Well! I’m back from the Game Developer’s Conference and the Flash Gaming Summit, where I spoke about how SteamBirds is doing and let all my cats out of their respective bags. I think it’s time for another by-the-numbers gig!

When I last left you, my very popular SteamBirds: By The Numbers article let you know that SteamBirds had made approximately $34,000 USD (gross).  This article was so popular it was copied over to Gamasutra and into two different magazines! (score!) I suppose that means you guys want more?

So let’s start by getting caught up.

SteamBirds: The Original

Since last writing, SB went on to make an addition $11K in various sitelocks and licenses, and to this day is still generating more business (did 3 sitelocks in January alone!). I’m fairly confident that the original SB is going to make money for a loooong time.

SteamBirds [the original version only] has now made approximately $45,000 USD.

Here’s a popular chart: breaking down the sources of all revenues for the original SB:

I really like this graph because it visually represents how much I loathe advertisements.

I say this a lot, but there’s no harm in re-iterating: I hate ads, I’m really bad at deploying good ads, and I have no advertising strategy other than “tack it on hastily.” You can see it really paid off;

  • Mochi ad revenue has paid so little, it hasn’t even sent me a cheque yet (they promise they owe me $78 though)
  • CPMStar sends me regular cheques, though the amounts are dwindlingly low
  • Kongregate’s revenue-sharing advertising model is about the only thing that pays out, and it pays out IN SPADES.

4-5x more revenue than CPMStar and Mochi combined?? Why does anyone even bother with advertising anymore?!

And even then: All advertising combined is hardly 10% of combined revenues. It might be worth it, but only in this larger-scale economy. I don’t think I’d bother with advertisements at all if I had a game that was expecting to make less than $30K.

As far as traffic and popularity goes:

 

(Click for Big)

It seems like traffic is dwindling off to nothing, but it’s been nearly a solid year of 50,000 plays per day (and trended up to 150K/day around the time of Survival’s launch). That’s more web traffic per day than I’ve ever hoped for with a personal blog, so I call it a success!

But that’s enough whinging on about the original SteamBirds. Let’s jump into the fun, new stuff!

SteamBirds: iOS

The wonderful fellows at SemiSecret Software (Eric and Adam) worked hard at making an iOS version of the game. They launched two separate SKUs – one for iPhone/iPod Touch ($0.99), and an HD version ($1.99) for the iPad.

The iOS version of the game was identical to the original flash game, except:

  • The game came complete with the “Bonus Missions” (previously only available at ArmorGames)
  • The in-game art was completely redone by hand by Adam
  • The game got a brilliant, awesome title screen (also by Adam)
  • Features all the original, epic, awesome music by DannyB (buy the soundtrack here, and support more awesome music from DannyB!)

Here’s a total sales graph:

(Click for Big)

The iPad sales were fairly consistently around half the volume of the iPhone sales, which was surprising – considering how many more iPhones there are in the world!

What was super interesting, though, was this zoomed-in portion:

 

(Click for Big)

(ignore the dip around Jan. 5th – error in the data – sales were consistent)

I love the big spike at Christmas time. Shows people reveling in proper Commercial Spirit! But even more interesting was the App was on an “introductory sale” for December. We bumped the prices up $1 on January 1st ($1.99 / $2.99), and there was no affect on sales at all! Interesting…

I have to say that the iPad edition of the game is, hands down, my favorite game experience. SteamBirds feels like it was designed to be on that platform, and I love it to bits. I bought an iPad just to fawn over it.

SteamBirds: Android

Victor’s team at FlatRedBall created an Android edition of the game for us. This version of the game was again, identical to the original SB, except:

  • The graphics engine was entirely re-done from scratch, and features really awesome 3D effects
  • Contains dozens of bonus missions and storyline, not available anywhere else
  • Contains MULTIPLAYER gameplay!

I don’t have a fancy graph of Android sales, but I know the performance was approximately 20% of the iOS counterpart in terms of gross revenue. I know Android has a vast install base, but not every Android phone has the Marketplace (as opposed to 100% appstore penetration on the iOS), so I have no good feel for how much of this is luck, how much is market, how much is user response, etc… It’s very difficult to feel out the numbers.

20% is still a big chunk, though – but much like the advertising revenue – only if you expect the game to push over $30K or so.

