Category Archives: news

Briefly Looking Back Before Charging Forward

I had originally meant to post this on my birthday a few days ago but a blizzard over the weekend with record cold temperatures followed by rolling blackouts necessitated by a sharp increase in demand on our electrical system and then ultimately a province-wide blackout for a few days kinda put a damper on any computer-related activities such as blogging.

That said, instead of New Years Eve, my birthday occasionally becomes a focal point of my life where I reflect on how things are going and look to the future. I think most importantly my impending 30th birthday, four years ago, became the catalyst that drove me down the path to creating Celsius Game Studios and attempting to follow my dream of creating my own video game company. While the road has been bumpy at times the journey overall has been great so far and despite occasional slowdowns and setbacks it feels like 2014 is poised to be an amazing year.

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A Post With Numbers In

Update (April 6, 2011): Hit 4,000 sales last month, and well on the way to 5k! :)

I haven’t made a real substantial blog post in a while but with my trip to GDC rapidly approaching and Red Nova being featured by Apple in “What We’re Playing” as well as a fairly significant milestone in sales of the game I figured it may be interesting to some to post some numbers, and talk a little about where Celsius Game Studios Inc. (oh yeah, I also got incorporated!) is headed in the near future.

First of all, the bit you’re probably here for: The Numbers™. Many developers are hesitant to discuss specific sales figures, either for fear of being seen as unsuccessful or because their sales are directly tied to their income, which I suppose is why these sorts of things are still generally interesting. I feel that Red Nova has been relatively successful so far and because sales of the game do not directly tie into my own income I think I can safely say that the sales of Red Nova are… *dramatic pause*… larger than a breadbox and smaller than an exotic super-car.

Okay, in all seriousness, and this is pretty exciting for me: as of this weekend Red Nova handily sailed past 3,000 sales. All over a period of just over 2 months.

While some of you may be looking at that and saying “big deal, Angry Birds sells that many copies in, like, thirty seconds” understand that the average iPhone app will see approximately 100-200 downloads over its entire lifetime. Sales-wise, Red Nova is already in the top 7% of games on the App Store! While I’m not popping any champagne corks just yet, considering that with no money spent on advertising, relatively poor circumstances surrounding the launch over the holidays and the fact that up until recently I was pretty much unknown as a game developer, I think I’m doing quite well for myself.

As I mentioned in an earlier blog post, Red Nova still hasn’t hit its stride, and I don’t expect it to right away. Ultimately my plan all along was to release the game in episodic “chunks” to help make it easier to develop the game and grow its audience at the same time, especially seeing as, at least in the short term, I’m still limited in the time I can spend working on it. Also early sales help support the development of future episodes not unlike how Minecraft‘s sales model works, where the people buying the game now are getting an already good game for a low(-low!) price as well as a bunch of new content for free. So, I’d just like to take a moment to thank everyone that has already gotten the game so far for helping me realize my dream of becoming a game developer!

That being said over the next few months I’m planning on expanding Celsius beyond just myself, continuing development on new episodes and feature updates for Red Nova and, closer to the end of the year, beginning work on an exciting new game project I (cryptically!) hinted at a few weeks ago on Twitter which I think will be pretty damn awesome, and when I’m ready to talk about it in more detail I hope you’ll agree with me 😉

So, here’s to the future… it may still be up-hill, but it’s looking bright!

Red Nova and the 2010 Best App Ever Awards

Red Nova IconSomehow, amazingly, Red Nova has been nominated for a number of categories in the 2010 Best App Ever Awards, including Best Overall App. This is fantastic, and I am beyond pleased that so many people seem to feel my little game is worthy enough to rub shoulders with what are frankly some giant names in iOS gaming and apps. I don’t know how well I’ll do overall, but to even have made it this far makes me feel like I’ve achieved something great already.

That being said, instead of spamming all the categories you should consider voting for Red Nova in across Twitter/Facebook/Whatever, I decided to put all the links here for your consideration. If you do end up voting for Red Nova thank you!

Red Nova: The Week That Was

Red Nova IconDespite my tendency to not frequently post to the blog here as much as I’d like, I figured I should probably post something about the launch of Red Nova seeing as it’s been out for a whole week. This isn’t exactly a post-mortem, but it’ll be nice to talk about how the launch went.

Cutting to the chase, the launch exceeded my expectations with the game racking up a number of impressive reviews from a bunch of review sites including TouchArcade, 148Apps and AppSpy (which I shall present at the end of the post). Sales for the first few days were also suitably impressive but due to a number of big-name launches on Thursday (expected) and EA lowering the price on over 60 of their games to $0.99 (unexpected!) enough noise was created to effectively put a damper on things. I knew I could probably weather Thursday’s big launch announcements because not all of those games would be at the same price point, but I’m fairly certain between pushing other apps down the ranks along with Red Nova and the $0.99 price point the EA sale had a negative effect on the launch.

