Hi

My name is J Fixby

I create games

"J is a common given name or nickname. In Hindu cultures, J is a common first name derived from the Sanskrit for "win" or "victory". J can also mean a foolish or talkative person"

PicFight

Ok, now it is getting serious.

PicFight game is on and there are the rules:
1) Master of the game ( me) publish one drawing subject and a deadline.
2) Each participant draw at least one artwork for the subject, hide it from other participants and secretly send his finished/unfinished works to the master of the game.
3) Then after the deadline the master publish all works.

The fight is not really centralized somewhere or attached to a specific social network/forum. Mostly I run it by e-mail.

SO

Right now I have at least three participants and current fight subject is "Game Concepts: Imagine yourself being a game-designer and produce as much game concepts as you can."   Looks like quite rich subject.

Do you want to participate in the fight?
Here are the instructions for you:
1) Draw as much game concepts as you want/can and send them to jgo-picfight @ jfixby.com Don’t forget to attach your artwork and your profile link.
2) Try to do it by the end of the 6th April. Or at least drop me an e-mail that you are drawing and you just need some more time.
3) Wait for the publishing day.

Deadlines are flexible: we prefer to wait a bit more but to get more fun in the end. So postponing deadlines is quite a regular practice for PicFights.  Everything we do is for the sake of fun!

Are you good to go?

How to cut development time: seeking balance between perfection and efficiency

Creating any new product is usually about iterations. You can effectively cut your development time by reducing time spent on one build cycle and increasing the number of produced builds – this will help you to recognize problems and fix them earlier and cheaper.

Here is a trick I use for game programming:
1) Create a Java interface which represents some perfect game engine that has all possible features of all possible game engines, and that is an absolute perfection of all game engines ever. This step is quite cheap because you don’t really write any code except method definitions.
2) Write your game using this so-called-game-engine. Here you should write some good code because it is going to be reused a lot in the future. Any line of the code you write here should bring you closer to the release. It is all about finishing, right?
3) Then you write some real-crappy-mock-but-still-working code implementing the promised functionality of the so-called-game-engine. BUT you don’t really implement everything, you just implement what the game actually requires and nothing else. Cheap and fast code.

Summarizing what you have in the end:
A)“Fail fast” - You just wrote some working code giving you the prototype/build-version of your game. (Now you can test it and trash it realizing how wrong was the original game concept :) )
B)“Design by contract” – The resulting code architecture is good for maintenance: whatever crap you wrote for the “perfect-game-engine” it is not affecting your game. The crap is hidden behind “the perfect interface”. Now you are free to fix it, you are allowed to spend years in philosophical meditations about perfect code solutions, or you can just ignore it for any reason you have in your mind.

game developers I met at GDC14 (5/5)

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CORAABIA
http://coraabia.com

___________________________________


Alistair Aitcheson
http://www.alistairaitcheson.com

___________________________________


11 Bit Studios
http://www.11bitstudios.com

___________________________________


Tom Francis
http://www.pentadact.com

___________________________________


Frogmind
http://frogmindgames.com

___________________________________


Keith Self-Ballard
http://hyphenatedkeith.blogspot.com

___________________________________

If you are looking for teammates, artists, game designers or someone else to hire/collaborate here is the list:
Part 1
Part 2
Part 3
Part 4
Part 5

+related Java Gaming topic

game developers I met at GDC14 (4/5)

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Klei
http://kleientertainment.com

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Tetropolis
http://tetropolis-game.com/blog/

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Simon Strange
https://www.kickstarter.com/projects/14214732/kaiju-combat-giant-monsters-awesome-fighting-onlin

___________________________________


DragonArmy
http://www.dragonarmy.com

___________________________________


Yawhg
http://www.theyawhg.com

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Aaron LEmke
http://www.unellodesign.com

___________________________________


VeeMix
http://veemix.com

___________________________________


Liz Ryerson
http://ellaguro.com

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Andrew Wallace
http://www.awallgames.com/about.html

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Nowhere Studios
http://www.nowherestudios.com

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game developers I met at GDC14 (3/5)

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Stephanie Campbell
http://bitgirlart.com

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Rocket 5 Studios
http://thephantompi.com

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The Men Who Wear Many Hats
http://hatsproductions.com

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Peter Lu & Lea Schönfelder
http://perfectwomangame.com

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Andrej Grék
http://cartoneros.co/pictures.html

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MyDream
https://www.kickstarter.com/projects/1135787020/mydream-3d-creation-and-exploration-rpg

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Brad Parkkonen
http://bparkkonen.virb.com

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Jendrik Illner
http://jendrikillner.bitbucket.org

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Alec Shobin
http://alecshobin.wordpress.com/promo-material-portfolio/

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Red Baron alpha demo is banned

Red Baron‘s alpha demo was banned on Google Play because of a copyright issue raised by Mad Otter Games.

Here is the statement:

This is a notification that your application, Red Baron Project alpha demo, with package ID com.jfixby.redbaron.publicdemo001, has been removed from the Google Play Store from the following jurisdictions: US.

