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Game creation for the rest of us.

Stunt Squirrels wins Macworld 2010 GameSalad Challenge

Stunt Squirrels

Stunt Squirrels, a physics-based puzzle game where the player must blast daredevil squirrels across the map and around obstacles to land safely on a goal, is the official winner of the Macworld 2010 GameSalad Challenge!

Judges Michael Agustin (Gendai Games), Jakob Wilkenson (Aurora Feint), Omaha Sternberg (iGame Radio), Zachary Waibel (Tricky Software), and Sean Vanaman (Telltale Games) first whittled down the field of 36 game entries to five Finalists. Then, on the final day of Macworld, the judges took over the GameSalad stage to showcase and critique their selections and to cast their final votes. The judges’ votes were combined with public Twitter voting, and the results were:

Peter Cohen (The Loop) also stepped in to critique the top five International Exhibitors, and his pick for Best International Submission was Stairs by Strobanik.

Left: Michael Agustin, judge and Gendai Games CEO. Right: Joe Kauffman, creator of Stunt Squirrels.

“Being involved with the MacWorld 2010 GameSalad Challenge has been a truly great experience, and I am honored that I was able to take home the Grand Prize,” said Joe Kauffman of Fire Maple Games. “GameSalad is hands-down my favorite new software! I have been able to create two popular iPhone apps in less than four weeks. This would have been absolutely impossible without GameSalad.”

Stunt Squirrels and two other Finalists, Kill the King and Traffic Ninja, are now available on the iPhone App Store.

Finalist Interview: Drew Daycross, creator of the cat rides the astrobus

the cat rides the astrobus

the cat rides the astrobus, a Finalist in the Macworld 2010 GameSalad Challenge.

the cat rides the astrobus was selected by our panel of judges as one of five Finalist games in the Macworld 2010 GameSalad Challenge. In the fifth in a series of interviews with the Finalists and Featured International Exhibitors, the game’s creator Drew Daycross (shaihalud) talks at length about turning his long-standing passion for video games into a game of his own.

Haven’t experienced the cat rides the astrobus yet? That is easily remedied.

How did you get into video games, Drew?

I’m from Seattle, WA, home of various videogame headquarters. I’ve done many jobs over the years, from carpenter to teacher, but I like to think of myself as a starving artist most. I started making games only a month ago – all because of GameSalad!

As for why I started making games, I think it is because I’ve loved games all my life, even though I got a late start. My parents tried to keep me from the lure of games for a long time, so they didn’t allow any videogame system in the house until we got one as a christmas present from a family friend. It was a NES, but this was about a year after the SNES had already been out! Until then, I only got to play videogames at friends’ houses, so it was kinda a rare treat- so when I finally had my own console, I ended up playing it as much as possible, and since then, it hasn’t really stopped.

I also became a collector of the older games and systems along with my friend Jamie, who did the music for this game. He actually owns more systems and games than I do right now, though they are all retro! As for myself, I’ve got 3 NESes (one toploader), 2 Famicoms (Japanese NES), one each SNES and Super Famicom, 2 PS2s, PSX, XBOX, XBOX 360, Gameboy (original grey brick), DS, PSP, 2 Atari 2600s (one a Junior), TI-44a, Commodore 64, a few Game & Watches, iPod Touch (which I broke by dropping an amp on it), Gamecube, Wii…I think that is it. Oh, and of course, I’ve been a Mac user ever since I was born, even though we didn’t officially get our first computer until I was 8 or so- a late-model SE.

You mentioned that you just recently started making games. What drew you to GameSalad, and what’s your experience been like so far?

I’ve only been using GameSalad for about a month, with really no prior programming experience. I talked to one of my programmer friends about a good way to break into making games, and aside from actual programming languages, he said to give GameSalad a whirl, as it provides easy programming and quick results.

I really like that with GameSalad, you only have to input in a little bit of information, choose some options, and them BAM! You’ve got a working prototype in a few seconds, and within hours everything else falls into place. And if something is wrong, you don’t have to scroll through massive files looking for the problem, you can identify the problem easily just by disabling and enabling functions quickly and cleanly. It’s great!

How did you come up with the idea for the cat rides the astrobus?

