Phil Hassey - game dev blog
Phil Hassey as Wolverine
"What kind of
arrogant jerk
has a website like this?"

Galcon Fusion for the iPad

April 3rd, 2010

galcon-ipad-rainbowSo Galcon Fusion is available for the iPad.

Here’s a bit of tech stuff for ya! The port itself took about 3 days. If you check out the screenshots, you can see I letterboxed the desktop version of Galcon Fusion, and used that extra area to put the iPad specific controls (the pause button, the chat activation button, and the ships % “mouse wheel”)

I don’t have an iPad yet, but I think it’s going to work pretty well. The multi-touch interface design was all done ages ago for the iPhone, so I just used that code for this. It should work great!

The biggest challenge in porting was dealing with OpenGL stack limits on the iPad which appear to be 16 levels. My GUI used quite a few Push/Pop’s to achieve various theme effects and whatnot, but that was blowing the stack. It took me a bit, but I was able to find a number of places where I was able to remove those uses of the stack and things seemed to work fine. (There are some edge cases where my changes wouldn’t be safe, but none of my code uses those, so no harm!)

Anyway, I’m really looking forward to getting an iPad and seeing how the iPad users stack up against the mouse users. This will really pit two different interfaces against each other, which should be really neat. Both interfaces have their own advantages!

As always, python proved useful in this project as I had to update all my graphical assets for the game to work with the iPad. Since my asset pipeline was written in python and pygame, it only took a couple minutes to add in the code I needed to fix a few issues. And thankfully these fixes will go forward and improve my desktop version as well, so all and all, a good deal.

-Phil

P.S. In other news, I’ve been playing with django lately for my non-games business. It’s slick!

Update: Since I was unable to test Galcon Fusion on a REAL iPad it has bugs 🙁 Apparently the multi-player game crashes and the framerate is low. I’ll be getting my iPad on Monday and fixing those issues ASAP! There’s probably some kind of “testing on real hardware is smart” kind of lesson in this somewhere …

Galcon Fusion in the App Store, iGalcon update, and a freebie game!

April 3rd, 2010

fusion-ipad

The iPad launched today, and Galcon Fusion is ready for it! The iPad version is fully multiplayer compatible with the desktop versions, so if you have an iPad or know anyone who has an iPad or know anyone who is thinking about iPads, it’s time to buy Galcon Fusion!

smiles-banner

Also, a good friend of mine has launched his game “Smiles” onto the App Store. It’s a super slick Match-3 game and it’s FREE today only! Get it while it’s hot!

Thanks!
-Phil & Nanno

P.S. the iPhone Galcon update got approved, I hope that fixes all the issues! Please update ASAP. Galcon Labs is still pending approval, but about a day after it gets approved, I’m going to require updates to play the multi-player so that all the users are playing together again :)

FEAR THE PANDA

March 2nd, 2010

Yeah, you better …

pandapromo

This image represents the last few days of work.  I have ported some 3000 lines of python code to tinypyC++ code.  Fear it.

-Phil

Guide to finding Phil at GDC

February 26th, 2010

Hey,

So I’m going to be at GDC .. all week!  Here’s how to find me .. look for this guy:

IMG_5313

I’m going to be speaking during the iPhone Summit about multi-player games.  Check out the talk listing here.  I’ve been slaving away at the talk all this past week, and I think it’s come out pretty sweet.  I’ll be practicing it quite a bit over the coming week so that I can hit it pretty solid come Tuesday morning.

Other than that, I’ll be hanging around the iPhone and Indie summits a good bit, and just generally around for the rest of the week.  If you see me, come by and say ‘hi’!  Send me an e-mail or comment if there is anything cool going on that I should know about.

Thanks!
-Phil

Rebuilding my GDC talk …

February 22nd, 2010
Me speaking two sentences at some political thingie.

Me making a 15 second speech at some crazy political thing.

So, wow .. I’m going to be speaking during the iPhone summit at GDC in two weeks. The last few months have been a whirlwind of activity for me as I’ve been churning out Galcon Fusion. So now it’s time to get to business getting my talk ready.

