Bonderblog @ BruceOnder.com

Bonderblog @ BruceOnder.com

Bruce Onder  //  

Sep 1 / 8:41pm

Hacking Akihabara (And Why You Shouldn't)

If you are developing a game that will run inside of a frame or iframe (such as a Facebook app), then you might want to focus the canvas so that keyboard input is captured by your game.  Otherwise your player needs to click around to put the focus on the app, and that's no good.

I first fixed this by hacking gbox.js to set the canvas' tabindex attribute to 1.

This hack was made inside initScreen:

this._screen = document.createElement("canvas");
if (this._border) this._screen.style.border = "1px solid black";
this._screen.setAttribute('height', h);
this._screen.setAttribute('width', w);
this._screen.setAttribute('tabindex', 1); // <-- this is the line I added.
this._screen.style.width = (w * this._zoom) + "px";
this._screen.style.height = (h * this._zoom) + "px";
this._screenh = h;
this._screenw = w;

But, I forgot that I hacked this code, and when I upgraded Akihabara from 1.2.1 to 1.3, the hack was blown out.

So instead of hacking a third party file again, I can do the same using jQuery in my game's code:

$('canvas').attr('tabindex', '1');

This is better because I don't have to worry about new releases of Akihabara overwriting my mod. :)

Maybe this tabindex can be set inside the engine in the future.

Works great in Firefox.  Also works in Chrome, but that browser decided to color the "focus ring" around the canvas a Halloween orange color.  So that will be my next fix when I come back to it.

So:

1) Don't hack code that you can't control!

2) Use jQuery to shim your code!

3) Akihabara RULES!

 

Akihabara can be found at http://www.kesiev.com/akihabara/

 

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Sep 1 / 8:37pm

Akihabara Community • Index page

Akihabara Community - http://akihabara.avocaweb.net/index.php

If you are developing games with the Akihabara javascript library, you should set up camp at the official forums!

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Aug 22 / 9:13am

Top 10 Ways to Make Money with Free Games | Game Industry News, Interviews and Videos | Game Theory

10 Ways to Make Money with Free Games

By Adrian Crook on Aug 17, 2010 in Business, Casual Games, Free Games 0

10 Ways to Make Money with Free Games

The following 10 revenue models allow some or all of their associated games or virtual worlds to be played for free. The ordering is quite unscientific and I’m sure I’ve missed something obvious or messed up a detail. I leave it to the Internet to correct me.

1. Virtual Item Sales

A familiar revenue model first established in Korea and now the dominant model in Asia. Nexon – makers of KartRider, MapleStory, Audition and more – are widely seen as the leaders in this area, doing $230M of gross revenue in 2005 (the most recent year for which they’ve released figures), with 85% of that revenue coming from virtual item sales.

Virtual item sales is the practice of allowing users to purchase functional, decorative, or functional and decorative in-game items for use in and out of gameplay. A virtual item system usually uses two currencies – an attention currency (users earn virtual money via in-game activities) and a real money-based currency (users buy virtual money using real money). Typically, 5-15% of users opt for the latter currency and the influx of real world money is what provides the virtual item sales revenue stream.

What’s so compelling about virtual item sales is the unlimited ARPU (average revenue per user). According to Daniel James, CEO of Three Rings, some hardcore Puzzle Pirates users have poured more than $10,000 apiece into the game via virtual item purchases. To reach that contribution level via a World of Warcraft-style $15/month subscription would take a user 55 years.

While extremely shaky sources peg the overall size of the virtual item sales market at $1.5-2B this year, without an NPD-esque measurement organization there’s no way to verify that number.

2. Subscription Tiers

Runescape, the Java MMO from Jagex, is one of the leaders in the tiered subscription space. A tiered subscription model allows users to play the core game for free, but those that desire access to elite weapons or other game content must pay a small ($5/month) subscription fee. Over 1 million of Runescape‘s 6+ million users have opted into the tiered subscription program, grossing $60M annually for Jagex.

Dungeon Runners, an NCsoft free to play MMO, offers a similar $5/month subscription package that affords players access to the elite items, a bank and the ability to stack potions. It also gives subscribers server queue priority.