REASON FOR REMOVAL: Alleged trademark infringement.

Google has been notified that aspects of your application, Red Baron Project alpha demo, allegedly infringe upon the trademarks of others, and it has been removed from the Google Play Store due to a violation of the Content Policy.

All violations are tracked. Serious or repeated violations of any nature will result in the termination of your developer account, and investigation and possible termination of related Google accounts.

You may contact Mad Otter Games at #########@gmail.com. If Mad Otter Games contacts us specifically authorizing your app to be re-published, and your app does not otherwise violate the Developer Distribution Agreement and Content Policy, we will reinstate the app.

Please note that we have included a text copy of the Infringement Notice we received for your reference. If you have any further concerns about this issue, please address them directly to the complainant in the Infringement Notice provided below.

The Google Play Team

Text Copy of Infringement Notice:

full_name: Damon Slye
your_title: President
companyname: Mad Otter Games
address: 40 East Broadway, Suite 210
Eugene, OR 97401
country_residence: US
contact_email_noprefill: ###########@gmail.com
tm_work: Red Baron
tm_number: Mad Otter Games is the rightful and registered owner of the trademark of Red Baron.
US Trademark serial # 74000456
Registration Number 1679024

http://tess2.uspto.gov/bin/showfield?f=doc&state=4808:5xv1y0.2.12

This trademark was filed in 1989, used in commerce starting in 1990, and registered in 1992. We acquired the trademark from Activision in 2009. We are still selling products with this trademark:

http://www.gog.com/game/red_baron_pack.

android_app_developer: J Fixby
android_app_name: Red Baron Project alpha demo
android_app_url:

https://play.google.com/store/apps/details?id=com.jfixby.redbaron.publicdemo001

tm_sworn_statement1: tm_good_faith
tm_sworn_statement2: tm_swear
NoticeToDeveloper: agree1
signature_date: 3/18/14
signature: Damon Slye
subject_lr_trademark: Your Request to Google
hidden_product: googleplay

game developers I met at GDC14 (2/5)

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Hannah McGill
http://www.hannahmcgill.com

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Jakub Dvorský
http://amanita-design.net

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Tomas Dvorak
http://floex.cz/en/discography.php

___________________________________


Samuel Boucher
https://twitter.com/MonsieurEureka

___________________________________


Juan Pedro Salvo Seade
http://batijuampe.blogspot.com

___________________________________


Emily Carroll
http://emcarroll.blogspot.com

___________________________________


Katerina Arrington
http://katerinaarrington.blogspot.com

___________________________________


Adam Alexander
http://www.adamalexanderart.com

___________________________________


Eric Maly
http://malygamedevelopment.com/projects/crazy-pixel-engine/

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Matthew Allen
http://www.golddragonart.net

___________________________________

game developers I met at GDC14 

I was at the GDC 2014 last week.

Right now I’m sorting collected business-cards and making a list of indie-game developers.

So if you are looking for teammates, artists, game designers or someone else to hire/collaborate, here is the first part of the list:


___________________________________

dream
Dream
http://dreamthegame.co.uk

___________________________________

bb
Pomelo Games
http://www.bulletboygame.com

___________________________________

ar
Barry Collins
http://ashenrift.com

___________________________________

zl
Nicolas Johann Miller
http://nicolasjmiller.com/about/

___________________________________

aa
Ryan Murphy
http://ryanscottmurphy.com/index.html

___________________________________

ia
Jurie Horneman
http://www.intelligent-artifice.com/about

___________________________________

ak
Ido Yehieli
http://tametick.com

___________________________________

er
Kyle Pulver
http://kpulv.com

___________________________________

coo
Corey Nolan
http://www.coreynolan.com

___________________________________

af
Andy Fedorchuk
http://andyfedorchuk.com

___________________________________

ap
Sebastian Pachmayr
http://www.sebastianpachmayr.com/sebastianpachmayr/

___________________________________

rr
Tyler Bud
http://castlepixel.com/rexrocket/

___________________________________

mb
Alex Camilleri
http://www.alexcamilleri.com

___________________________________

bebe
Loren Schmidt
http://vacuumflowers.com/weblog/

___________________________________

cr
Christina Rhoades
http://www.trulytristina.com

___________________________________

moo
Shayna Moon
http://www.shaynamoon.com/#!projects/component_74511

___________________________________
Reblogged from hashtagphysics  84 notes

hashtagphysics:

15,000 Stars, 1 object.

To improve performance, I’ve consolidated the stars.  Now there are more of them, and they rotate.  Its like butter.

Each object is described by points, triangles based on those points, normal vectors, and a texture map. These values are combined into single arrays and tucked into one object.  It adds to the load time, but runs like a dream in game.

Is there a downside to this?  A little one.  The success of the script makes me realize I should do the same thing with my voxel code.  This means rewriting scripts.  I’m doing this already, but I’ll have to take certain concepts back to pen and paper.

Good thing I like that part.

That’s cool.