Part of the GDC talk process is sending them a title and a draft version of your talk a month or so in advance. I did this with my talk, which was titled, “Nuts & Bolts of Internet Multiplayer iPhone Game Testing” .. The feedback I got from the iPhone summit advisors was (to summarize): “This talk looks short, and maybe a bit boring.”

After a week of soul searching and considering my options, I had to agree. I wouldn’t want to go to my talk, it didn’t sound that great. Having nowhere else to turn to, I turned to PyCon. I knew that at PyCon people gave talks about how to give talks almost every year. I’ve missed the last two PyCons, so thankfully they’ve been posting them online!

I watched Andrew Kuchling’s How to Give a Python Talk which gave me some insight. The three points he made that really struck me were:

  • Think About Your Audience

    This means I need to give my audience a reason to be at my talk.  What are they interested in?  What do they want to accomplish?  What can I give them so they are empowered to accomplish this goal?

  • Too Short > Too Long

    Andrew related that it’s better to cover too much material in too little time, then to cover too little material in too much time.  If I can cover a blazing amount of information, but at least hit some key points with a strong note, the audience will come away with something.  If I drone away about nothing for 30 minutes, they’ll come away bored.

  • Rehearse your talk!

    I knew this one.  But, it’s good to be reminded.  To those who are coming to GDC and plan on seeing my talk, fear not.  I’ve got this week and next week with NOTHING planned, so I’ll be rehearsing my talk MANY times.  I plan on delivering this one with a bit more style than last time.  Last time was at 360iDev, my first “long” talk at a conference.  I  rehearsed my talk about 1.5 times, and I think it showed.

I think for me the first two points answer my question really quickly.  Why does a dev want to hear me talk?  They want to learn how to make a multi-player game.  As for length, I can cover a bunch of keys to creating a multi-player game and maybe people will latch onto a few key points.  If I only cover testing (as was my original plan) the people at my talk would walk away completely unable to use that information if they don’t have any idea where to start.  Instead, if I give the whole picture, and include testing as part of it, they’ll have enough to go on to get started creating iPhone multi-player games.

-Phil

P.S. Yeah, if anyone wants to give me tips on talking, feel free.  Oh, and I think my talk is going to be re-titled to: “How GALCON Conquered the Universe of Online Multiplayer Games”

The Galcon Fusion beta testers rocked

February 11th, 2010

Galcon Fusion has arrived.“Yay, it’s finally here! Check out Galcon Fusion today! We’ve got a free demo and it works on Windows, Mac OS X, Linux, and Steam! It features some crazy nice hi-res graphics and soundtrack. And epic multi-player battles like you’ve never seen ‘em before! Have fun!” <– marketing blurb 😉

Okay, for some dev thoughts. Man, it was a long week! Adding the “demo” feature to the build was a ton of work. And then doing all that other ‘stuff’ that sort of comes up. I think the one serious lesson I’ve learned in this whole process is that beta-testers are awesome.

Really awesome. I had about 50 people who I passed out 10 builds of the game to over the past 3 months. Some of these people put in several dozen hours of play time. All this was a huge help for me, as this was my first desktop ‘3D’ game, so I had a lot of learning to do in terms of graphics capabilities. As in, I was able to get the game to run on my computer which is a pretty nice MacBook Pro .. but not everyone else’s.

The beta tester feedback was huge, I was able to get the game running on old PPC macs, various linux netbooks, and who knows what else .. as long as it had a somewhat reasonable 3D card. I changed the memory requirement for graphics from about 200 MB down to < 64MB. Without any noticeable reduction in graphics quality even in HD video modes. In fact, that reduction changed the loading time on my computer from 5-8 seconds down to about 1 second 🙂 Anyway, I think I'm going to take a nap. It's been a long week, and I really appreciate everyone who helped me get this game put together. Give it a whirl, and thank the beta testers!

Galcon Fusion for Windows / Mac OS X / Linux / Steam has arrived

February 11th, 2010

Galcon Fusion has arrived.

Yay, it’s finally here! Check out Galcon Fusion today! We’ve got a free demo and it works on Windows, Mac OS X, Linux, and Steam! It features some crazy nice hi-res graphics and soundtrack. And epic multi-player battles like you’ve never seen ‘em before! Have fun!

