Minim 1.3 update is out
September 2nd, 2010 by Bruno UrbainMinim has been updated with a major fix on a bug preventing the game from running on iOS4.0 on 3G.
All should be fixed now.
Minim has been updated with a major fix on a bug preventing the game from running on iOS4.0 on 3G.
All should be fixed now.
As some already guessed, Armor Games and Fishing Cactus are bringing Shift 2 to the iPhone, and we need your help. We are looking for users to create and submit levels for ‘Shift 2′ that we can feature in the game.
If we end up featuring your level in Shift 2 (iPhone) you’ll get your full name in the credits as well as a free copy of the game in the app store.
The rules for the contest are as follows:
1. E-mail your level codes to support@fishingcactus.com
2. Make sure you include your full name to be listed in the credits
3. Lastly, submit an e-mail address that is easiest to reach you so the game can be sent to the winners.

Armor Games & Fishing Cactus wishes all contestants the best of luck! To get started, click here. Follow us on Twitter to know in real-time what we think about the levels submitted!
Yes, you heard me, that’s what I’m talking about. The Level Design process of Shift 2 levels.
Who knows? We might have something related in developement…
Minim is free today thanks to OpenFeint Free Game of the Day.
Unfortunately we found out that Apple missed a bug on iOS4.0 with 3G which prevents the game from booting up. Our team has already found the problem and an update to fix the issue has been submited to Apple.
Thanks and sorry for the incovenience.

Good news for you, atoms lover! Read the rest of this entry »
UPDATE: post is now under the right author name.
During the AiGameDev Conference 2010 at Paris Claudio Pedica, a researcher at CADIA Labs, Reykjavik University, currently collaborating with CCP Games presented us their new social interaction system in a talk titled Human Territoriality for EVE Online’s Socially Smart Characters.

For the last 2 years, I’m invited at the game design and project management school in Valenciennes, Supinfogame. I’m invited to attend the end of the year jury where students who are graduating present their prototype to a board of game industry professionnals. To give a little bit of context, each of the student has to present a game idea in their first year. At the start of the 2nd year, 5 to 6 of the ideas are selected to be projects developed for a total of 9 months. You can see some of the old projects here.
Students are in groups and can ask for external help (artists, programmers). Not to mention that they have no fund to do so (looks like a real indie studio). When getting external help, they are often working with professionnals who have some spare time, amateurs or team up with other, more dedicated, schools.

As an ex-student from the Supinfogame (I graduated 8 years ago, oooh growing very old), I’m amazed to see the number of growing and known people attending this jury. This is partly due to the increasing quality of projects presented. This year I’ve been really amazed by the quality of productions. Some concepts were very innovative and some of them were really more than prototypes, near finalized products.
Students presented us 6 prototypes: “Le marionnettiste” (The Puppeteer), “When Gods Play”, “Contre-Jour”, “Blork”, “The Uncanny Fish Hunt” and finally “Big Bang”.
Last week, part of our team had the chance to attend the AI game dev conference in Paris. This world renowned conference is mostly the result of AiGameDev.com Alex and Petra Champandard’s hard work. Big thanks to them then! Everyone on the team that attended the conference will discuss the conference talks in the coming week or so, but let me tell that these covered a very large breadth of topics ranging from high level inspirational design panels to down to the nuts and bolts of making AI characters behave smarter and more interestingly.
Hey, that's us!
On my part, I’ll spend this post writing about the conference keynote that I found to be both interesting and inspirational; this talk by Bruce Blumberg was titled “Intimate Conversations with Interactive Animated Characters”.
A good news for RollOut, our last iPhone game released about 3 three weeks ago has been selected by AppModo as one of the three best games of June on the Apple AppStore.
After being Top#1 Paid App in the French AppStore, let’s now hope we’ll get the same success in the US. Spread the word and in the meantime, here’s the link to the news: http://appmodo.com/24859/3-best-games-june/.