Archive for February, 2010

Shift iPhone nominated @ Mochis Awards

Tuesday, February 9th, 2010

Shift iPhone port nominated at Mochis AwardsShift iPhone, developed by Fishing Cactus and published by Armor Games has been picked as one of the three finalists for the Mochis Awards as the best iPhone port (from a flash game). We are currently competing against Canabalt from Adam Atomic.

We’d like to ask everyone who reads our blog to vote for us here.

UPDATE: Results are in and we “only” managed to get the 2nd spot on the list! Congratulations to  Adam Atomic! (we’ll get you next time, you wait and see :D )

What do you drink? Piña COLLADA!

Wednesday, February 3rd, 2010

Collada Exporter / Importer in Mojito PipelineIn the best company of the world and with the most talented team (Belgians are famous for their self-derision), it is mandatory to use the most advanced technologies for creating our games. Of course just for your pleasure.

This is why we decided to automate our “Game Content Pipeline” with a continuous integration process. To do this, we used “Hudson” simply because it wasn’t too difficult to implement within the Mojito Engine and secondly because the solution is quite complete.

One of the first step I had to undertake within this pipeline was to import all assets from a graphical software and export them to a format our engine will be able to use. Collada is perfect for this job and this is why we went on to create a Collada importer and a viewer which runs in the Mojito Engine.

For the first time we are proud to present you, the star of all stars, “Mr. Duck” from Mojito’s viewer.

Pina Collada and Mojito

« Good night and good duck! »

The Quest for the perfect design tool!

Wednesday, February 3rd, 2010

As designers we are always looking for the best tool to communicate our ideas. At Fishing Cactus we always try to come up with collaborative solutions and we try to keep the following motto: “not make a 100 pages design document”. Instead we try to find solutions to keep the design document light and readable for different audiences. Managers want to have an overview of the game in order to evaluate scope. Programmers want to have a clear understanding of the mechanic they have to implement and game designers want to know how a mechanic works with another. Most of the time all these people are looking for either a very detailed aspect of the game or a big overview.

All design documents are living pieces, changes in scope and gameplay mechanics occur more than once in the lifespan of a game project. Also there are different types of design documents: game concept, game treatment, one pager, game design document, game backlog (if you are using SCRUM). Also, a variety of production documents is generated as the design undergoes implementation (asset lists for one, localization texts list and so on…).
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Mojito on Linux – Diary #2

Monday, February 1st, 2010

As you may have read on this blog a week ago we began porting the Mojito Engine on the GNU/Linux platform.

It’s going pretty well, faster than I originally expected. I started by translating the display part, initially running with DirectX on the Windows version and now running with OpenGL. The result was as expected, and that’s how we were able to post the first screenshot you’ve seen in an earlier post. We rapidly figured out that the input system provided by GLUT was not exactly what we needed. So we decided to rewrite that specific engine part with SDL in order to have not only the keyboard but the joypad too!

And I’m proud to say that everything is now fully working :) My next task will be to port the sound system of the engine.

As you can see in World of Goo, created by 2D Boy, they had about 17% of their sales on the Linux platform. It looks like a lot of open source gamers are just waiting for some stuff to play on the penguin!

So, be ready, Linux-users! Because in a not so distant future, you will be able to run on your hardware some Fishing Cactus games and show off in front of all your friends!