I have a huge problem with Android’s default “Sort by all-time sales” market, and content discovery is hideously broken, so that could be a huge contributing factor here. Hopefully Google will fix that.

The one huge saving grace here was the Android edition’s winning of the IndiePub Game of the Year award. The cash prize (and other perks) that came with that made it all worth while!

Mobile Edition Summary

Both mobile editions were “featured,” and both rose in ranks quite quickly. In terms of 72-hour sales, SteamBirds rose to a peak of #12 on the iPad “Games” category (#25 overall, if memory serves), which was really nice and super exciting. Sales didn’t hold, though, and tailed off rapidly.

Not hating on the tail at all, of course – it’s nowhere near launch-day-numbers, but they’re still generating cash. :)

If I had to do it all over again, I probably would target Android still – just because I like supporting the platform. Even with a featured, popular application with backing from Penny Arcade (two or three times now!), it hardly paid for it’s own development.

That said: Both mobile editions were done via contractors working for revenue split (50% each, which I think is generous!), and the resultant windfalls from both devices was, essentially, free money.

All in all, iPad/iPhone/Android split out to be a fairly even pie: around 33%/33%/33% each.

The mobile market has a fairly long tail, though – and that tail is pretty thick and lucrative, especially for Android.  I believe these figures will round out nicely in the coming year, but they were only launched near the beginning of December, so we don’t have a lot of data yet.

Let’s move on to the NEW game!

SteamBirds: Survival

SteamBirds: Survival wasn’t a gigantic technical change from the original, but it has very different gameplay. I’ve blogged about the specifics previously, so I’ll let you go read that (or just play it!) instead of updating it here.

Sponsorship

The game went up on FlashGameLicense.com looking for a sponsor. We were fairly open to anything, but being the Christmas season with an non-thematic game: we had a fairly poor turn out. Several sponsors said they’d be willing to pay more in the Spring, but we didn’t want to wait. Not to worry: in the end we got a really good deal.

Our primary sponsor ended up being AXE, the body-spray brand (pit, pit, chest). They paid just over $10K for the game. A hilarious conversation came out of this:

Me: “OK, I’m done incorporating your logos. Where should I sitelock the game to?”

Them: “Oh, uh, we don’t have a website. Can you host it?”

Me: “Y… yes?!?!”

You see, typically a sponsor is paying for the traffic redirection back to their site. In this case, Axe didn’t have a dedicated portal – they just wanted the ad space. This allowed us to retain and control our traffic, show our users exactly what we wanted to show them, place up-sell icons for the mobile editions, place our own blog and twitter feeds… That’s worth an extra $10K of value any day!

And again: Much like the Original SB, sponsor and licensing requests for Survival keep rolling in, and I expect it to make us money for a long time coming.

Advertising

This go-around I learned my lesson from the original Steambirds: no advertisments. We didn’t bother integrating with Mochi or CPMStar, and any revenue put forth by Kongregate was just a nice dollop of icing on this cake.

MicroTransactions

A new twist, however, was Micro-Transactions. To date, Survival has made an additional $10K or so in MTX – not too shabby considering there’s a maximum limit on how much you can spend (there are no consumables, by design).

The airplanes in SteamBirds: Survival are so different from each other, that unlocking/purchasing a new plane is like getting to play a whole new game. Some of the planes have fairly straightforward changes, but some themed planes – like the SolipSkier, Canabalt, and AughtNine planes – drastically change gameplay into something entirely different.

So here’s how we worked MTX:

  • The game contained a total of 24 planes
  • 16 planes were unlockable by regular gameplay
  • 8 planes were only unlockable with cash
  • The planes ranged from $0.75 (Cockroach) ->$10 (AughtNine)
  • Buying all the planes individually cost $20
  • There was a prominent “Buy ALL!” button in the game that only cost $15 (25% off!)

Let’s see how well each did:

Isn’t that interesting? 70% of all sales came from the “Buy All” button. It almost seems like we shouldn’t have put the microtransactions on the other planes at all! The vast majority of users would rather just hand us $15 than actually buy each individual plane… But of course, that was the plan all along: Tempt users with greater value. The “Unlock Everything!” button wouldn’t have done so well without the other plans to compare against!

