Casino games. Why?

So I’ve got a few friends who develop Casino games for a few of the higher end gambling companies and it got us talking a little bit about the model and how it could be applied to games that’re popular on portals.

In the end it gets me to ask things like ‘Why not just add gambling features in to a flash game?’ as surely that can be successful too as just a slot machine or roulette game. I mean there are tons of games on sites like www.partycasino.com and they get tons of traffic from players for their games, It’s not unknown that gambling games market is bloody massive but free-to-play games have become a large thing now and people are willing to spend a pound or two or extra content. Why give them a risk, a bit of chance for something even greater. A few pence to spin a wheel with a chance of unlocking new armour/weapons for their character. Just a thought! I mean there are a lot of people out there willing to buy a hat or a new weapon so why not spice it up a bit for users who are willing and allow them to risk their purchase at a game of chance. Then again, this has to be considered when developing and not retrofitted as it’d never work like that I personally think.

We’ve had a few talks over the last few days and it really doesn’t seem to be as easy as that though. There are a lot of laws and odd things really shrouding the concept of gambling in the UK that it probably wouldn’t be possible for someone like you or I to do as easy as that.

Just wondering, what’s your thoughts on the topic? If any! Throw something in the comments :)

Space is Key iOS/Android update!

I thought it’d be good to blog a little about what I’m currently doing and what’s happening with Space is Key mobile!

As some of you guys know from Spaceiskey.com. Space is Key is coming to Android! (Let me get a WAHOO!)

What is happening Chris?

So what I’ve been doing is porting it to AS3 and optimising some stuff so I can use AIR. Which, by the way is running so so good. The initial plan was just to do this for Android, but I thought why not update the iOS build too?!

Doing that is all cool BUT I’ve went one level up from that. I’ve toyed with the idea for months after I initially launched Space is Key iOS but I didn’t have my own Mac so I kinda pushed it aside. Now, this isn’t the case with AIR!

Space is Key 2 AND a new section called ‘hell levels’ which is tough levels, is now in Space is Key mobile 1.1. This seriously means lots of levels for you guys, and for everyone who bought the iOS version, it’s going to be a free update! In fact  over all platforms, these levels won’t be charged for. I’m feeling kind :)

OH! And if you own an iPad. All you have to do is buy this App once (I think the same will apply for Android, not sure if it’s the same as iOS though). But it’s universal, it’ll auto-scale to your resolution so no need to buy it on your phone then your tablet!

The menu got a little touch-up too with all the new stuff :)

As for a release date, I’m really not sure as I’ve got a few projects on the go. I was really hoping to launch this month (November), I may still make it though but I’ve also been having some trouble with mobile provisioning stuff on the iPhone. I’ll post up when I’ve fully finished the game and it’s in the hands of Apple/Google but I tweet on twitter too so follow me there @ChrisJeffGames

The new addition to Space is Key mobile versions!

TL;DR

  • Now using Adobe AIR!
  • Space is Key is hitting Android soon!
  • Space is Key iOS will now be a universal app! Both iPad and iPhone support.
  • We may be hitting Blackberry Playbook but I’ve got nothing to test with, so I’m doubting it very soon!
  • 1.1 will be launching the same time on iOS/Android = All Space is Key 2 levels included!
  • Release date is super soon, might be November 2012, if not a little after that. Too hard to say!

That’s it folks! Just wanted to clear it all up too as I’ve had a few questions about it :)

 

The Mochi’s 2013!

It’s that time of the year guys! Nominations for the Mochis at Flash Gaming Summit. We got SO close last year and Space is Key made the final three for best action game of 2011. I can’t even say how much this would mean to me. Let’s do this for 2012 guys, we can do it!

