Escape From the Living Room
From Jay is Games
by grinnyp on July 03, 2009 12:00 AM
by grinnyp on July 03, 2009 12:00 AM
by Eric on July 02, 2009 09:08 PM

Being One - Part One - Escape the Lab is the latest Room Escape game and the first of a new series created by Psionic.
“You awake inside a vat, liquid bubbling up in front of your eyes…
You have no idea where you are, who you are or even what you are!
Your eyes take a while to adjust to your surroundings.
You must get out of this vat and escape this vile laboratory!”
by Eric on July 02, 2009 08:49 PM
Serial Killer - Part 3 is the 82nd Room Escape game from 123Bee. “The Serial Killer continues his awful job of detaining others. This time, it’s you! He locked you in a room, where someone is already detained. His health status is yet to be revealed. The serial killer has hidden some clues and objects in the room. You will have to find and use those objects to escape from the room.” Have fun!
by artbegotti on July 02, 2009 07:00 PM
by Director on July 02, 2009 04:00 PM
by LDora on July 02, 2009 03:00 PM
by Juuso on July 02, 2009 11:27 AM
Taxes are okay - they keep things rolling. Nothing wrong with taxes. I just hate filling any papers related to taxes. Anyone else agree with this?
I guess that’s why god invented accountants, but still…
If you liked this entry, feel free to visit GameProducer.net to read more similar articles.by Eric on July 02, 2009 06:10 AM

Salada Room Escape is the latest Room Escape game created by Parallellove, the author of Cabbage Room Escape, Scallion Room Escape, Bamboo Shot Room Escape, Aspargus Room Escape, Pumpkin Room Escape, Lettuce Room Escape, Edible Burdock Room Escape and many more.
You are trapped in an unknown room, and you will have to collect several “saladas” today…
by Steph on July 01, 2009 09:27 PM
Tonight the Hero Interactive office will runneth over with young people helping us to test Pixel! Stay tuned!
at July 01, 2009 09:27 PM
by Psychotronic on July 01, 2009 07:12 PM
at July 01, 2009 06:29 PM

by Steph on July 01, 2009 02:51 PM
Happy Canada Day! Hope everybody’s having a great summer full of sun and food.
by LDora on July 01, 2009 02:00 PM
by Juuso on July 01, 2009 05:00 AM
This was kind of fun. Sort of.
Okay, I actually don’t think whining about whining goes nowhere but you gotta have humor every now and then. Just remember that those who say bad things about your game are actually one of your most precious assets: some of them are whiners that you really need to ignore, but there’s many people who simply would want your game to be better but don’t know how to argument. Listening to “bad feedback” is actually one of best ways to improve your offering.
But I’m sure you already knew that.
If you liked this entry, feel free to visit GameProducer.net to read more similar articles.by Eric on July 01, 2009 04:50 AM

The Freewill Cycle - Volume 1 is the first installment of a new planned Room Escape trilogy, The Freewill Cycle.
Developped by William Buchanan, the game takes place in an unknown place.
“You awake in a room. Could be in a spaceship, could be in a space station, could be just a strange building in East Podunk, Michigan. There’s no way of knowing, because all you can see out of the windows are pretty, pretty moving lights…”
Nicely done, this first chapter suffers from a huge size (30MB!) : as we say in such cases, please be patient while the game is loading!
by grinnyp on July 01, 2009 04:00 AM
by Squize on July 01, 2009 01:27 AM