I love that people would trust me with an investment of that size, you know? It feels really good when a flash game player drops $15. Gives me hope for humanity, and the industry!

Free Plane!

We wanted to bait people with a free plane – just give us your EMail address, and we’ll send you a free premium plane! Of all the total users that ever entered the game: 10% clicked on the newsletter signup button. However, only 1% actually made it through the signup process! Signing up for the free plane required you were already signed into a Gamersafe account, so we lost 90% of our potential email addresses because of this hurdle. BIG LESSON LEARNED!

Edit: As DanC pointed out – if 90% of people couldn’t be bothered to sign into gamersafe for a free plane… how many didn’t bother to sign in to PURCHASE a plane? I think the MTX really suffered because of the extra signup layer. Every payment provider requires a signup of some sort, though, so I wonder what could have been done to fix it?

The BlackList

One big problem with the original SteamBirds was certain shady sites (usually in Asian countries) ripping out my advertisements, breaking sitelocks, and preventing outbound links (and sometimes even erasing credits!) or otherwise hacking the game and posting it without permission. For Survival, I implemented a dynamic blacklist – that allows me to block any site from seeing the game on a whim.

Thanks to the first release, I had a lengthy list of ne’er-do-wells, and put them in right at the start of SB:S’s launch. I also put in metrics to see who was trying to defeat my locks!

6 sites in particular were pretty bad, hammering away at the game thousands of times trying to make it work, to no avail. In the end, I had some interesting stats:

  • In the Original SteamBirds, I had 4,000,000 plays from “banned” locations
  • In SteamBirds Survival, I had less than 60,000.

I’d say that’s a success! 4 million plays that generate zero revenue and zero fan love is 4 million hits I’d rather not have.

What was super interesting is how this has skewed my stats of plays-by-countries; the USA is always #1, but the rest of the top 5 were always Asian countries in each of my other games. In SB:S, Brazil, Spain, The UK, and Canada come into the top 5. Now I know where to localize my games to first!

Other Interesting Stats

I cranked up my statistics tracking in SteamBirds: Survival, and got a bunch of neat figures out of it. Here’s a few:

  • Avg. PlayTime of SB: Original: 24 minutes
  • Avg. PlayTime of SB:S: 30 minutes (improvement!)
  • 25% of all rounds end with the player clicking “More Tips” on the gameover screen
  • 25% of players quit the game manually (without dying or closing the window)
  • 15% of all players unlocked >2 planes
  • 11% of players hit Mute (up from 6% on the original SB, down from 80% on my crappy games!)
  • 10% of players attempted newsletter signup, 1% succeeded
  • 3% of players clicked on the Twitter/Facebook icons at least once
  • 0.9% of players clicked on the Credits button (this is sadly consistent from everyone I talked to in the industry)
  • 0.7% of players unlocked the AllUrBase (hardest non-pay plane to get)
  • 0.5% of players clicked on the “buy the mobile edition!” button in game

That last one is super interesting to me. Totally tells me that there is very, very little crossover from the flash to the mobile market. Maybe not worth ever including? (then again: if a single journalist sees it, it might make a huge sales difference)

Total Revenues

So how is the SteamBirds franchise doing, overall?

I estimate we’ve made around $200,000 USD so far, with all things included. Here’s how I break it down:

“Old Rev” being the Original Steambirds, “Flash” being SteamBirds: Survival. Note that the original SB has an extra year headstart on Survival, and I wouldn’t be surprised if Survival overtakes it in the long run.

A lot of people will look at this chart and say “Woah! There’s so much money in the mobile market… Why are you bothering with the flash version?!”

My response to that is quite simple; the only reason we made more than $10 on Android is because we got Featured by Google.  It’s a similar story on iOS.  The reason we were able to get featured so easily is because of the fame and endless praiseworthy reviews the Flash version got! If the Flash edition never existed, we would never have had an opportunity to get as much exposure as we did.

I fully plan on developing for Flash into the future. And I think what we have in store will turn the tables on where the biggest revenue lies. ;)

The Future

So what are we working on now?

  • SteamBirds: Survival for iOS and Android
  • SteamBirds: Multiplayer (working title)

I’ll keep you posted as long as you keep your eyes glued here!

 

Most Original Design

Game of the Year

Wow. This was unexepcted! The original SteamBirds flash game has won two  awards from FGL!

