous, but remember that I was used to BASIC language. Even nowadays I’m far from being a good C programmer after 3 years of working in C.

Still in those 3 years I was able to complete 8 games using the combination PTK+C! when I think about it, is amazing, not talking about the quality of the games (you can judge it yourself if you want) but for the speed at which I made them! the main reason I was able to make them so fast, was because I used PTK. With PTK you have the easyness of use as a basic language (blitzbasic for example) BUT you still have the powerful debugging capabilities of all the modern C/C++ compilers.

Porting to mac is a joke. When I tried it the first time, took me about 3 hours: of which, I spend 2h and 45minutes to try to configure Xcode and all the libraries (Xcode isn’t exactly user friendly…) and the remaning 15minutes to copy the files and compile the game! yes, in 15 minutes I could see the same identical game I made on pc, on my mac!!! that was quite astonishing for me!
Now things have changed a lot (2 years have passed) and several other cross-platform libraries have come out, like Torque game builder and so on. I still consider PTK a better choice for lot of reasons:

  • tested: as you may know if you read indiegamer forums, or if you just take a look at PTK showcase, LOT of games have been produced with it, topsellers on many big portals. Millions of people tried it and consequently, I think I can say is the most tested 2d cross-platform library available on the market now. Don’t underestimate this!
  • easy: well, I need to talk again about how is easy to use? if I passed from programming in blitzbasic to C in just 3 months…!!
  • cheap:compared to other libraries is quite cheap. You pay $199 and you can use it – stop, you can make even 50 games and you don’t need to pay anything more. Only exception if is your yearly income is over usd 250k, which I think will take quite a while… complete licensing info here
  • excellent support:the author was awesome to support me. Every single question I had replied quickly, and many new feature added ! of course not only because I requested it, but because several people asked for it. Check out the official forums here.
  • full source code: Ah, was forgetting, once you buy, you get the full source code! so you can even modify it yourself for your particular needs.

Well just to be clear, I don’t get any percentage on PTK sales. I’m just grateful to it, because if I didn’t use it when I started to be indie, now I would still be a part-time developer! ๐Ÿ™

humidity…!

humidityMy girlfriend got a present from her latest online-flower purchase… I don’t know the technical name but is one of those instrument to measure temperature, weather, humidity, etc.

Well look at this picture… I’m a bit scared, 71% humidity inside my room?! now I understand why I have sometime bones-pain …!!

I need to fix that stove as soon as possible…

Magic Stones 1.1.8 BETA ready to test

Sometime you think a game or an update would be very fast to make and instead takes you twice the time… on the other hand, sometime what you think will take lot of time, gets done much faster. This happened with my latest Magic Stones update, that you can download right now here:
http://www.didone.com/games/MagicStonesTrial.exe (Pc)
http://www.didone.com/games/MagicStonesTrial.zip (Mac)

as always if you already have bought the game, just reinstall and it will keep your current druid progresses. New quest added and 2 new avatars. Remember is a BETA, so there could be still bugs!

leagues and cups

Yeah it seems that I’m close to finally have both leagues and cups (national cups only) working 100% on USM2. This is one of the biggest step forward the completion of the so-long-awaited version 1.0! ๐Ÿ™‚

However, programming such games is really tiring ^_^ yeah, can work on it only a few hours a day (maybe I’m getting old?) and then have to do something else. So I thought, why not proceed with the new Magic Stones update?

Works well so far for me. In the morning, with fresh mind, I code. In the afternoon I do less brain-intensiveร‚ stuff like graphic or updates (that require no excessive programming). In the evening… well I relax! is still summer and sun has come back out here at last ! ๐Ÿ™‚

pay per content

A recent interesting thread on indiegamer forums talks about the possibility to charge customers for extra content for niche games. An example that everyone can see is Oblivion data packs, like the (in)famous horse pack ๐Ÿ˜‰

Lot of people complained about it, not willing to pay even only $5 for such a “little” update. On the other hands Bethesda replied that it was a huge success. Surely we’re talking about commercial games, I know no example of such business startegy in the casual/niche shareware market.

I thought about it just recently, when I decided to add a modular expansion to my game Magic Stones, the “Quest Mode”. Basically each quest added several new neutral enemy avatar and 2 new playable avatar from 2 new magic schools of Life and Spirit. The quest mode is very different from the rest of the game and I think is the most fun part of it.

So, when I added that, I had to decide if to ask a small amount for each pack, or just release them as a “free add-on” to encourage the potential buyer to make the big step and buy the game.

While I don’t actually have any statistical data to support my idea, I can say that giving away free content (and quality content, not just “extra levels” but valuable new game features) had a very pleasant impact both on customers comment and also on reviewers. Was not uncommon to read phrases like “considering that the game gets frequent updates, is really a bargain at this price”.

In any case, I don’t plan to do that very often for future games, because is very time-consuming (every update requires at least 1-2 weeks of work).