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Posts Tagged ‘ipod’

GameFontMaker

July 7th, 2010 Colin 2 comments
GameFontMaker Icon

GameFontMaker

July 9th Update: GamefontMaker is now at 1.0.0 beta 2 and it’s also been released under the GPLv2. You can find the latest version and source over here!

It’s been a while since I’ve posted anything to the blog, so I figured I’d do something a bit special to try and get into the swing of things. So, I present to you what I think may be the first native Cocoa bitmap font creation tool for games, GameFontMaker!

At least, I think it is… Maybe… I didn’t do a lot of research, but I have seen a lot of fellow iOS devs wishing something like this existed for OS X, as the only other alternative runs under Windows.

Even if it isn’t, I was getting sick and tired of my really awful bitmap font creation tool that used FTGL, SDL and duct tape and generally produced hideous bitmaps without a lot of fudging of numbers. This is much, much better than that.

Anyway, GameFontMaker is currently in “beta” so don’t come crying to me if your computer explodes or anything. Though in my defense it hasn’t caused my MacBook to explode, and it was way less stable when I started it about 12 hours ago!

This is also my first Cocoa app, so forgive me if it’s a bit rough around the edges.

That being said, if you do find a bug or have a suggestion you could always drop me an email at: colin[at]celsiusgs[dot]com.

So, you’re itching to create some decent bitmap fonts for your game? Well, GameFontMaker is pretty easy to use. From the main window:

GameFontMaker Main Window

GameFontMaker Main Window

You can select the font by clicking on the “Fonts” toolbar button, doing so updates the preview. Once you’re satisfied with your selection, click “Export Font” which opens a file dialog. Choose the file name here, it will automatically choose a .png extension. Once you make sure you’re not overwriting an important system file or your taxes or what have you, click “Save”. This will invoke an ancient spell designed to end the world (and generate fonts) and will cause GFM to spit out a PNG file with all the printable ASCII characters in a line, also it will produce <filename>.png.xml which is an XML file that describes all the character dimensions. It has the following format:

<?xml version="1.0"?>
<fontdata>
	<glyph>
		<character> </character>
		<width>7</width>
		<height>25</height>
		<offset>0</offset>
	</glyph>
...
</fontdata>

Right now the output isn’t ideal for using directly as a texture atlas, but hopefully the PNG plus the XML file can be put to some good use. Once I get some more time I will add support for defining the PNG size and altering the XML output.

Anyway, GameFontMaker is free to use for all sorts of purposes, however if you do find it useful you could always have a look at my games or maybe follow me on The Twitters. Enjoy!

Chromodyne Lite

April 30th, 2010 Colin No comments

Chromodyne Lite Icon

In an effort to try and increase the visibility of Chromodyne, I’ve done gone and created a Lite version! As it is FREE, I ask you kindly to check it out, as maybe you’ll like what you see :)

You can get Chromodyne Lite on the App Store here: itms://itunes.apple.com/us/app/chromodyne-lite/id369298294?mt=8

The Chromodyne Lite Press Release Follows:

Celsius Game Studios is proud to present Chromodyne Lite, the free version of its unique and exciting match-3 puzzle game, Chromodyne! Chromodyne Lite is available for the iPhone and iPod Touch, on the Apple App Store.

Chromodyne Lite features a brand new 5 chapter story introducing the player to the Chromodyne as they work their way through the Chromodynamic Academy’s accredited Accelerated Chromodyne Operator’s Course. Through this program, you too can learn the skills necessary to save the world from impending doom from outer space!

“Course?” You say.

“That sounds like it might be expensive…” You say.

You would say that, wouldn’t you?

Well, you might expect to pay tens of thousands of dollars and rack up years of crushing student debt at some “university” to learn how to save the world. Not so at the Chromodynamic Academy. No, you too can learn all this today for the low, low price of FREE!

Not only do you get this valuable training, but you’ll also find that Chromodyne Lite offers fun and challenging 3D match-3 gameplay, colourful and striking visual effects, and an awesome soundtrack by Kevin MacLeod.

If you’re saying: “Well, I can’t possibly go wrong with that! Plus I can’t argue with free… Especially when you put it in all caps like that!” I’d suggest you follow this link and give it a try: itms://itunes.apple.com/us/app/chromodyne-lite/id369298294?mt=8

Thoughts on the iPad

January 27th, 2010 Colin No comments

Well, Apple finally released their oft-speculated-upon tablet, the iPad, today. The response I’ve been seeing across the interwebs has ranged from comments reminding me of the hubris inducing pessimism surrounding the launch of the iPod, to the completely ridiculous sort of grandstanding that comes about whenever the press catches hold of something that’s “going to change the world!”; like, how it’s going to kill the mouse and keyboard or something. That’s like saying the computer will kill paper and pens, or the Segway will kill walking, or… ingesting pop rocks and soda killed Mikey. See what I’m saying?