“Best Game” of 2010 as well as “Most Original Design.”

I’ll be honest: These aren’t exactly IGF Awards, they don’t come with big publishing contracts or huge grand prizes. It is, however, the only awards that are handed out by my peers.

Somewhere around 2000 games sold on FlashGameLicense in 2010, not counting at least twice that many that never found any sales. Amongst all those authors, all those dev teams – SteamBirds received the most nominations.

So a big hearty thanks to the community I work in. You’re all so awesome.

 

I NEVER THOUGHT THIS DAY WOULD COME!!!

Fireworks! Explosions! OMG OMG

I finally sold my first ever game, Space Squid. After years of marketing and attempting to find a buyer, I was able to sell the full source code for the game for a whopping twenty big ones.

I still retain IP rights; I mainly didn’t have the time or effort available to do up a sitelock so I sold the entire source code and made the sponsor do it.

I’ll chart the game’s financial success:

Yep, launched back in May of 2009, the game has cost me approximately $2/month in hosting, but this recent payout was an astounding bump in the game’s history. Never before has Space Squid seen such profits!

Well, “profits” should be in quotes because I’m still around $20 in the hole for this game, over all.

You can play the [ugly, broken] sponsored version on Newgrounds, or you can play my original implementation at Space-Squid.com.

And to all those that said it could never happen:

HAHAHAHAHHAHAH

 

PowerButtonI’m looking for a contractor (or two)! Mostly for the SteamBirds franchise, but perhaps some other projects as well.

Some qualifications I’m looking for:

  • Experience with Flash programming in AS3 (AS2 is a bonus)
  • Knowledge of timeline code, but prefer to code purely in FlashDevelop
  • Knowledge of the Sponsorship-style Flash industry
  • Deep understanding of Blitting with an eye on code performance
  • Mobile development (in Flash and/or native code) is a bonus
  • Strength in Object-Oriented style programming
  • Familiarity with SVN
  • Ability to read my code without clawing your eyes out

This will be spotty/occasional/part-time work to start, but can grow to a more permanent role as the business expands. Renumeration will be based on the task at hand (for example: Site-lock conversions would pay cash up front; larger projects typically work on a revenue share basis).

If you are interested, send an introduction to jobs@radialgames.com.

 

Wow, I can officially add “Award-Winning” to my resume!

IndiePub ran a contest and they just announced SteamBirds as the grand-prize winner. The award is actually going to the mobile-edition developed by FlatRedBall (buy for your Android-enabled phone today!), so a big heaping thankful cup-of-hugs to Victor and his team for their hard work.

I’ll add yet another paragraph about how astounding the parallax effects in the Android version are. If you haven’t seen it yet, it’s because you are a chump (or you don’t own an Android device, which means you are a double-chump?).

You can read the Gamasutra article on the award right here. yahoo! (with a lowercase Y)

 

Crab Attack 3 is one of my 12G Games. Read the intro article on what 12G is all about!

Inception

Crab Attack 3 comes from a rich heritage of pure-blood crab-attacking games. You might recall seeing Crab Attack, my 5-minute-game challenge game… Or you might even remember the good ol’ times with Crab Attack 2, a feature-enhanced version of the original vision.

Crab Attack 3 brings in a whole new re-imagining of the game, with fresh visuals, unique gameplay improvements, and … uh, well, … hmm.

In truth, total development time for Crab Attack and Crab Attack 2 didn’t even top 20 minutes, so I thought it was safe to roll them right into the “trilogy” project as part of my 12G game challenge. I kinda liked where Crab Attack 2 was going, and decided to see if I could turn it into a viable product. The game also presented a bit of a hurdle: it contains a lot of moving on-screen bits, and keeping the framerate low would be a challenge!

Execution

Working from the existing codebase of crab-attack 2, I started adding some placeholder art and immediately noticed the game starting to slow down; my FPS was quartering. The game was also lacking pretty seriously in the “fun factor” department.

I addressed the latter issue by tossing in some fairly random risk/reward items. There are now golden crabs you can pick up (but it is dangerous to do so), the water now slows you down, and you can also get points for jumping on the grass (but golden crabs don’t appear there). Optimal gameplay is now to stay on the left side as much as you can, ducking out to get crabs and slowing things down in the waves, before heading back again.