package
{
import Classes.Init;
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.display.Stage;
import flash.display.StageQuality;
import flash.display.StageScaleMode;
import flash.events.Event;
[SWF(width="600",
height="400",
frameRate="35",
backgroundColor="#000000")]
publicclass Main
extends Sprite{
//---------------------------------------------------------------------------------------
//
Properties
//---------------------------------------------------------------------------------------
privatestatic var
instance:Main;
privatestatic var
__parent:DisplayObject;
privatestatic var
stage:Stage;
privatestatic var
init:Init;
//---------------------------------------------------------------------------------------
//
Static ( Singleton )
//---------------------------------------------------------------------------------------
public function
Main(){
if(instance){
thrownew Error( "Singleton
and can only be accessed through Singleton.getInstance()" );
} else {
instance=this;
}
instance=this;
//When
we are running from our preloader, comment this out
waiting();
}
//---------------------------------------------------------------------------------------
//
Public
//---------------------------------------------------------------------------------------
publicoverride function
toString():String {
return"Main";
}
//---------------------------------------------------------------------------------------
public function
waiting():void{
addEventListener(Event.ADDED_TO_STAGE,mainAddedToStage);
}
//---------------------------------------------------------------------------------------
//
Getters
//---------------------------------------------------------------------------------------
publicstatic function
getInstance():Main {
return instance;
}
//----------------------------------------------------------------------
public function
getMainMovie():DisplayObject{
return __parent;
}
//----------------------------------------------------------------------
public function
getStage():Stage{
return stage;
}
//----------------------------------------------------------------------
public function
getInit():Init{
return init;
}
//---------------------------------------------------------------------------------------
//
Private
//---------------------------------------------------------------------------------------
private function
mainAddedToStage(e:Event):void{
stage=this.stage;
stage.showDefaultContextMenu=false;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.quality=StageQuality.LOW;
stage.stageFocusRect=false;
__parent=this.root;
init=new Init();
}
//---------------------------------------------------------------------------------------
}
}
package
Classes {
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.display.Stage;
publicclass Init
{
//---------------------------------------------------------------------------------------
//
Properties
//---------------------------------------------------------------------------------------
private var
gameController:GameController;
private var
attract:Attract;
private var
soundHandler:SoundHandler;
//------------------------------------------------
//
System
//------------------------------------------------
private var
main:Main;
private var
mainMovie:DisplayObject;
private var
stage:Stage;
//---------------------------------------------------------------------------------------
//Constructor
//---------------------------------------------------------------------------------------
public function
Init(){
main=Main.getInstance();
mainMovie=main.getMainMovie();
stage=main.getStage();
soundHandler=new SoundHandler();
gameController=new GameController();
attract=new Attract();
}
//---------------------------------------------------------------------------------------
//
Public
//---------------------------------------------------------------------------------------
public function
toString():String {
return"Init";
}
//---------------------------------------------------------------------------------------
//
Getters
//---------------------------------------------------------------------------------------
public function
getAttract():Attract{
return attract;
}
//---------------------------------------------------------------------------------------
public function
getGameController():GameController{
return gameController;
}
//---------------------------------------------------------------------------------------
public function
getSoundHandler():SoundHandler{
return soundHandler;
}
//---------------------------------------------------------------------------------------
}
}
//------------------------------------------------
//
System
//------------------------------------------------
private var
main:Main;
private var
mainMovie:DisplayObject;
private var
stage:Stage;
//---------------------------------------------------------------------------------------
//Constructor
//---------------------------------------------------------------------------------------
public function
GameController(){
main=Main.getInstance();
mainMovie=main.getMainMovie();
stage=main.getStage();
}
by Vlad on June 30, 2009 11:40 PM
at June 30, 2009 10:14 PM
Hackers and the Beautiful System
On the heels of Steve's wonderful post on the joys of being a creative programmer, we get an idiotic Infoworld post on why American programmers are so bad...because they are hackers?
I like to think that the Hacker Ethic (creative, open exploring of systems and solutions) helps to create beautiful systems, but Neil McAllister seems to think that hackers are actually 'hacks' - kids with no coding skills or business knowledge that must be streaming out of our university system if he felt the need to write such a long piece on the subject. He got one thing right, most university students can't code worth shit because coding is assumed to be the 'dirty' job in a Six Sigma - like development process system. There are virtually no classes on proper coding in a university IT departments...
by Psychotronic on June 30, 2009 08:00 PM
by Jobe Makar (noreply@blogger.com) on June 30, 2009 08:18 PM
So what's it about? If the title of the book doesn't give it away, it is a book that focuses on multiplayer concepts and applies them to games and virtual worlds via ActionScript. Some of the coolest topics are those on dead reckoning, real-time movement and time synchronization, loads of information on avatar rendering, and other useful topics like thorough coverage of isometric concepts.

