Rule with an Iron Fish for Steam Greenlight!
We have just submitted Rule with an Iron Fish for Steam Greenlight!
Upvotes are welcome!! :)
bit.ly/rwaiftw

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@kestrelgames
Rule with an Iron Fish for Steam Greenlight!
We have just submitted Rule with an Iron Fish for Steam Greenlight!
Upvotes are welcome!! :)
bit.ly/rwaiftw
Witch Twitch: UI without Text
We have recently released a cute colour matching game, Witch Twitch, on iOS & Android
Even though it's much smaller in scale comparing to our previous game, Rule with an Iron Fish, it was an important and somewhat experimental one for me as an UI/UX person.
Why? Because we purposely avoided any usage of text. (…well, aside from score digits and the title, obviously!) RWAIF was full of text and this time around, we wanted to go minimalistic. The benefit of having no text is that we don’t have to worry about localization, we don’t have to search for a font and deal with font file(s).
Here are the challenges and our approach in different area:
[HUD]
We needed to track the score and the timer. And my goal was to make them integrated into the game environment as much as possible. In other word, I wanted to avoid the typical “HUD look” where you see everything lined up at the top row with straight-on angle. Thankfully, my talented teammate already had the beautiful art ready for the gameplay area which was laid out in isometric view. So it came quite natural to me that we should also keep the HUD elements following that angle.
This was my earlier mockup:
As you can see, the timer (bottom-left), the score (top-right) and the play button (bottom-right) are all aligned in isometric angle. It was kind of neat, very compact looking, and not similar to the usual HUD you see in most of the games. We also were happy with hand-drawn style UI.
So that was implemented into the game. Now, after play-testing, we realized nobody really paid attention to the timer and the score. People were very much focused on where the monster and the wheel are.
This is our solution:
For the score, we have decided to put it to the top-left part of the screen. After all, that’s the more obvious placement. But we kept the angle. And we also added VFX every time you score, so you would look at the scoreboard - When you successfully match the colour, the monster banishes “poof!", and its soul (icon) will travel from there to the scoreboard which then will shake and count up and glow. We had to tweak the timing of the whole sequence a bit, but thanks to our talented programmer, it turned out to look and feel great.
Now, the timer. I first thought about integrating it above where the monster would appear. Maybe curved along the doorway where the monster will enter. But it didn’t feel right. So instead of having it as a visible timer bar, we made the monster to approach the wheel/cauldron little-by-little and made that act as a timer. (Thanks to the feedback from our friend at the indie dev meet up!) That was a good call - we now have eliminated another visible element from the screen, and the gameplay feels good.
[Tutorial]
There was not much to explain as a tutorial, luckily, other than telling the user to spin the wheel. So we did. :) A hand icon at the wheel to show at the very first time.
[Blurbs]
To add flavours, we decided to show some blurbs and barks by the witch and the monster. Without text, of course! And they also are angled. It was actually fun to come up with some gibberish, some with emotion, some associated with the action, all by icons and shapes :)
Here is the list of blurbs
All in all, I think we had a good set of challenges to tackle and I’m glad it worked out. Something to reference/utilize for our next title for sure.
I had an interesting revelation recently, that I want to keep doing what I do on the public-facing, journalistic side of mobile gaming because I think I provide some value to the world that few others do by writing about mobile games. It’s high-minded, I know, but I’m one of the few people out there who covers mobile almost exclusively, and I want to keep doing it for as long as possible. Scraping on by as a freelancer is stressful – as stressful as working with games can be, but it’s still mentally taxing and time-consuming to keep up with everything and make enough to pay the bills. And heck, I know less about the business side of the equation than people above me. But let those people like Eli Hodapp and Jeff Scott, who have both been around longer than I have, tell you just how rough things are out there.