3. Advertising

Several different forms of game-related advertising revenue streams have popped up in recent years. Firms such as Massive, IGA and Double Fusion do big business in in-game advertising for clients such as EA, Activision, THQ and Microsoft. Game ad agencies typically serve up static ads (ads that ship with a product and never change) or dynamic (ads that are updated in real time via the Internet) within game products that are contextually appropriate for advertising (i.e. sports, racing, or contemporary shooters).

The size of this conventional in-game advertising market is currently pegged at $100-200M, according to well-placed industry sources. However, the number and quality of games with dynamic advertising enabled is escalating dramatically. So much so that Yankee Group predicts the in-game ad market will reach $732M by 2010′s end.

But other, more emergent forms of in-game advertising have been at the forefront of enabling free to play. Examples include:

4. Real Estate or “Land Use Fees

Second Life is the biggest legitimate player utilizing this revenue model whereby virtual land is sold leased to individuals. Monthly lease fees range from $5 to $195, depending on the size of land in question. Users may also purchase their own island for a one-time fee of $1,675 in addition to a monthly fee of $295.

Approximately 70% of Second Life‘s revenue comes from land sales and maintenance fees. Of course the virtual land ownership revenue model doesn’t come without headache, as the Bragg vs Linden suit has proven.

Entropia Universe uses land auctions as a revenue stream, but a recent headline-making $100,000 land sale has been called into question as the successful bidder is an employee of Entropia‘s developer, MindArk.

5. Merchandise

In what’s become a phenomenon of Furby proportions, Webkinz plush toys and their associated Webkinz World have taken the pre-teen set by storm. Users purchase a $15 Webkinz plush toy at retail and enter a secret code to activate the associated virtual character in Webkinz World. Beyond the retail plush toy purchase, there are no additional fees for playing in Webkinz World.

Two million Webkinz toys have been sold since April 2005, with more than 1 million of those users registering their pet online. That’s more than US$20M in retail sales in just 24 months. Products such as Bratz/Be-Bratz are quickly jumping on this bandwagon.

Another successful merchandise-based revenue model is collectible card games, or CCGs. Neopets launched a CCG in 2003 and just recently MapleStory became the latest free to play game to go this route, announcing a partnership with Wizards of the Coast. Consumers purchase real-world MapleStory collectible cards that come with codes redeemable for exclusive in-game content in the MapleStory MMORPG.

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About Adrian Crook
Adrian Crook is a game consultant and 15-year industry vet. He’s produced and designed award-winning, million-selling products on platforms from console to Web. A veteran creative producer, he’s as comfortable writing a social game GDD as doing biz dev and strategy work.


Adrian Cook provides 10 business models you could and should be applying to your free game. Some of them are more suited to certain kinds of games than others, but surely there's something in here for you.

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Aug 22 / 7:26am

Playdom Outdoes Itself with New Facebook Game, City of Wonder

It looks like Playdom's new title, City of Wonder, may be the harbinger of Social Gaming 2.0 - a game that is more like a traditional computer game with more to do and think about than just harvesting and time appointment mechanics. And yet, it still retains a lot of social game mechanics around friends and helping. It will be interesting to watch how this title performs for the company.

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Aug 19 / 7:12am

Visualizing the Creative Process

Dan Cook writes about all aspects of the creative game design process, and a couple times a year he knocks one out of the park. The last time it was his Flash Game Love Letter series of posts, and this time it's on the creative process.

I can add another tool to the box - in addition to timeboxing and release criteria, you can also release when your "ready to ship features" list gets to a certain point. For instance, once 5 features are ready to ship - ship them!

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Aug 18 / 6:58pm

Worlds In Motion - GDC Europe: Playfish's Valadares on Intuition Versus Metrics: 'Make Your Own Decisions'

Keep it simple -- chart a few good metrics, and don’t bloat your stats with unnecessary data. “It’s better to keep three to five very important ones that are simple to understand,” he says. At Playfish they had one particular variable, a measure of retention -- “every time I asked people what it was, it took three minutes to explain,” he said. “Now we have another variable which people get easily.“ If people can’t readily explain what the metrics actually chart, they can’t really be used efficiently.

This is a great article on focusing on some meaningful metrics that matter to your app. Whether you use ARPU, ARPPU, CPL, CPA, or something else, pick a few and start getting some data into your database. You can always fine-tune later.

This is a good kick in the pants for me, since I've been sitting on the sidelines trying to gold-plate everything about my project.