To address the performance problems, I realized I was encountering problems as discovered in my Flash Performance Testing Posts (one, two, and three). I asked around and ended up finding the excellent Ginger bitmap animation API (It looks like the site is no longer updated and the download link is old – be sure to use the SVN link on the page).

The Ginger API does one thing particularly well – it will accept a multi-frame vectorized MovieClip object, and convert it to a variable-FPS bitmapped animation – complete with pre-rendered rotations. I was so happy to find this. Implementing this immediately brought my FPS back up to the levels of Crab Attack 2, where everything was simple square blocks.

Once the game was nearly complete, I teamed up with Ben Schlessman of Games Northwest (aka ShooterMG) to handle my art needs. He ended up working really fast and providing some neat art in the theme of the game; I say I’m pleased with his performance!

At the end, I slapped in some cheap epic music from DVGMusic. Thanks!

All in all, I put around 10 hours of work into the code. Ben Schlessman put in around 8 hours of work to the art. The rest of the 24 hours was spent on wrangling the game through FGL and Mochi.

The Game Itself

Enough words, let’s see this thing in action! Click here to play.

The Results

Well, the game did the rounds through FlashGameLicense and found no sponsors. Few people showed any interest at all, in fact! I could probably shop the game around to specific mouse-avoider-style sponsors, but I decided to use the game to test out Mochi’s Distribution platform. The game now features pre-roll ads through them, and might make me a few dollars as time goes on.

I’ll make a new post if I suddenly get a boatload of advertising money, but I think this is it. Crab Attack 3 is done!

One thing that I did note: Most people don’t like the game at first glance. It isn’t much of a challenge and it’s not entirely enjoyable. However, once somebody calls out their high score – people tend to get excited and start competing. I think CrabAttack3 is a good “Party Game” but not a good “video game.”

Lesson Learned

The biggest lesson I learned with the Crab Attack trilogy is proper handling and easy conversion of Vector Art to speedyQuick bitmap graphics. The entire game was built to be cluttered and fast to start with – and I know the easy-to-use .cacheAsBitmap flag built right into AS3 – but when things start getting complex, it’s nice to know there’s a pre-written API like Ginger that will quickly and easily convert all my data for me.

Future Prospects

I think I’m pretty much done with Crab Attack. I’ve been itching to make a MouseAvoider-style game for a while (just to say I did it, not for any interesting reason), and this satisfies the urge quite nicely. I can’t see gameplay getting too much more interesting (though it could definitely improve).

 

Hello, my name is Colin Northway. I’m a friend of Andy’s and he’s generously offered to let me guest-post here. You may have played my game Fantastic Contraption. I’ve spent the last few years prototyping games and generally trying to get my head around the discipline of game design.

This post is about the latter.

As you know the human eye uses Rods and Cones to detect light. Cones see colour and Rods see black and white. Since Cones see in colour and Rods don’t you’d think we could ditch the rods and just use the whole eye to see in glorious colour. Unforunatley Cones suck at a lot of things. In fact Cones are so bad at most things we don’t have very many. The human eye contains abut 7 million Cones and about 100 millions Rods.

The biggest thing Cones suck at is seeing in low-light conditions. This is why dogs see better at night but also see in black and white. They haven’t sacraficed any retinal real-estate to Cones. Cones also suck at detecting motion. Our eye harneses groups of rods together to be incredibly good at detecting motion and it can’t do that with Cones. Mabey because of this some of the pathways in our brain that process motion are also bad at dealing with colour.

This is pertinent to video games. Especially games which have a lot of motion and rely on quick decisions. Like Super Meat Boy for instance, or Monacco.

I recently started playing the PC version of Super Meat Boy. I have been eagerly eagerly eagerly awaiting the release of the PC version of Super Meat Boy and it has not disapointed. It is a wonderously tuned piece of art. The pacing and the feel are perfect and it is seriously cutting into the time I’ve spent working on my own game. But I noticed in a few levels that I was having a hard time keeping track of Meat Boy as I sent him careening around the levels. After dying a few hundred times I began to wonder if it was related to how my eye perceives motion. Here is a screenshot of a Super Meat Boy level I have trouble with:

And here is the same image completely desaturated:

This image is how the motion sensing part of your eye and brain sees Super Meat Boy. Notice how Meat Boy fades into the background? That means he’s almost invisible to the part of you that detects motion. This is bad for a couple of reasons. Mostly because you Fovea is so small.