http://www.appivore.com/breaking-silence-editorial-developer-relationship/
“Despite the lack of financial support for our sites, the mobile games industry continues to use what sites still exist for their own benefit. We still provide valuable free publicity, add to the credibility of publishers, hype new releases, and go to great lengths to further evangelize mobile gaming platforms. We see quotes from our sites in promotional materials, press releases, UA campaigns, social streams, and even TV ads for mobile games. This tells us one thing: Despite the lack of support, what we do is still incredibly valuable to games companies.”
http://toucharcade.com/2015/06/22/toucharcade-needs-your-help-please-support-our-patreon/
“From here, we have a few potential roads we can take: We’ve got great traffic numbers, arguably better than they’ve ever been, so we could load the site up with the same obnoxious advertising you see on most other sites these days. We could start doing sponsored posts, as we’re always being asked to publish those. Or we could do a number of other really nasty things which have become "normal” for sites trying to survive. The problem with all these possibilities is that they all come with the significant drawback of making TouchArcade worse for our readers. We put an amazing amount of time and effort into making TouchArcade as awesome as it can be, and value our community far too much to start muddying the waters of what is a real recommendation for a rad game you should check out and who just paid us money to do that.“
Keep reading
TouchArcade has given us so much support from the start that I don’t think we would be where we are now without the existence of their site, journalists and community. Please reblog to boost awareness as they really help companies that aren’t just making ‘the next Farmville’ reach an audience looking for new and innovative games.
Iron Fish: Localization with minimal code changes
Rule with an Iron Fish is now out for iPad as well as iPhone! http://apple.co/1Y4XZ4i
So you have a game that you want to translate into other languages but didn’t have code support for localisation built in from the start of the project. (Our game is built in Corona SDK and Lua but a similar approach applies to any other framework.) And there are lots of English language strings embedded in the code file. After all, it’s more readable and faster to code that way.
One approach would be to go through the code and change all the strings to symbolic references to external text files (the classic approach to localisation when it’s built in from the start.) another would be to change all the strings from “Hello” to function calls such as translate(”Hello”). Both would be very time consuming and there’s a danger of introducing bugs by accidentally translating internal variables such as IDs and state names.
The solution I came up with avoids these problems.
Almost all text displayed by the game is rendered to screen through the same framework function call which in the case of Corona is display.newText(). I intercepted all calls to the function by creating a new reference to the stock function with display.newTextOrig = display.newText and putting my own custom function in its place. The new function takes the input, translates the text by looking it up in a string dictionary, and passes it on to the original rendering function. Alternately you could globally search and replace all function calls to display.newText() with some other function name.
In order to build the string dictionary I then made a grep script to scan the source files and extract all the strings, excluding commented out lines, console logging calls, and duplicates. In the case of Rule with an Iron Fish I’m following the convention that all internal string labels start with lowercase (and displayed text in the case of our game happily starts with uppercase) so filtering for strings starting with uppercase tidies up everything fairly well. We still have to go through manually to get rid of some logging strings that were capitalised, piratey comments like ARRRR that don’t need to be translated and so on.
Looks like the code side of translation isn’t quite as bad as I feared. Most of the screen size issues should be done with iPad so it’s just mainly getting Google Play and Corona to cooperate for Android, hopefully... I expect there’ll be some weird device fragmentation issues with underpowered phones with high resolution screens (Lag incoming!) to resolve.
We got featured in the App Store! :) (at least in Canada, if you know of others please let us know!)
what a crazy feeling!
Rule with an Iron Fish
Hey Pabu! One of your followers put you in her game!
It’s a cute fishing game where people can have you as a pet!
Pabu: Why is Pabu so little? And also…
Pabu: …why can Pabu only see with one eye?
YESSS PABU IS THE CUTESTPIRATE CAT EVER!
More areas from from RwaIF!
our Ludum Dare jam entry for LD35!
Pluto’s been wallowing in humiliation ever since the Earthlings decreed him a mere dwarf planet. Help him regain his fragile ego!