by Daniel on June 30, 2009 07:16 PM
Go to ArmorGames.com and Play Warfare 1944 right now. The game features the US or German campaign along with many new features.
Play Warfare 1944
or
Play the original game Warfare 1917
Gehen Sie Spiel es jetzt!
by Director on June 30, 2009 04:00 PM
by Eric on June 30, 2009 03:45 PM

The Fun Fair is the latest Point’n'Click adventure game from Anode and Cathode.
The first part is live and looks very promising; this game will probably keep you busy for a while!
“You enter the fun fair with a strong intention to understand what made you open the gate. Will you find the key to Sophia’s mystery ?”
Have fun!
by jay on June 30, 2009 03:37 PM
by Eric on June 30, 2009 03:19 PM
Dassyutu 29 - Monk is the latest installment in the Japanese Dassyutu Room Escape series created by Oshironoshiro. As usual with Oshironoshiro games, you are trapped in an unknown room and the door is locked. This one is more “classical” than the previous one! Have fun!
by Eric on June 30, 2009 03:08 PM

Here is your weekly Minoto’s Point’n’Click Adventure game! Today, Cat of Boots!
If you enjoy this game, don’t forget to check out Snow White, Alice in Wonderland, Peter Pan, Swan Lake, Three Child Pigs, Children’s Day, Racoon Kettle, Flower Day, Entrance Ceremony, Red Hood, Hansel and Gretel and many more by the same author!
by Squize on June 30, 2009 01:03 PM

In some ways it hardly felt different at all, as if they were from the same software family, Unity's version of Javascript is so close to Actionscript (for example when working on the Mac now, I even use Unity's code editor 'Unitron' for my actionscript coding) but when it came to structuring the game it really is very different."iPhone dev via Unity, sex or a drunken wank ( Maybe with tears. Why did she leave, why ? )"
Actually building game mechanics, levels, controls etc is really very intuitive in Unity, however there doesn't seem to be any one agreed way on storing things like player data, global game settings.
The way I ended up doing it all is with a 'gameObject' that doesn't get destroyed when moving between scenes (but this
in itself causes problems when testing then, as you don't have to test from the opening scene, and hence the gameObject hasn't been made yet.)
If someone knows a better way way please do tell me :)
Considering what it does I really don't see how it could be any easier. It gets slightly complicated when you finally move the project over to Xcode, but then Xcode is complicated and that's nowt to do with Unity, is it wrong of me to think that maybe Apple have purposefully made this bit hard to keep the kids out?
It really is very complicated and parts of it would try the patience of a Saint, but as I said this isn't anything to do with Unity.
Maybe someone out there can let me know, is it always this convoluted when dev-ing for consoles? Are there just always weird things you have to do due to copy protection / code signing?

