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About morx

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  1. Marble Tactics - New Game for iPhone and iPod touch Available Now! Binary Galactic is pleased to announce the release of its first video game for the iPhone and iPod touch, Marble Tactics. Marble Tactics is an engaging puzzle game that challenges players to strategically place marbles on a board in lines of five or more of the same kind. The premise of the game is simple--to keep the board from filling up with marbles. However, with eight different marble colors and four special pieces, keeping the board clear quickly becomes a challenge. YouTube video Marble Tactics is available now for the low price of $1.99 (USD) on the iPhone App Store for the iPhone and iPod touch. For more information please visit,, or search for "Marble Tactics" on the App Store. About Binary Galactic Binary Galactic, located in sunny southern California and on the web at, is a new independent game developer that focuses on providing quality entertainment for various platforms including the iPhone and iPod touch, Mac, and PC.
  2. OpenGL OpenGL outdated?

    "Realtime 3D under Linux has absolutely no relevance on the market (except maybe for academia), and as such is of no concern to the industry." Some of the big boys like Pixar and ILM use linux for realtime 3D with Maya and custom tools. Then again you could argue that they aren't the typical "market". :)
  3. "modding an existing game makes me feel dirty in some way" In that case I would promptly remove Torque from the list of options if I were you. Many people pick up one of the Torque engines thinking they're purchasing an SDK like Gamebryo and quickly find out that is not the case. Not saying the Torque engine is terrible, as it does have it's redeeming qualities, but using it definitely feels like doing a mod. If you haven't already, check out DevMaster's list of 3D engines: jMonkeyEngine seems pretty cool if you like Java, but I haven't tried it too much myself. Otherwise, if you like C++, you're probably best just using Ogre 3d or something similar and adding FMod or whatever you need in separately.
  4. A game programmer to be ( C )

    I'll probably get some crap for this, but you should start out with whatever language you want to. I started with C and have no regrets. Well, I actually wish I would have started with assembly language, but other than that no regrets. C is definitely a low level language and doesn't hold your hand like some other high level languages do. It's definitely not the easiest language to start with, but once you gained a solid grasp on C programming, a bunch of other languages will come easily to you. If you want to work in the game industry, C++ is still the standard, with C# rapidly gaining ground in the area of tools programming. However, if you just want to make games by yourself, it doesn't really matter which language you use, provided it does what you want it to. Go with whatever makes the most sense to you. Coming from a background in Gamemaker (if you've done any scripting with it), you'll feel right at home with C or any C-derived language such as C++, C#, Java, etc.
  5. how'd you get your foot in the door

    I had completed close to a year of college in game programming & design (for the most part not really worth the tuition costs), when I noticed a QA/tech support position with a local game company. I applied and got the job. Now...I'm somewhat close to being promoted for a second time in the short two years I've been with the company. And, I only had to endure 1 year of tech support... boy, am I glad that's over with. Just remain flexible and eager to learn. Also, I had some hobbyist experience with programming and making my own games, which has definitely paid off in the long run, and I believe will continue to. Hang in there and good luck!
  6. Free Fonts?
  7. Hey, congrats. It looks pretty good. Keep up the good work.
  8. Associate Producer tips?

    Although I'm not a Producer myself (yet), I work daily with Producers and Associate Producers. I have a few suggestions: * Make sure you know the game inside and out. This may seem obvious, but is a great place to start. * Be very well organized and keep track of all milestones (dates when they arrived, status). * Also, you should know the contract, game design document, and technical design document very well. The contract and GDD will document what exactly is expected of the developer so everyone is on the same page. * In a situation such as you are suggesting (getting stuck with a poor developer), there are a few things you can do: (1) Make sure everyone understands what exactly is expected of them and by when. (2) Don't authorize a milestone payment until you've received what both parties have agreed upon for said milestone. (3) Prioritize features so the most important/critical ones are implemented first. (4) It may help to have a worst-case-scenario list of which features will be the first to be cut (if necessary). (5) If the developer promises X by a certain date and doesn't deliver, make a note of it. If it keeps happening, point out when and where they failed to deliver on time. Shifting priorities can sometimes prevent or minimize future delays. * Make sure the developer has logins to your companies required tools (bug tracking database, FTP, etc) from the get-go so there are no delays. Perhaps most importantly, make sure to have open communication. Check in with your developer regularly to check on the status. If the Alpha milestone is due in two weeks, don't just wait two weeks and then ask for the Alpha. Instead, check in with them a couple times a week to see where they're at. I know most of this may seem obvious, but I hope at least a little bit helped.
  9. still trying to find publisher

