The GUI Problem

By Shamus Posted Sunday Apr 15, 2012

Filed under: Programming 121 comments

You might remember that I wrote a program for laying out comic strips. I stopped using it when I stopped working on Stolen Pixels to become an author. I think about Comic Press now and again, feeling vaguely guilty that I’ve got this useful chunk of software sitting on my hard drive, basically going to waste. I should clean it up and release it to the public. Or do some tipjar-based development on it. Or something.

And then I remember that Comic Press is in this oddball limbo state. It was written in Visual Studio 6, which came out in 1998. It uses a ton of non-portable Windows code. I can’t even compile it now that I’ve migrated to Microsoft Visual C++ 2010 Express. I need to update all of the dialog and menu code to get it running. But if I’m going to do that, I should fix this interface to make it a little more portable. But if I’m going to do that…

Hm.

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You might remember that a couple of years ago I wrote a rant on how much of a monumental pain in the ass it is to use someone else’s library, particularly in C++. I wrote that when I was looking for a GUI system to work with OpenGL. I just revisited the issue this week, and re-familiarized myself with all the annoyances I’d forgotten.

A GUI system is what enables you to add standard controls to your program. Buttons, menus, checkboxes, file open dialogs, scrollbars, edit windows, and so on. See, in Windows (or Linux, MacOS, etc.) the operating system can do all of that for you. With a few lines of code I can make a button…

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This Kickstarter Business

By Shamus Posted Saturday Apr 14, 2012

Filed under: Video Games 208 comments

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This post is probably going to be a little ramble-ific. This Kickstarter business has everyone talking, and I’m getting emails asking me what I think of it, if I’ll be joining in, and what it means for game development. So let’s talk about this.

It was almost exactly a year ago that I got home from PAX and began to get the itch to program a little something, which eventually became Project Frontier. Really, PAX should have the opposite effect. This is not a place to go to follow your dreams as an indie. This is a place to have cold, cruel truths pressed deep into your skull while eating the worst nine-dollar hamburger in existence.

At the indie booths, you’re looking at the super-rare 1% of indie developers who are lucky and tenacious enough to bring a product to market. For every indie showing off a game there are a hundred others who got bored and quit, encountered some insurmountable technology hurdle, realized the prototype wasn’t very fun, or ran out of time / money. A few were lucky enough to be able to see it through to completion, but there’s still quite a bit of culling to take place between this point and signpost labeled “success”. Many will languish and only sell a few units, resulting in a hefty net loss that sends them back to their day job. A few might do well, and sell enough units to pay the bills, although once they divide their profits by their hours worked they’ll end up making less than minimum wage. A couple of lucky ones – the 1% of the 1% – will bring in enough cash to enable them to self-finance another game.

That’s the way it goes. The same is true for a lot of other creative people. Musicians probably have it even worse. (Although thankfully the cost to write a song is a lot less than the cost to make a game.) Heck, I’m thrilled at how warmly my novel was received and I’d be a fool to complain, but nobody is calling me up and offering me $Rowling bucks for the thing. For every Neal Stephenson, Terry Pratchett, and Douglas Adams in the world, there are ten thousand people like me, writing novels while we do something else to pay the bills. It’s tough all over, is what I’m saying.

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Pax East 2012: The Exhibition Hall Part 3

By Shamus Posted Thursday Apr 12, 2012

Filed under: Video Games 73 comments

Here we are on part 3. We still haven’t talked about the best game in the show. That will come last. Don’t worry. It’s worth it. But first let’s talk about some of the other games we saw, or walked by, or thought about, or saw on a billboard as the crowd pushed us along to our doom.

Organ Trail

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Indie devs The Men Who Wear Many Hats took the mechanics of the classic Oregon Trail and re-imagined it as a zombie apocalypse adventure. They have painstakingly re-created the style and interface of the original, which came out on the Apple in 1971. When I was born.

Continue reading ⟩⟩ “Pax East 2012: The Exhibition Hall Part 3”

 


 

Pax East 2012: The Exhibition Hall Part 2

By Shamus Posted Wednesday Apr 11, 2012

Filed under: Video Games 136 comments

Our adventures at PAX East 2012 continue. Here are some of the titles I visited on the expo floor. Note that these are not listed in any meaningful order. (Mostly they’re listed in the order of the business cards and handouts I’ve got got stacked beside me.)

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Sibord x Siborceru

Wait a second… according to the website this thing is called “Sword & Sworcery”? Okay then. I guess there’s no accounting for elaborately over-designed fonts.

The most interesting thing about this game is the conversation I had with the presenter, who is credited with concept, art, writing, co-lead design & direction for the game. (Ha! On a AAA title that would be like, fifty people.) I used the word “retro” to describe the graphics, and he challenged me, “Is it really retro?”

An interesting question. Yes, the design style is built around massive, massive pixels, but there’s not much “retro” about the game otherwise. It has particle effects, alpha blending, reflections, smooth scrolling, and a deep color palette. A single screenshot of the game looks strangely familiar as a type of pixel art we haven’t seen in a quarter century, but it’s not really like those old games in gameplay or presentation.

I’m sure nearly everyone is familiar with Starry Night:

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Pax East 2012: The Exhibition Hall Part 1

By Shamus Posted Tuesday Apr 10, 2012

Filed under: Video Games 64 comments

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The Exhibition Hall is the part of PAX where companies buy booth space to show off their wares. It’s a strange place. Some booths are run by one or two person teams and offer a single indie game for a single platform. These ten-foot booths are basically the videogame equivalent of a lemonade stand.

Other booths cover hundreds of square feet. They’re elaborate interactive sets with carpeting and fancy lighting, filled with gaming stations where you can sample the titles on display. Some places are staffed by developers, others by marketing types, and others by booth babes. (Not E3 style bikini girls. PAX doesn’t allow that. Here they’re more “spokesmodels”: Young, thin women who are paid to smile and keep the lines in order.)

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Pax East 2012: Year Of The Indies

By Shamus Posted Tuesday Apr 10, 2012

Filed under: Video Games 242 comments

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It wasn’t until PAX was over that I realized just how much the indie developers had completely stolen the show. I sat at the wobbly postage-stamp table in our hotel room, thumbing through the deck of pamphlets, handouts, and business cards and dividing everything into piles I’d mentally labeled “exciting” and “whatever”. As I reached the end of the pile and began assembling my notes, I realized 80% of the “exciting” pile was made up of indies.

Okay, the best game of the show wasn’t an indie. It’s a AAA title with a full budget and lavish marketing. I’ll talk about that one later. In the meantime, I want to compare how a couple of games are reaching out to their fans. Let’s jump back a couple of days:

Forgot to take a picture of the booth myself. This one was pilfered from Google.
Forgot to take a picture of the booth myself. This one was pilfered from Google.

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Experienced Points: In Defense of Hepler Mode

By Shamus Posted Sunday Apr 8, 2012

Filed under: Column 188 comments

My column on Friday was about the whole Hepler controversy. Actually, it’s what the controversy SHOULD have been about, instead of a bunch of trollhate against a single woman. The more interesting discussion wasn’t about Hepler herself but about what she proposed.

Read the whole thing.