It wasn't as bad as I thought it would be truth be told. From first submission to being live in the App Store took around 14 days. We had one
build sent back to us, as we weren't making it clear that the high score table was storing the user's data remotely and also we hadn't specifically requested the users permission to access the internet.
One amazing achievement is though that we have not received one crash report yet, which is testament to how awesome I really am (or that maybe I am working on a lovely high level piece of industry quality middleware with some brilliant engineers...hmm it's probably my awesomeness now that I think about it.)
It's done well for what it is, which is a first game, proof of concept. It spent around one week in the top 30 free arcade games and is now in the top 60 or so. It's been installed around 12,000 times and we've had some lovely reviews off people (many of whom commented that is it better and easier to control the Super Monkey Ball on the iPhone).
One interesting point is that we may have got more installs had we charged. This is pure speculation on my behalf, but something I didn't realise is that many of the very popular review sites and magazines for iPhone simply won't cover free games, so even by charging only 59p or something we could conceivably got in pocketGamer, Edge, RetroGamer etc. So I guess we will be testing my theory on this for
Snowball's Chance in Hell 2 :)
No they'd rob Mash Potato factories.
at June 30, 2009 06:44 AM
I believe that I was born to be a computer programmer. Somewhere, deep in my soul, there is a need to organize my thoughts in ways that are both new and interesting, but also foundational and reusable at the same time. I've always felt that there is something atypical about this kind of work, and about the people who have chosen to do it. Not that it is better or worse than any other profession mind you, but that it was very unique, and at the same time both interesting and powerful.
However over the years, I have learned that this is not exactly a commonly-held belief.
by Juuso on June 30, 2009 06:13 AM
Digital delivery has been getting more and more popular in the past years. I have recently bought 2 games: Assassin’s Creed (digitally via Steam) and Kane & Lynch (physical copy). There is something strangely nice to actually have the Kane & Lynch DVD box here… but it kind of feels like stone age to actually put the DVD inside the computer.
In Steam, I cannot sell my old games, and the 8 gigabytes load times are bit long for my 2 meg connection, but since I really don’t buy nor play games so often it’s okay for me (I’m more interested in how certain stuff works in the game, and then I usually move on… to make my own game).
To me, I kind of feel that the time of physical copies is coming to the final end. I’m ready to get only digital copies from a reliable distributor. I know there can be some issues with digital distribution, but to me it feels like that’s the way how games will be delivered in the future (if they even are delivered, rather played using some master server…).
This is of course just me thinking, and don’t know what will happen - and when. But I prefer digital ones over physical copies.
How about you, how you like your games delivered: digitally or physically?
Note: There is a poll embedded within this post, please visit the site to participate in this post's poll. If you liked this entry, feel free to visit GameProducer.net to read more similar articles.by Eric on June 30, 2009 04:37 AM
The 81st Room Escape game from 123Bee, Crime Evidence - Part 3, is live! In this new chapter of the Crime Evidence series, your goal is to enter a suspect’s house through a chimney and then “use your detective skills to find the evidences and escape the place!” Have fun!
by zxo on June 30, 2009 04:30 AM
at June 29, 2009 08:08 PM
I just read this news story that Time Warner Interactive is planning to buy Midway Games.This would stand as just another boring game industry story for me, if it was not for the 'Atari' connection.
You see Atari was bought by Warner Communications in 1976. When Warner 'sold' Atari in 1984, they kept the arcade business and named it Atari Games.They sold it to Namco in 1985.WhenNintendo struck gold with the NES, Atari Games created a home division named Tengen, and continued to make games...
at June 29, 2009 08:08 PM
at June 29, 2009 08:08 PM
at June 29, 2009 08:08 PM
by Ada Chen on June 29, 2009 06:11 PM
Haven’t you always wanted your own game arcade? It’s always exciting to see members of our community innovating and helping each other out. That’s why I wanted to give a little plug to encourage you guys to check out the latest creation of Emanuele Feronato, who by the way also writes an excellent Flash games blog. Emanuele has recently announced the release of a Wordpress plugin that enables anybody to create a Flash games arcade using the MochiAds game feed. I’ve included his teaser video below for you guys to check out.
Visit the Triqui MochiAds Arcade plugin for WordPress official page for more details. Note that this plugin was independently developed (kudos to Emanuele!) so please direct any questions you have about it to him.
© Ada Chen for MochiLand, 2009. | Permalink | 2 comments
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Want more on these topics ? Browse the archive of posts filed under Flash Development, MochiLand Topics, Tutorials.
by Director on June 29, 2009 04:00 PM
by SonicLover on June 29, 2009 04:00 PM
by nGFX on June 29, 2009 02:34 PM
//... skipped
while (iCellCount < iTotalCells) {
//
get neighbor cells ...
aCellDirections = myDungeon.getPossibleDirections(pCurrentCell);
//
set the cell
if (aCellDirections.length
!= 0)
{
/*