Introducing Game Embeds
You’ve just finished your Ludum Dare 35 game, and you’re looking to take advantage of embedding your game directly into your Ludum Dare submission page…
or… you have your own page where you’d like to host your game, but you still want to still use itch.io to upload and update your game.
itch.io has you covered, introducing game embeds!
Any HTML or Flash project can now be embedded by pasting a little HTML snippet, similar to our existing widget that lets you buy or donate to a project.
Game pictured is Chaos64 by KronBits
You can generate the iframe based code from the “Embed game” section of the Distribute tab. You can choose the file you’d like to embed, customize the size, and change the color. Every embed comes with a link back to your game page on itch.io along with a fullscreen button.
You can even preview the embed directly inside the itch.io page, as seen above.
Embeds are specific to the file you’ve chosen. This means you can have multiple versions of your game (eg. a jam version) and independent embeds for each of them.
Look forward to analytics and more customization options in the near future.
Enjoy!
Finally got everything sync’d up in the skill tree (aka store) for the game Cereus.
Next is to make most of the skills actually do something for ya.
I really like the interface design and overall graphic look of this.
See how @stevenmelin makes a peaceful village theme in this behind-the-scenes look at a video game composer’s process.
Really interesting stuff! Knowing very little about music and composition, we actually learned a lot from this ourselves, or at least gave us more insight on the process. It’s a little lengthy but definitely worth a watch (or listen!). We’re still surprised at how influential Dev Dog was in getting the feel of the track down!
He’s also included a bit of footage showing some early test areas for the village - it’s empty and lifeless at the moment (it’s a WIP!), but still worth a look!
I got an application called Crocotile3D and had some fun converting my 2D art to 3D…ish……. ish
whoa, neat. adding the download link here:
http://www.crocotile3d.com/
This is just a heads up to let you know that the demo is coming along fine, I have been focusing on it as much as possible, so that’s why I haven’t uploaded anything recently.
On an unrelated note, in the last few days, Long Gone Days was featured on:
Siliconera’s “Body Part Targeting Added To Turn-Based Military RPG Long Gone Days” by Joel Couture
and I was interviewed for a local media, Par de Pebres “¡Conozcamos Long Gone Days!” (it’s only available in Spanish, though)
Also, lgdays.tumblr.com is now longgonedays.com! The project has also been uploaded on RPGMaker.net.
And on a side note, I stated on the announcement post that the demo would have an original soundtrack, but sadly our composer, John Fio, broke his right hand, so he’s in recovery. That means that at least for the first version of the demo, there won’t be any tracks made by him. I apologize in advance, I hope you guys understand.
Anyway, remember that you can follow the development on Facebook and Twitter too!
I love the sprite style, poses and all (love the way he’s leaning on the bench)!
probably my favourite background from Rule with an Iron Fish! The windows and lights flicker ingame, which is kind of a neat effect.
It looks far less dithered in the final game!
some incarnations of WitchTwitch for iOS -- a game about colour acuity! See how good you are at detecting colours.
I like the isometric HUD attachments a lot.
Arrrr! Pirates need ships.
And here they are!
gorgeous pirate ships
Free Windows 10 Touchscreen App for Artists - Tablet Pro
When I use my Surface Pro for art, I can’t or don’t always want to flip my keyboard out. Maybe I don’t have room, maybe I’m drawing on my lap, or maybe I just don’t want a keyboard in the way of my screen while I draw. This leaves me unable to use keyboard shortcuts, and while some programs (like Photoshop CC) have gesture controls for common shortcuts, most programs don’t. I’ve been searching for a macro program, where I can program buttons on my touch screen to perform keyboard shortcuts. After a few months of searching, I found a program called Tablet Pro that does just that, and it’s completely customizable. Here’s my review:
Keep reading
thanks! I’m trying this out :)
I use this as well because it’s so easy to set up: http://forum.tabletpcreview.com/threads/toolbar-creator-v-2-2-beta-available-for-download.63014/ (has the same toggle issue though)