The Fovea is the part of your eye that can see details. It’s where most of those 7 million Cones are. Inside the fovea the rods and cones are packed into a tight latice and we have very good visual acuity. Outside of the fovea we only have a vague sense of what’s around us. Outside the Fovea we have an sense of patches of bright and dark and we are extremely queued to see motion. The problem is the Fovea is tiny it’s about the size of your thumb-nail at arms length. That means we can only see a very small part of the world with any clarity. It doesn’t seem that way to us because our brain is so good at filling in the gaps. You know how you don’t notice the Blind Spots in each eye? Your brain is filling them in so you don’t notice them. It’s also doing similar tricks for pretty much 90% of your visual field.

Your brain actually builds up a scene by using tiny eye movements to flit your eyes across your field of view. These tiny movements are called Saccades and you need them to build up an image in your head of what’s out there and what’s happening. Motion is a major driver of Saccades. If something is moving your eyes will quickly move to focus your Fovea on it, take in all the details, and then flit back. Your brain will then super-imposing the data it has gained on your view of the outside world. This makes you think you have a pretty good idea of what’s going on out there even thought you exist in a fog of uncertainty

Meat Boy blending into the background causes two problems for this system. The first is, we can’t track him very easily. The part of the visual system that keeps a moving target in view is very old and very honed and it needs the motion sensitivity of your rods to do its work. If you rob it of those rods it will have a harder time doing its job. The second problem is reaquiring Meat Boy after you Saccade off to the ledge you’re trying to land on. Imagine you hurl Meat Boy off a cliff planning to land on a narrow ledge farther down. As Meat Boy travels south you can’t fit both him and the ledge in your Fovea at the same time, it’s too small. But you need acurate information on the ledge and on Meat Boy in order to land on it so your brian Saccades your eyes back and forth. It’s pretty easy to Saccade to the ledge since your brain remembers where it is. But Saccading back to Meat Boy is harder since he’s moving. In most levels your brain manages without too much trouble. It uses the movement data your rods are feeding it to keep track of where Meat Boy is moving while you Saccade off to the ledge. Then you can Saccade back because you know where his new location is. But in the levels where Meat Boy is of a simmilar brightness to the background your motion sensing system suddenly goes blind, you miss your Saccade and Meat Boy falls to his death two or three hundred times.

Note that this is only a problem in a handful of levels and it doesn’t erase your ability to play, it just makes it a little harder. It is a good example, though, of how knowledge of the eye and the brain can make you a better game author.
Now. If I haven’t totaly bored you to tears lets talk about how this relates to Andy Schatz’ upcomming game Monaco. Like Meat Boy, I am a giant fan of Monaco. I spent most of PAX this year playing Monaco. In fact it was all my Monaco playing that got me started researching all this eye-brain stuff in the first place.

In a very real way Monaco is about Saccades. You Are Not So Smart is a relatively interesting blog on how the brain operates and the author, David McRaney, managed to coin one of my favorite quotes: “Reducing chaos into a manageable mental state is a constant battle”.

A lot of our brain is dedicated to making sense of the world around us and multiplayer Monaco is a direct gloves-off challenge to this ability. It requires an extreme level of Situational Awareness. That’s a fighter-pilot term. Situational Awareness is how well you understand the state and location of all the important variables around you. Those variables might be MiG fighters or they might be french goons looking to knock the block off whover took their employer’s shinies. In Monaco you have to worry about the goons but also, more importantly, you have to worry about your team-mates.

Monaco is about working as a team and you can only work with your team-mates if you know where they are and what they are doing. The pacing of the game is such that verbal communication is often too slow to adequately coordinate everyone’s movements. You all have to be actively keeping track of what’s going on and making decisions that will further the goals of the team. In this sense Monaco is more like a basketball game than a game of Chess. In this way Monaco is about Situational Awareness. And that Situational Awareness comes from your eyes and the processing of the information your eyes provide.