old way no direction modification used
iRndCell
= rnd.Range(0, (aCellNeighbors.length - 1));
iRndDir
= Dir.getDirFromPoint(pCurrentCell, aCellNeighbors[iRndCell]);
*/
iRndDir =this.getFactoredRandomDir(iLastDir,
aCellDirections, iDirChange);
pNextCell = myDungeon.getNextPos(pCurrentCell,
iRndDir);
iLastDir = iRndDir;
//
remove walls
myDungeon.cell(pCurrentCell).setWall
(iRndDir, WallType.OPEN);
//
old way: myDungeon.cell(aCellNeighbors[iRndCell]).setWall(Dir.getOppositeDir(iRndDir),
WallType.OPEN);
myDungeon.cell(pNextCell).setWall(Dir.getOppositeDir(iRndDir),
WallType.OPEN);
//
store for later use ...
aCellStack.push(new Point(pCurrentCell.x,
pCurrentCell.y));
//
old way: pCurrentCell = new Point(aCellNeighbors[iRndCell].x, aCellNeighbors[iRndCell].y);
pCurrentCell =new Point(pNextCell.x,
pNextCell.y);
iCellCount++;
} else {
pPopCell = aCellStack.pop();
pCurrentCell =new Point(pPopCell.x,
pPopCell.y);
}
} //
while
private function
getFactoredRandomDir (iLastDir:int,
aListDir:Array, iFactor:int= 50):int {
var rnd:MersenneTwister = MersenneTwister.getInstance();
var bChangeDir:Boolean = (rnd.Range(0,
99) < iFactor);
var iReturn:int= iLastDir;
//
the last used dir is not in the list of possible new directions, so we need to pick
a random one ...
if (aListDir.toString().lastIndexOf(iLastDir.toString())
== -1) {
iReturn = aListDir[rnd.Range(0,
(aListDir.length -1))];
} else {
//
we must change direction AND have at least 2 choices
if (aListDir.length
> 1) {
if (bChangeDir)
{
while (iReturn
== iLastDir) {
iReturn = aListDir[rnd.Range(0,
(aListDir.length -1))];
}
}
} else {
//
just pick what's left ...
iReturn = aListDir[0];
}
}
return iReturn;
}
public function
removeDeadEnds (myDungeon:Dungeon, iRemoveDeadEnd:int= 20):Dungeon
{
var rnd:MersenneTwister = MersenneTwister.getInstance();
var i:int;
var j:uint;
var iDir:int;
var iRndCell:int;
var iDeadEndsToRemove:int= Math.ceil((myDungeon.iWidth * myDungeon.iHeight) * iRemoveDeadEnd / 100);
var iDeadEndCount:int= 0;
var bExit:Boolean =false;
var aTmp:Array;
//
the worst case may only return one dead end per run, so
//
to be sure we run it as many times as we may max need
for (i = 0;
i < iDeadEndsToRemove; i++) {
aTmp = myDungeon.getDeadEnds();
if (aTmp.length
> 0 && !bExit) {
while (aTmp.length
> 0) {
//
this is to make sure that the cells are somewhat even
//
distributed if we do not use the whole lot
iRndCell = rnd.Range(0,
(aTmp.length - 1));
iDir = myDungeon.cell(aTmp[iRndCell]).getDeadEndDir();
myDungeon.cell(myDungeon.getNextPos(aTmp[iRndCell],
iDir)).setWall(Dir.getOppositeDir(iDir), WallType.WALL);
myDungeon.cell(aTmp[iRndCell]).setWalls();
aTmp.splice(iRndCell,
1);
if (++iDeadEndCount
>= iDeadEndsToRemove) {
bExit =true;
break;
}
}
} else {
break;
}
}
return myDungeon;
}
by Jobe Makar (noreply@blogger.com) on June 29, 2009 02:38 PM
by Juuso on June 29, 2009 07:16 AM
I visited a local hamburger hut (got myself a chicken burger meal, cost 7.10 EUR) and spotted a leaflet about their bonus program. The leaflet was 6 pages long. The text was written with a small font. They tried to hint me, that if I buy loads of stuff from their place (but so that a one-time purchase is big enough), I might get some free food at some point. Maybe. It depends.
The reward program was a pretty complex. There were all sort of rules and systems which would get you to certain level, where you could reach platinum something to get 0.37 eur on something when you bought something somewhere sometimes. And, only if you buy certain amount of stuff.
Or something.
I know that eventually it means that I might get some sort of discount, but I didn’t have a calculator at hand and I’ve only studied Math up until the University so I couldn’t solve the puzzle. Maybe the day when we all carry tiny supercomputers inside our DNA I might figure it out.
Anyway, compare this system with another reward system in a nearby pizza store: “buy 9 pizzas, get 10th for free”.
That’s really simple. No any complex mess. Just simple thing: buy 9 pizzas and the 10th pizza will be free. Simple, and clear. And rewarding.
So, in the case we want to reward some people (whether it’s giving them discounts or rewarding them in game), it’s a pretty good idea to tell them how the reward system works (or at least have some sense in it).
Just think of it: would you play a game where the aim is to get points, but you wouldn’t know how to score points, and the game would just give you a bloody long book that would explain how to get points?
Me neither.
I don’t suggest that you should reveal the player everything in your game… but if the player is clueless (or needs to read a several pages of text to realize how some simple thing should work) about how the basic rewards, then something is wrong. Or maybe it’s just me.
If you liked this entry, feel free to visit GameProducer.net to read more similar articles.by JohnB on June 29, 2009 07:02 AM
by Eric on June 29, 2009 05:18 AM
![]()
New from Nitrome:
“Castleware doesn’t pay what it used to… decorative shields, flags and drapes sales are all down this quarter. The competition is undercutting us every chance they get. There’s only one thing for it… ready the troops for battle!
In Castle Corp send your knights along the castle pathways and fire them off towards the enemy. Pick up gold to spend on upgrades in the shop. Overpower the enemy and save the corporation!”
Another very nice and polished game from Nitrome!
by Eric on June 29, 2009 05:04 AM
10 Doors is not your usual Room Escape game where you have to find stuff in an unknown place to eventually open a door and escape. No, here your goal is to open a door, and then the next one, and I’ll let you guess how many doors in total must be opened in this game! Have fun!
by Eric on June 29, 2009 04:57 AM