What about me? Small game designer/developer guy you probably haven’t even heard of until now? I think the truth lies somewhere in the middle, and the iPad is balancing on a knife-edge between success and failure.

Stick with me here.

I think where the iPad’s potential lies is as a beefed up PDA/planner with the capabilities of an eBook reader and some of the power of a laptop, like editing documents and viewing large videos, while still being in a small form factor with an amazing battery life.

The problem with the iPad, at least as far as I can tell, is that Apple has actually created the iPad’s worst competitor. By placing the iPad as a device in between PDAs and laptops, Apple believes that they are competing with inexpensive netbooks, but in reality, I think that the iPad’s biggest barrier for growth will be it’s older, yet shorter brother, the iPhone!

Look at it this way: the iPad instead of being a small laptop without a physical keyboard, ports, etc., is more like a large iPod Touch or iPhone without the phone and camera parts. People are going to look at their iPhone and think “why would I want an iPad? My iPhone does practically everything I need it to do and more, and it’s more portable to boot.” It’s an even worse value proposition if these people have laptops already. The problem is that by making the iPad behave more like an iPhone and less like a laptop, many people, I think at least, will view this as an iPad vs. iPhone question rather than an iPad vs. netbook or laptop question.

Don’t take this as me completely writing off the iPad. I don’t think it’s going to be a Segway, but I’m not really sure if it will end up being an iPhone or iPod. I do think it will find it’s place in the market, but I think that iPhone OS and the hardware may need to go through a few revisions before it can really get a proper foothold.

I suppose I should talk about gaming and the iPad while I have you here, seeing as that’s kinda my thing.

First off, I think that we’re probably going to see a divide between gaming on the iPad and the iPhone/iPod Touch. Nothing huge but because of the iPhone’s phenomenal success, I think that there will still be a massive demand for small form-factor games that specifically target the iPhone. On the other side of that coin I think that the iPad, by being larger with more power and having a higher resolution will allow more freedom of expression for game developers. But this is good! More choice is never a bad thing when it becomes trivially easy to port your software between these devices, you just have to make sure you design your software with an eye towards running on many devices (this was a good idea before the iPad, in case you didn’t get that memo).

Earlier today I read an article suggesting that the iPad was going to be end of the sort of small developer that found success on the iPhone because it allowed for small teams to produce small games but reach a large audience. I definitely don’t see that as an lesson to take away from the iPad. I do agree 100% that developing games on the iPad, specifically to take advantage of the iPad hardware, will be more time and money intense, however it’s not like the iPad is going to kill the iPhone. Hell, I’d even go so far as make the rash and wildly assumptive statement that most small iPhone devs can blissfully ignore the existence of the iPad and still be able to make a comfortable living selling their wares to iPhone owners (as they are legion).

My personal goal is to see Celsius Game Studios games on the PS3 and 360, so I’m not dreading the iPad. Quite the contrary, I view it as yet another exciting platform with a potential audience for my games.

Also, much like “Wii” humanity will somehow come to terms with “iPad.” You can quote me on that.

A Trio of Reviews!

October 26th, 2009 Colin 1 comment

More shameless horn tooting lies ahead! *toot toot*

DIY Gamer implores the world to “Buy Chromodyne, Now!” I couldn’t agree more! :D

Touch iPhone Games gets so addicted to Chromodyne that they kill their iPod battery after playing it for longer than expected!

And finally, Keri Honea from Examiner.com says “Fans of this sort of puzzle game should all give Chromodyne a try.” Difficult to argue with, I say.

I’m so excited that people seem to have mostly good things to say about Chromodyne, and that the few negative points will eventually be dealt with as I continue to hone Chromodyne into the best puzzle game I can deliver.

Hot Man-Program Love and Completing Projects

October 8th, 2009 Colin No comments

It’s too bad I’m already married, because I’m seriously in love with the Guard Malloc feature in XCode (don’t kill me Eva!)… it totally saved me having to step through every malloc in Chromodyne trying to find an insidious memory corruption bug :o

As some may have seen, I recently (last night!) submitted Chromodyne to Apple for approval. This is a pretty big deal for me, as I’ve always wanted to run a videogame company, or at least work in the industry. So I guess I’m doing both now and it’s a huge dream come true. I don’t know how I’m going to do on the App Store, and frankly I’ll just be happy to make back the dev fees and the cost of my iPod Touch, but hopefully this is just the first in a long line of titles from me to you. Thanks for your continuing support and I hope that lets me keep doing what I love doing.