Posts tagged with "games"

Stockfish For Mac with Chess Analysis

Developed by Daylen Yang, Stockfish is a free and open-source chess app for Mac based on the Stockfish chess engine.

The app does a couple of interesting things: it’s Retina-ready and it can go full-screen, so you’ll enjoy a chess game on your MacBook Pro’s display without distractions. It supports two-player games and it’s got exporting capabilities and keyboard shortcuts. But more importantly, it comes with advanced chess analysis that lets the computer tell you who’s winning and calculate the best move. I’m fascinated by the technological premise: the app can let you choose to optimize analysis for maximum performance so that more cores will be used to compute chess analyses; even the amount of memory to use can be adjusted. It should be pretty impressive on a new Mac Pro.

Stockfish is free on the Mac App Store and open-source. The Stockfish engine is available here.

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The Evolution Of Simogo

From Lee Bradley’s profile of Simogo at Eurogamer:

Go back a decade, however, and the art, design and audio half of Simogo wasn’t even interested in making games. In the early 2000s, while working as an animator on movies and commercials, Simon Flesser felt that games were in a pretty uninteresting place. Then, in 2004, the Nintendo DS arrived with its touch-sensitive screen and a new set of inputs. His imagination was lit.

I loved Year Walk last year, but I still haven’t played DEVICE 6. I remember how different Another Code felt to me when it came out in 2005, and Simogo’s games have the same effect – they are uniquely designed for a platform and a multitouch screen, rather than just tweaked for them.

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Inside Apple’s MFi Game Controller Program

Great piece by Jordan Kahn on iOS 7 game controllers:

The launch for the first few controllers to hit the market was rushed, developers are disappointed and still trying to catch up, and manufacturers are limited in pricing, features, and quality due to Apple’s MFi program requirements. What does Apple have to do to overcome a rocky start to its game controller program which is supposed to control quality? And how are manufacturers limited by Apple in building better controllers at a fair price? We’ve dug into Apple’s MFi program and talked to developers and companies building the controllers to find out.

According to Kahn’s story, Apple rushed game controllers to market with dev kits that were made available to developers a month before public availability. There are several other issues of device fragmentation (why couldn’t Apple pick one controller spec instead of two?) and supplier requirements that suggest game controllers have been an afterthought for Apple thus far.

I had moderate hope for game controllers, but the launch has been disappointing. As I wrote in June:

Will Apple ever develop a culture and appreciation for gaming as a medium, not just an App Store category? While others (namely Microsoft) are trying to add more media and entertainment layers on top of existing game infrastructures, Apple is in the opposite situation — running the largest media store and selling devices that are increasingly used as gaming machines, but that still lack the catalog and support of dedicated home consoles.

Does Apple understand gaming? As a platform provider, do they need to?

Read the details in Kahn’s piece, and compare it to the development of a controller from a company that knows gaming – Valve. Apple sees iOS 7 game controllers as accessories and not an integral part of the experience, which, in a way, may be for the best after all.

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You Don’t Need Buttons to Game on an iPhone

Ben Kuchera of Polygon puts into words what I’ve been trying to say all along.

From Draw Something to Angry Birds, Fruit Ninja to Cut the Rope, the biggest names in mobile gaming got that way because they used the touchscreen in novel ways. The lack of physical buttons isn’t a hindrance to game design, it’s a feature that smart developers have been using to their benefit for years. The developer of Ridiculous Fishing, a game which won an Apple Design award for 2013, didn’t worry about not being able to use buttons; they created a game that used the hardware in fun ways.

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The Life Of A Porting House

They take a popular PC or console game - BioShock Infinite is the latest one - and develop and publish a Mac version, historically released months or years later (though that’s not often the case now), earning ridicule and celebration from a frustrated audience long condemned to second-class treatment.

Except these days they’re actually doing a pretty good job.

Eurogamer has a profile on Aspyr Media, the software house that’s well known for porting Windows games to the Mac (and recently iOS). I had no idea they’ve been around for more than 17 years. It would have been interesting to know more about Feral, too.

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The King Of Clash

To those of us raised in the world before social media, it is a given that the “real” world is the one in which you sit in traffic on your way to pick up the dry cleaning. Our connection to this world is the chief measure of our sanity. But if we’re honest about it, reality is hardly so simple now. When a guy like George Yao can plow through an anesthetizing day of mortgage regulations only to return at night to a digital fraternity where he is loved and celebrated, with friends who share his daily experience, who’s to say which is real and which is illusory? If a game can make you famous, if it can yield genuine friendships and even a new career, then why shouldn’t it become, at least for a time, the epicenter of your life?

From the NYTimes’ profile of Jorge Yao, a former top player of Clash of Clans. See also: the WSJ’s article on Supercell from October.