Monaco sets the motion sensing part of your brain all alight. Like christmas tree lights. Your brain is trying to keep track of everything and is sending your eyes flying all around the screen trying to keep your mental map up-to-date. Andy Schatz hasn’t ham-strung our Rods by making the players blend in with the background. Monaco represents a fair challenge to the sensory system. But there is a lot of extraneous movement to draw the eye in the form of fog-of-war. As a player enters a room the scope of their vision rapidly opens up which makes objects in the room much brighter. This brightness is in turn noticed by our perephreal vision which then Saccades the Fovea off to identify it.

This is troubling because usually we don’t need that information. We don’t need to know the contents of the room someone just walked into unless it contains a guard or a shiny. We should be satisfied with the vague notion of our teammate being “off in the top left cooridor somewhere”. But every movement of our team-mates is providing many pings of movement to our brain. With so much movement the location of guards and team-mates becomes lost in the shuffle. If you played Monaco while the fog-of-war was tile based you’ll know exactly how this works. Each tile used to change brightness so each tile represented a possible source of attention for our brain. It was very difficult to seperate important input from the constant bombardment of flickering tiles.

Interestingly, I think this could be a good thing. Just as Situational Awareness seperates fighter pilots into the skilled and the dead it seperates Monaco players into the rich and the jailed. Brains are magical learning machines. Unlike the small handful of Super Meat Boy levels Monaco doesn’t blind our visual system, it just presents it with a very hard challenge. A challenge your brain can improve at subonciously. Think how much of getting better at Super Meat Boy is subconcious. It’s about training your brain with practice just like Situational Awareness in Monaco. That’s pretty much the definition of video games.

Which is a good thing since I don’t think there’s much Andy can do to change it.

In fact back when I was reading about all this I made up a simple Monaco analogue. I made a game that mimics (although mimics poorly) the Situational Awareness challenge of playing Monaco. It has a fake fog-of-war that moves around as the players move and you have to keep track of many variables while ignoring changes in the fog-of-war.

You can swap the fog-of-war from being based on changes in brightness to being based on changes in hue with the space bar. Theoretically the version where the changes are in hue and not brightness should be easier. In practice the difference is subtle.

You can play it here: Morocco

You will need instruction as it took about an hour to write:

Goal: Get a high score. Your score is the Grey Number in the top left-hand corner.

Score By: keeping your mouse hovering over the player that is the same colour as the square in the top left-hand corner

Also Score By: the other players will ocasionally turn into squares. Keep track of them and Click on them when they do for a big point bonus.

Swap Between Brightness and Hue Fog Of War: with spacebar

Restart at the end of a round: with the “R” key

I am always impressed at how broad a base of knowledge is required to author video games. I think understanding of the human brain is one of the most rewarding. Learning about the Brain is also great for shining light on every-day life. I am constantly trying better to understand my own.

 

Just wanted to drop a quick line to say that the Android version of SteamBirds now has Multiplayer. Go buy it from the market and make sure you get the latest patch!

 

SteamBirds: Survival is finally here!

I daresay we put too much polish on this version of the game. The last 4 weeks were spent agonizing over tiny details and getting our final ducks into rows.

I did a preview post previously that talked a bit about the game, so I won’t waste a bunch of your time here now – I’ll reflect on development, updates, and bug hunting here as time goes on.

And – if you feel like supporting independent development – go ahead and unlock those premium planes. It’s hard making a paycheque in this industry!

 

I just ran into good ol’ Flash Error #2136. Here’s the entirety of the error message you get, not at compile time, but at runtime:

Error #2136: The SWF file contains invalid data.

What data exactly is invalid? LOL, as if!

I tried googling the error, and it gives a whole bunch of advice on how to disable a document class, or how you shouldn’t export SWCs with wacky options, or all sorts of other nonsense that doesn’t apply to me. Most seems to have been written years ago. Which kinda tipped me off…

Here’s what worked for me:

  • Flash: File > New > Flash AS3.0 File
  • Copy the entire “library” from your old FLA
  • Paste the entire “library” to the new FLA
  • DELETE THE OLD FILE, IT IS MAGICAL POISON

That should resolve all your problems. I spent a good 4 hours on it. All the settings between the two files for the same; the only thing different was the original file used to be a CS3 file and the new file is natively CS4.

I hope this helps save someone else some time.

© 2012 Andy Moore Suffusion theme by Sayontan Sinha