-Phil & Nanno

P.S. Did you buy Classic Galcon or Galcon Flash? Thanks! You are awesome, and because you are awesome, your purchase of those games count as pre-orders of Galcon Fusion! That’s right – you already own the game! Get in there and play it!

P.S.S. Want to help me out? Spread the word! Play the game! That’ll make my day :)

5 awkward and 5 awesome things about lua …

January 29th, 2010

Hey,

I’ve been spending some time checking out lua, because I’m thinking about using it for scripting in games.  I’m looking at it instead of tinypy because tinypy is slow and really needs some more TLC to be totally useful to me.  However, after looking at lua for a while, I’m finding the things that make it feel awkward to me.

  1. List indexes starting at 1.
  2. For loops use [a,b] intervals
  3. No += operator.
  4. do / end keywords instead of { }
  5. List and Dict types combined into one

At the same time, I’ve found that lua is totally awesome.  I mean, wow.  Really slick stuff!  Here’s 5 awesome things:

  1. Small codebase
  2. Faster than other dynamic languages
  3. Easy API integration
  4. Coroutines <- these are neat!
  5. State is serializable

So here are my thoughts:

  • The first 4 awkward things are superficial, I could probably hack those into shape in a day or two.  The 5th item (List + Dict) as one item is probably not something I can fix, but I could probably live with it.
  • If I changed the language like that, and provided it for users to create mods for my games I would not be able to give them a link to the lua documentation, since it would not be accurate anymore.

Not quite sure what to do here.  Lua seems great, though a few language design decisions seem awkward to me.  I could change the language easily enough, but then I would be breaking all the lua documentation for my users.

Anyone got some language-design thoughts on this one?

-Phil

Get Ready for Galcon Fusion – for PC / Mac / Linux!

January 29th, 2010
Galcon Fusion Poster

Introducing Galcon Fusion, the long-awaited update to desktop Galcon! Now with improved HD graphics, a full soundtrack, and a variety of exciting new multi-player modes! Galcon Fusion is set to launch February 11 on Steam and on our website for PC / Mac / Linux.

Check out the trailer!

– Phil & Nanno

Galcon Fusion announced – Finally!

January 29th, 2010

Hey,

So, I’m finally announcing Galcon Fusion to the world.  Fusion is a port of iPhone Galcon + Galcon Labs to the desktop.  This time with hi-def graphics and a full interactive soundtrack.  It’s going to be coming to Steam and direct on my website on Feb. 11.  Users who supported me when I was first starting (as in, you bought desktop Galcon), your license is compatible with Galcon Fusion.  Thanks!

fusion-pink-green

There are a few technical things that were challenging, dealing with endiannes for my network code, supporting fullscreen vs widescreen resolutions, and supporting a wide range of resolutions (from 800×600 all the way up to 1920×1080.)  To make it short, here are a few conclusions: best to support endiannes from the start, fullscreen vs widescreen is a pain, and baking lots of image data into your binary is a pain because it requires a ton of recompilation.  Oh, and installing VC++2008 is waaaay easier than installing mingw32, but keeping code working on both takes more effort.

I think my biggest conclusion comes along with this announcement, is that doing “secret dev” work isn’t really that sensible.  If you look at that last paragraph, there are a ton of issues I could have documented in my blog that I didn’t because I was all being secretive.  And hey, since I was so mum on this, nobody has heard about it until today.  I guess there might be some benefits to this (??) but I can’t think of what they are.  I think blogging about my progress is a good way for me to be able to see what I’m doing and not get lost in the haze myself.  My recent article on VC++2008 is a great example of something I’m going to get quite a bit of value out of just for my own reference.

One big different thing I’m doing with this project is my wife Nan is doing the PR for it.  She’s contacting all the reviewers, the general press, the newsletters, the announcement blog, twitter, and everything.  I’m trying to take a more dev-only role in the announcement.  This is nice, because I’m not very good on PR.  I try .. but I really don’t do it as well as I want to, largely because on a launch of a product I’ve always got about 50 technical things I’m trying to do along with the PR!

-Phil