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Apr 2 / 1:57pm

ZOMG: the game?

Here's a thing I drew on my white board while on a call.

Can this become a game?

If so, what's the story?

What are the game mechanics?

Do you collect things?

Are there levels?

Would it be social?

Please shoot me your thoughts as a comment -- PEW PEW PEW!

LOL

Also, please RT!

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Mar 13 / 9:10pm

Do You Need It?

I've been working with several friends and colleagues, helping them to bring their ideas for companies off the drawing board and onto the launch pad.  I'm essentially the CTO, getting software to operate the business put together, spinning up servers to run it on, but also helping to run things in order to learn how to improve the software that runs it.

I've been doing this for six months or so now, and some of these rocket ships have blasted off while others are still just blueprints in the minds of their creators.

What's the difference?  As far as I can tell, there is one root cause of start-up success (defined as bringing a product or service to market and selling it to customers at a profit):

Some people want it more than others.

No, some people need it and other people just want it.  Want it in the way that they wanted to be an astronaut or a rock star.  They wanted it, but getting it is too hard.  Other things take precedence.  So the dream dies on the vine.

Of course, you've heard that all before.  If you're interested in a "fake it till you make it" approach to kick yourself in the pants and get some activity going, I have noticed some differences in tactical execution as well:
  • The founding team must touch base every day.  Twice.  Once in the morning to set the agenda for the day, and once at the end of the day to review the day's progress.  You can do this in person if you have a co-located team, or by phone, or by Skype, or IM.  But make sure you are talking at least twice a day.
  • You must run it manually as soon as possible.  You can automate everything later.  From the start, it's more important to get things operational and start learning what you need to learn.  Plus, you'll learn simpler and better ways to automate things once you've personally run things manually (this includes data entry, managing by spreadsheets, and even sending emails).
  • You must know your magic numbers.  These are the key performance indicators of your business that tell you if you're going in the right direction.  These are not web metrics such as number of visitors, but things that directly answer the question "is this a business that is growing or dying?"  I think four or five "top sheet" metrics that can be compiled, reviewed, and responded to on a weekly basis, plus some secondary metrics you can look at in order to help get you back on track.
If you do these three things daily, you'll at least have a fighting chance.  I think you'll have a better chance than you did when you "wanted it" but didn't "need it."
Filed under  //  agile   startups  

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Mar 9 / 7:16pm

Tekpub: Mastering Git - Preview

Mastering Git takes you deep into Git to give you the working knowledge you need to confidently use this system. Git is an amazing source control system and will change the way you work - we've devoted over 3 hours and hopefully you'll agree that Git's rockin.

I'm (trying to be) a part of the Subsonic ORM team, who are putting the finishing touches on version 3.0.04 (lots of bug fixes).

Subsonic is on GitHub and can be found here: http://github.com/subsonic/SubSonic-3.0

So far, I haven't been much help. I managed to create my own fork, fix a couple unit tests, and submit a pull request.

But it was slow going, so I figured I'd better go get some JIT learning. Fortunately, Subsonic creator Rob Conery has launched TekPub, an on-demand screencast library where you can go get what you need, when you need it.

The Mastering Git series has been really helpful getting me up the learning curve. Rob has a teaching style that is both effective and enjoyable.

The preview is free, and the entire series is reasonably priced at $20 for over three hours of training.

If you're going to be spinning up on a project where Git will be used and you're a Subversion/VSS/PVCS/no VCS person, do yourself a favor and check this series out.

Filed under  //  git   subsonic  

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Jan 20 / 9:09pm

Unfuddle: Subversion Hosting, Git Hosting, Bug and Issue Tracking

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Create, assign and track bugs, feature requests, and more. Create unlimited Git and Subversion repositories. Get a quick overview of your
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A friend and I are working on a little Silverlight magic and we wanted some source control and project management hosting. He remembered something he'd used in the past, and after IMing with a friend, he was reminded that it was Unfuddle.com.

Unfuddle offers both source control and project management in one brilliant package. There are various pricing plans, from free to spendy. It's kind of like Basecamp and SVNDude rolled into one.

Once you sign up and create your project, you can subscribe to the RSS feed, iCal feed, and email notifications.

There is also a basic but serviceable milestone and ticketing system you can use as a sort of Kanban board.

If you need something that's quick to set up and super-affordable, check out Unfuddle.com!

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