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Leigh Alexander’s Top 5 Video Games of 2013

Great picks (I have to buy 868-HACK now). I particularly liked Leigh’s take on Ridiculous Fishing:

Pixelly-looking indie game with distinctive physics-oriented mechanic and chippy music goes gangbusters. Not news, anymore. But it’s hard to feel blase about Vlambeer’s success when they keep trying so hard to pay it forward. Vlambeer’s Rami Ismail is a genuine pillar of his community, sharing thoughts on competition and pitching in writing, making the Presskit() tool to help fellow devs reach the media, and showing care for colleagues in public spaces. The success of Ridiculous Fishing, at a fixed $3 price point that had no intention of experimenting with popular free-to-play models, became an important example of how the industry mustn’t leap to assume that micropayments always lead to a more valuable experience for players.

Aside from being a story with a happy ending, Ridiculous Fishing is just a good iOS game. If I had to compile a list of my must-have iOS games for 2013, Ridiculous Fishing would be my top pick.

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First iOS 7 Game Controllers Now Available

As reported by The Verge, the first third-party iOS 7 game controllers are going on sale this week, although with mixed reviews by the press. Namely, PowerA has released the MOGA Ace Power ($100) and Logitech announced the PowerShell (Controller + Battery, shipping in December in the United States, priced at $99).

Both controllers take advantage of Apple’s new game controller API that was added in iOS 7, which allows hardware makers to create physical controllers that follow a specification provided by Apple, and that lets game developers easily add support for the controller framework once and expect their games to work with controllers by any company. However, Apple decided to make controllers optional in iOS 7 games (multi-touch is still required as primary input) and they didn’t launch or highlight a specific section of controller-ready games in the App Store, which led me to wonder about the potential of game controllers in the future.

Polygon’s Russ Frushtick tried the MOGA Ace Power, and he was not impressed:

It has a cheap, plastic feel and a rattle that makes it seem like the controller could shake apart at any moment. There’s also no wireless support, which means that you can only use devices that fit inside the controller’s expanding design (basically just newer iPod Touch and iPhones that support Apple’s lightning connector will work). There is a battery pack in the controller, so you can use it to charge your phone in a pinch, but it’s far from ideal for anything beyond that.

The MOGA Ace Power uses the “extended” controller option of Apple’s framework, which has support for dual analog sticks and shoulder buttons + triggers. Apparently, Apple asked PowerA to make sure iPhones and iPod touches could sit in the middle of the controller.

In his hands-on post, TouchArcade’s Eli Hodapp noted the potential of the MOGA Ace Power, its poor build quality, but also described the experience of playing first-person shooters on iOS:

Additionally, I’ve found myself actually enjoying playing first person shooters on my iPhone for the first time I can ever remember. All the frustration of having your thumbs all over the screen desperately trying to look and move while avoiding and/or hitting a plethora of virtual buttons just totally fades away. If you’re a huge fan of iOS first person shooters, consider one of these controllers an absolute must-have accessory.

Alas, it sounds like most game developers haven’t tested their games with the first iOS 7 controllers, resulting in interfaces that don’t disappear when a controller is connected (virtual buttons and sticks) or control schemes that don’t use all the provided buttons.

The Logitech PowerShell, on the other hand, uses the simple, SNES-like controller configuration with no dual analog sticks. SlashGear’s Chris Davies tried the PowerShell, although I’m not sure this justifies its premium price tag:

As you might hope for a hundred-dollar controller, the keys are sturdy and firm, with just the right sort of response under your fingertip. If you’ve tried a recent Logitech pad for PC, they’ll be very familiar.

On the official website, Logitech has posted a list of games that are compatible with the PowerShell (and presumably any other controller as well) and a product page with additional information and photos.

Based on initial reviews, it sounds like it’s too early to invest in an iOS 7 game controller: as expected, the first controllers work but they’re not great, and, more importantly, you won’t find many games with proper support for game controllers today. iOS 7 game controllers keep having enormous potential to enhance gaming on iOS; at the same time, though, we’ll have to wait and see if physical controllers are what iOS really needed to go beyond freemium games, ports, spin-offs, and the occasional gem.

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Monument Valley

TechCrunch’s Natasha Lomas has a preview of ustwo’s next game for the iPad, Monument Valley. Inspired by the drawings of Dutch artist MC Escher and somewhat remiscent (based on the screenshots and announced mechanics) of Echochrome, the game is coming out in Q1 2014 and it’s going to be iPad-only at launch.

The work of M.C. Escher is great and popular because he found a way to describe geometric and spatial concepts through everyday elements like water, buildings and animals. I think what Monument Valley brings to the table is an exploration of how to bring an interactive, emotionally engaging experience to a wide audience through a set of simple mechanics and a world that feels at once familiar and fantastical,” Wong added.

Whale Trail by ustwo is one of the iPhone games I’ve spent the most time playing to date. I’m looking forward to Monument Valley.

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