The Several Journeys of Reemus, Chapter 3, Know thy Enemy is the latest installment in the Point’n’Click adventure series Journeys of Reemus created by Zeebarf.
This new episode looks really great, but it is still in a Beta version.
Fans of the series won’t want to miss this one, but be warned: the game is not bug free at the time of writing!
by Eric on June 29, 2009 04:32 AM
The Unexpected is a very nice looking Japanese Room Escape game where you find yourself locked in a room for an unknown reason. Your first task is to collect several colored balls, and then you will have to find a way to use them. Select the English version before your start playing! Have fun!
by Vlad on June 29, 2009 12:00 AM
by Kyle E. Moore on June 28, 2009 10:30 PM
by JohnB on June 28, 2009 03:00 PM
by rich on June 28, 2009 05:00 AM
by LDora on June 28, 2009 04:00 AM
by JohnB on June 27, 2009 10:00 PM
by JohnB on June 27, 2009 04:00 PM
by Steph on June 27, 2009 01:29 PM
Note: There is a poll within this post, please visit the site to participate in this post’s poll.
by Juuso on June 27, 2009 04:20 AM
I’ve been testing Twitter for some time now, and have been wondering how to use it for business purposes. Here’s one idea I got.
I took a bit of time and programmed a small experimental system to promote games. The service is located at http://gamestweet.net/. The simple idea of this site is to pull any game tweets from Twitter that contain the link http://gamestweet.net/ in the tweet.
Developers can Tweet about their games. These game tweets are shown at http://gamestweet.net/. More people will go check out the site. People will get totally excited about new cool games and will go download and buy them. Spending tons of money.
The system works so that you just need a Twitter account (like I do) and tweet something game related (possibly with your game link or something) that contains link to http://gamestweet.net/.
Go check it out and tell your friends, m’kay?
If you liked this entry, feel free to visit GameProducer.net to read more similar articles.by Vlad on June 27, 2009 12:00 AM