Head over to http://www.flashgamingsummit.com/awards.html

You can vote for BOTH Space is Key 2 and Platcore – here are links to the games too:

http://chris-jeff.com/games/spaceiskey2

http://chris-jeff.com/games/platcore

Since Space is Key 2 also hitting iOS/Android and Blackberry this year (http://www.spaceiskey.com) we qualify for ‘Best Cross-Platform‘ and let’s hit ‘Best Action‘ the same as last year! Come on guys, I know it takes a few minutes to vote but you can do it, means so much, we can do this one! You guys rock!!!

Mochi London 2012 – Better late than never edition!

Mochi London 2012 – Better late than never edition!

In this write up I’ll try not to mention Nando’s too much. Seriously! I’ll try. Of course, this is the better late than never edition as I also aimed to get this write-up out as fast as I could but I’ve been super busy since Mochi London so I only had time to write this pretty slow! Sorry!

Mochi London you say?

Of course. Mochi London 2012! For me to see how this event has evolved is just mind blowing, especially considering what the event was just two years ago! It’s really ramped up- it’s been great to have everyone involved and an amazing room full of enthusiastic attendees. With that out of the way, if you’re still scratching your head a little, I’ll go into a bit of detail.

So it all began in 2008 – in a fashion that was way different to the Mochi London you’re seeing now. There was Ernesto Quezada (Games Garden), Rob James (robotJAM), Carl Trelfa (The Podge) and one or two other community members (I’m sorry if I left your name out! I do remember your faces though :)). It was an excuse to drink (can’t complain!), we went to a few pubs and even drank on a boat (never again…). Although we did talk about game development and the likes for a bit, it was mostly a low key event but it was perfect! Not in a million years would I have thought it’d turn into what it is today though!

With the support of Mochi Media we’re now a 2-day event for the Flash games community members that promises to be bigger & better than ever before. 2011 was a blast, and 2012 really topped it in my books! I think that’s the best thing about Mochi London and why I find it more enjoyable that any other event I’ve personally been to. We keep it real- we’re both developers so we know what we’d like to hear and see from the industry, and we deliver just that! I love sitting and watching all of the presentations from developers and industry folks that we want to hear from, makes it all worth it :)

 

So, who are we?

I’d say ladies first, but Ernesto isn’t a lady, nor am I really. So being all noble and that, I’m going first!

So I’m Chris Jeffrey, I’m an independent game developer from the UK.  I’ve been using Flash for like 6 years or something like that and I’ve been focused on developing games for around 3 or 4 of those! I took the ol’ leap of faith early last year and quit my full time job to do what I love, all this stuff! I’ve developed games such as Space is Key, Platcore, They Took Her, Scramball and a few others. I generally develop free browser based games, however I’m starting to make the move into the mobile and desktop space as well!

You can usually see me posting rambles on my blog and twitter. Oh and did I say, I love Nando’s!
Ernesto Quezada is a Games Developer/Publisher from El Salvador. He moved to London in 2002 and has worked professionally as a Flash Developer for companies like Gamesys, Evolution Gaming and Playtech, and currently works for a cool start-up as a Lead Developer. He lives in Canary Wharf with his girlfriend and baby daughter Nicole who is already being trained to become a games developer like her dad :)

Ernesto likes Casinos a lot too. He didn’t write this, but he does!

 

Meet the Speakers

Chris Jeffrey (ChrisJeff Games) and Jay Armstrong (Jay Armstrong Games) – Who Are you trying to impress?

Colin Cupp (Mochimedia) – What’s new at Mochi!

Iain Lobb (Dull Dude Ltd) – Super Gun Kids: The Making Of…

Tom Vian(SFB Games) – Screenplay

Rob Donkin and John Donkin (Bad Viking Ltd) – Bad Eggs Online: Our Eperiences with Multiplayer & Microtransactions

James Pearmain (JIMP/ Freelance Video Game Artist) – Game Aesthetics & Branding

Stuart Allen (FunkyPear) – Simple Verlet Physics for Games

Tom Krcha (Adobe) – Adobe Gaming Solutions

Rob Davis (Playniac) – Beat the Post-Launch Blues: Your Game is Out, What Now?