    Don't rule out self-publishing. Although you're not going to make it into a store, you may have moderate success publishing on your own. If nothing else, you'll learn a ton. I think the most important thing is to ask yourself...would I buy this game? Maybe self-publishing isn't something that you're interested in. For me, I finished my most recent game with the full intent of getting it published through a specific publisher. They liked it enough to request a demo, but ultimately told me that there were too many games of this nature in stores (it was a puzzle game). So, that basically means that it wasn't unique enough or didn't hold their attention long enough that they thought it was worth publishing. Bottom line was that I asked myself, how good is this game? I decided I wasn't ready to take it to any other publishers and that it wasn't up to my standards to tackle the difficult world of self-publishing. Bottom line...don't give up. If it's not fun enough...spend some more time on it. If it still sucks, write a new game. If you think it's a lot of fun and would buy it, there's probably somebody else out there that would too. As the other people said, maybe it just needs some polish?
  10. I was pretty positive that the book Masters of Doom described it at least in a little bit. Seeing as how I no long have the book, I was unable to check. However, I found this over on the 3D Realms forums: "I looked it up in the book. Here you go; From "Masters Of Doom; The problem was that it simply took too much time and power for the computer to redraw the entire screen for every slight move. And that's when the leap came. What if, Carmack thought, instead of redrawing everything, I could figure out a way to redraw only the things that actually change? That way, the scrolling effect could be rendered more quickly. He imagined looking at a computer screen that showed a character running to the rigth underneath a big blue sky. If that character ran far enough, a white putty cloud would eventuallt pass from off screen over his head. The computer created this effect in a very crude way. It would redraw every little blue pixel on the entire screen, starting at the top left corner and making it's way over and down, one pixel at a time, even though the only thing that was changing in the sky was the white puffy could. The computer couldn't intuit a shortcut to this drudgery just becasue a shortcut made sense. So Carmack did the next best thing. He tricked it into performing more efficiently. Carmack wrote some code that duped the computer into thinging that, for example, the seventh tile from the left was in fact the first tile on the screen. This way the computer would begin drawing right where Carmack wanted it to. Instead of spitting out dozens of little blue pixels on the way over to the cloud, the computer could start with the cloud itself. To make sure teh player felt the effect of smooth movement, Carmack added one other touch, instructing the computer to draw an extra stip of blue tile outside the right edge of the screen and store it in it's memory for when the player moved in that direction. Becasue the tiles were in memory, they could be quickly thrown up on the screen without having to be redraw. Carmack called the process "adaptive tile refresh"."
  11. Although I do most of my coding these days in C++ or more recently, Java, I really enjoy C. It is simple, straightforward, and if used properly, can be extremely readable and fun to program in. Best of luck!
  12. Job interview for games tester

    I've been to two interviews for a game tester position and was hired by one company. Here are my suggestions/comments: 1) Be prepared with a mental list of what your favorite games are and why 2) Come up with a mental list of the most recent games you've played 3) You may be asked some seemingly random questions--just remember to respond logically and with extreme attention to detail 4) Do research on the company you are interviewing at and show you are interested in both the company and the products they develop/publish 5) Although pay may not come up in the first interview, if it does, be careful. If the position is salaried and overtime is required, make sure that you are getting paid enough. Some companies try to hire testers at a semi-reasonable rate, but if they don't pay for overtime, you may be making minimum wage. Don't take the job if you end up making minimum wage--unless you're really okay with that. 6) Testing jobs are all about playing the same game (or parts of it), over and over and over. Not only is attention to detail critical, but steps to reproduce bugs, and the ability to go back and verify if/when bugs are fixed. 7) If somebody asks you a personal question like if you're married or have kids (yes, somebody asked me that), respond professionally and ask to stick to questions related to the position. Interviewers should never ask these questions. 8) Be sure to tell your interviewer that you want the position at the end of the interview (try to do this in a professional manner) 9) Be confident but not cocky. 10) Write follow-up letters to your interviewers, thanking them for their time and stating again that you are interested in the position 11) It never hurts to follow up if you haven't heard back in a while (week or two) 12) Good luck!!!!!!
  13. Super Metroid: Overture Symphonic Remix

    All of your music is simply amazing. I can totally picture some of your songs as being opening tracks in a movie/game/etc. Awesome!
  14. allegro class problem

    We would really need to see your main.cpp file in order to fully know what's going on. However, just from the look of it, I would guess that in your main() function that you're doing something like this: CTank tank; allegro_init(); install_keyboard(); ... tank.MoveTank(); ... If you are, the problem is that the tank's constructor is being called before allegro is initialized and so the create_bitmap() functions are returning NULL.
  15. spaceJockey123, I admire you for being interested in pursuing development on your own. I'm only a hobbyist developer myself but enjoy working on games by myself--it gives me ultimate control over how the game will appear. My latest (finished) game is called Marble Tactics, and I completed it in about 3 months in my spare time. I consider myself lucky enough that my game is hosted on GarageGames's website: A Crash Bandicoot style game may be a little ambitious, but if that's what you really want to do then I say go for it! However, just remember that the more effects, levels, and pretty graphics you want in your game, the longer it's going to take. So, for example, if you only want to spend a year making a game, I would try to make a game that would take a team of 2 or 3 people maybe 6 months. Since you are creating everything yourself, you'll need to take into consideration the extra time it will take. Best of luck!