In the below graphs, green represents Arcade, red Action and blue All Games.

iPhone US Chart

US iPhone Chart: This is a graph of both excitement and disappointment

Backed by a number of positive reviews the game shot up the charts, even briefly hitting 156 (or so) in the Top 200 iPhone Games on the US App Store. It hit 44 in Arcade and very nearly hit 50 in Action games as well. I even suspect if this wasn’t such a volatile time on the App Store those rankings would have probably been a bit stickier, and with hindsight being 20/20 there are definitely some downsides to launching during the holidays. However it’s entirely possible that had I not launched when I did things may have played out differently in other unpredictable ways and I can’t exactly take the launch back, so there’s no sense wasting time wondering what could have been. Also, the holidays aren’t even over yet, Red Nova is moving around in quite a few iPad charts, is seeing some good movement in Germany and Japan on the iPhone, and I may have an ace or two left up my sleeve so who knows what could happen in a week’s time 😉

iPad US Chart

US iPad Chart: The term "rollercoaster" comes to mind here

All that being said, I knew the risks of launching this time of the year and even if you could potentially call the sale an unfair move, business is business and I’d rather focus on all the positive things that came out of the launch instead of things I can not change. This is definitely a beginning, and a pretty damn good one at that.

Special thanks, as always, to Dave Frampton for the ever-awesome (and free) MajicRank.

Red Nova Review Roundup

Red Nova received a number of reviews in the first week. Most of which were overwhelmingly positive, and even the more negative reviews hit a lot of the good points so I think in this respect I’m off to a great start. I think my favorite part is how most of the sites caught on to the different things I was trying to bring to the table with the game’s unique control scheme that I designed for the ground up to be less frustrating (though by its nature less intuitive) than what we’ve seen in action games on iOS thus far.

TouchArcade – I’d call this one overwhelmingly positive. I couldn’t have hoped for a better review. “It has an interesting premise, one of the smartest control schemes I’ve seen, Game Center integration for high score bragging rights, and above all else it’s just a blast to play.”

AppSpy – Can’t go wrong with “almost flawless”. Also I believe this is my first video review ever, which was pretty exciting. “Red Nova may only be limited to the single gameplay mode, but its execution is almost flawless and perfectly suited for all iDevices.”

148Apps – A mostly positive review but Ben definitely put the game under the microscope. I don’t think that’s a bad thing as the only way to improve is to know where your flaws are. “From the superb control scheme to all of the small enhancements mentioned earlier in the review it is clear that Red Nova is, indeed, a very professional product.”

Slide to Play – Slide to Play gave the game a 2/4, which is not awful, but I have it on good authority it was very nearly a 3. A goal to strive for with future Episodes I think! “Red Nova has some interesting ideas, but they don’t always work out the way they should.”

Simple-Reviews – Definitely can’t go wrong with a 4.5/5. “Red Nova is a must have game for anyone who loves space shooter type games!”

Oaggle – Definitely seemed to really dig the game! “It’s well worth the $0.99, and I’d even say that it is a must have.”

Wifivoltage – Short but sweet review. “I’m not into making big gaming reviews, all I know is that I only bother to do some when I find something I really like and well… I did this one so, go get it!”

Meet – A pretty big Japanese website that gave the game a 3.5/5. I had trouble translating it but it seems that they had some trouble getting the shields to work correctly but otherwise they appear to like it! I suspect the control difficulty could be chalked up to the language barrier, but that’s only speculation at this point.

Touch my Apps – Not exactly a review, but Touch my Apps included Red Nova in a list of “10+ New App Store Games To Watch” which is pretty awesome, I’d say!

GameFontMaker

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!

Also Sprach Zarathustra

For shits and giggles I decided to try and emulate the opening of 2001: A Space Odyssey in Blender. I present to you Chromodyne: A Match-3 Odyssey. I think I did a pretty good job, don’t you?

With (many) apologies to Mr. Kubrick.

In other, more serious news not related to me cocking about making movies, I submitted Chromodyne Lite to Apple for approval in the wee hours of the morning. Here’s hoping it won’t be stuck there for long!

Did Not Finish

Cries of Hypocrisy Prevention Edit #2 (July 7, 2011): Due to IAP and free-to-play becoming a viable model for actually making a decent living on the App Store I have to say my previous rant just seems a bit too narrow-minded. While having a fixed price clearly still works, it is growing increasingly difficult as an independent developer to drive sales to a paid app. Free to play isn’t just a sales model, it’s an advertising model as well and it’s obviously working. Definitely food for thought, anyway.

Cries of Hypocrisy Prevention Edit (Nov 2nd, 2010): Just a note that due to the ever-evolving nature of the App Store and the whole Long Tail thing, I’m thinking there may be a place for $0.99 price points for older apps. Kinda like the PlayStation “Greatest Hits” and all that jazz.

They call it the “Race to the Bottom” on the App store, where everyone tends to price their app towards 99 cents because they feel that will compel people to buy their app because it’s so cheap. Well, I’m not so sure that is working anymore. Also with the new finish line apparently being set at $0, I think I’m going to pull out of this race.

Put a big “Did Not Finish” next to Celsius Game Studios in the Great Race to the Bottom as even if we reached the finish line, nobody is winning.

Partially inspired by this Gamasutra article “The 0.99 Problem” by Canabalt Co-creator Adam Saltsman, the huge amount of noise at the 99 cent level, and by the fact that if people want to play my games they’ll also more than likely pay a reasonable price for it, CGS games going forward will not be priced permanently at $0.99. To prevent future cries of hypocrisy I’ll state now that you may see a sale at $0.99, but at the very least that’s the new Free for a Day as far as I’m concerned.

On my part I promise I’ll continue to deliver games that are worth more than 99 cents to you, my wonderful audience.

To that end, the $0.99 “introductory sale” on Chromodyne for the iPhone and iPod Touch will be ending this weekend and as of Monday, April 12th, it will be priced at the still inexpensive $1.99.

Mark it in your calendar. Or not.

Mark it in your calendar. Or not.

Thank you for your continued support :)