Rob and John Donkin getting ready to speak!

I sought out a right bunch of speakers for the day! Everyone was absolutely brilliant, and there was a lot of diversity. One highlight for me was JIMP’s talk on game branding and aesthetics. I think it was great to see things from an artists point of view really, as last year we didn’t quite cover that.

This goes back to the idea of us (the organisers) getting in speakers we’d love to see ourselves – developers and artists that are doing a lot out there, but don’t normally speak at events. It’s getting the talent out there for the Mochi London crowd which really makes it all great.

I’d love to be able to talk about each of the presentations but I would just go on for ages! In short, amazing presentations!

 

How’d the day go?

In my eyes, the day couldn’t have gone any better! We really hit what we wanted to in terms of the main day. We had a brilliant bunch of eager folks just waiting for the day to begin!

Registration in the morning! Badges, badges, badges!

We had a decent turn out (approx. 65) and the speakers more than delivered, lots of questions, lots of fun!

Smiles all around before the day kicked off!

After the event all wrapped up, we ended up going to ‘The Coal Hole’. I think it’s got a funny name and it’s pretty local so it’s ideal to head over there after the day! We ended up with quite a few people there and it was great to speak with a load of people too.

Ernesto and Steve having some serious banter outside ‘The Coal Hole.

I know I said I wouldn’t mention Nando’s but I actually have to here. I got my wish this year, we went to Nando’s! Ended up with quite a few people there in a little cave. The next day wasn’t so good though, a few of us had a dodgy stomach!

Day two is where it’s at!

In keeping with Mochi London tradition, we had a low-key pub meet-up in Leicester Square (Yates’). It’s an okay pub and you know what you get from there! Kinda like a Wetherspoons I guess.

In Megadev fashion, we played lots of UNO on Sunday!

As usual we had a few drinks and talked about game development in general. But not so usual, we played UNO. Lots of UNO! Thanks to Jon over at Megadev, we ended up making our own rules up and had a good laugh really!

 

We hadn’t played UNO enough. We needed to play more!

The UNO play continued to the next day as well. It slowly became the theme of whole event…

 

I know what you all want… Presentations!

Yeah, I know why you’re reading this. It’s all for the presentations! Whether you didn’t get a chance to come out the event, or if any presentations were so good you needed to see them again, here you go:

 

You have footage!?

We have footage! Well – we’re sorting through it but check back and it’ll be all dumped here!

 

Final stuff

So I mentioned Nando’s more than I should. Oh well!

I’d like to thank the Mochi Media guys (Colin and Stacey) for the help again, I mean without them, this wouldn’t be what it is today really.

With that said 2013 anyone?!

Anything you’d like to say about the event please let me know! Certain talks you like, what you’d like to see or even anything you weren’t really keen on! Throw them in your nearest bin, and by magic I’ll get them! No seriously, either throw me an email through http://chris-jeff.com/contact/ or @ChrisJeffGames on twitter!

Not just iOS anymore!

For those that follow me on twitter and what not. You’d already know this! So AIR at this point is now a feasible method, I mean when I first developed Space is Key for the iPhone it wasn’t really up to scratch so I went the native route. Now though, it’s really packing a punch! So what I thought about (When I think about stuff, it usually ends up getting done anyway) is to port over Space is Key iOS over to AIR. I mean, I’d feel more at home in Flash than in Objective-C anyway so it’s a no brainer.

After a bit of thought on that, I thought screw it. Let’s do the Android AND Blackberry Playbook version! SO! Space is Key will now be hitting you hard in the face (That’s right, in the face!) on more than one mobile platform.

Now all you Android folk can stop sending me emails about releasing it on there!

But that’s it really. I’m starting development pretty soon and I’m also finishing off Above Average Guy and another quick project so It’s busy times! But when there is stuff to show, you’ll see it!

Also head over to the space is key website for more stuffs!

Oh and if you’re blind and didn’t see it above, there is a new trailer! ^