I’ve always liked platformers. I like the idea that they are that simple – move, jump. I also wanted the user to be able to manipulate the field, but there isn’t really much you can manipulate and still keep simple.

Many years ago I wrote “the cat rides the astrobus” down on a piece of paper, and I have no idea why or what I was originally thinking of, but when I came to looking for something to center the platformer around, it sounded like a good fit. So keeping with the idea of outer space, I was thinking in terms of “matter” and “energy,” or as manifest in the game, black and white.

the cat rides the astrobus features platforming with a trippy, retro art style.

Tell us about your development process for this game.

Once I got the initial idea, it took about 6 hours to get most of the physics/design worked out, and then another 10 or so hours making it prettier and adding in art and style. Looking at some of the GameSalad tutorials I understood pretty well how the programming was going to be worked out, so I really just sat down one day and wrote some simple random level generators.

There was a lot of trial and error only because I’d first do something, see that it didn’t work, tear my hair out for 30 minutes trying to find the problem and then just realize I forgot to click a single, easily visible checkbox. Kinda like your parents asking you where their reading glasses are when they are already wearing them- something that is right in front of you but you just can’t see it. I’ve gotten better though! Now where is that return key…

Anyway, the first versions worked very well, but I wanted more in the game, so I decided to add in levels- which were undoubtedly the hardest part of the entire process. Then I was just a sucker for “feature creep,” where you add and add and add to the game, making it larger and more cumbersome. The “astromode” was an afterthought and was actually supposed to be a unlockable, which for the time being I’ve made available to everyone.

Did you have a team for this project, or did you work alone?

There really wasn’t a “team” in the conventional sense. I did all the programming, and my good friend from way back, Jamie Potter, made the music. He has always made some great “avant-garde” music, the most recent of his endeavors being “new age” type ambient music under a variety of names: Million Mists, Father Sound, and his current band Brother Raven. He only uses oldschool analog equipment, which I think adds a lot to the sound and texture of his work.

Once I knew that I wanted the game to take place in “space,” I knew his music would be great for it. So I sent him a few mails and a quick video recording of the game and said “I need trippy, spacey music” and bam, a few days later, I had trippy, spacey music for it. I think music plays an important part in games, and I think the music works perfectly.

That music definitely contributes to your game’s style, which was unique among all the entries. Was this an intentional strategy?

I wouldn’t say it was a “strategy,” but it definitely was intentional. Style wise, I’ve always been a “retro” gamer, so I always look on the graphics of the Atari age with great fondness, I decided to make a pixelcat. Do you know how hard it is to draw a cat walking within a 16 x 16 grid? When the legs are only 3 pixels long? It bugs me, but it’s passable. Everything else plays into that idea- simple, pixels. Anything more complex just detracts from the gameplay. There is nothing quite like sitting in a cafe drawing cats on graphpaper…

As for the gameplay, I also tried to make something unique, but that’s kinda hard what with all several billion games out there, so just settled on “familiar with a twist.” I didn’t want any enemies or external conflict though, so that meant relying on level design to create challenge and personality. I initially found that the concept of changing blocks to be interactive or not did not really leave much room for creativity, but playing with the random level generator actually showed some neat tricks that I didn’t really think of.

Probably one of the best things is finding level design in the things around you- I came across some Japanese packaging that had a “QRcode” on it (a QRcode is a serial barcode that web-enabled phone cameras can read and take you to a weblink), and after looking at the design found that some parts of it could become a level! Sure, might not be that original, but by taking in outside influences we sometimes find stuff we wouldn’t think of.

What was the most fun part about making this game? What was the most challenging part?

The most fun part about the game was stamping out bugs, because you get a real sense of accomplishment that you’ve solved a problem and that everything works.

The most challenging part has really only been in the design sector. Level designs are difficult when simple! The number one most challenging part has actually been in a single graphic, trying to make the desirable “star ball” look nice. Eventually it became the “cat ball,” which makes a lot more sense for absolutely no reason.

Where do you see the cat rides the astrobus going in the future?

Well, after making a bit of the game and playing with the cat, the idea of space and whatnot, I though about making other chapters for the cat to take a part in, of which I’ve thought of a few games. The Cat Rides the Astrobus already has a semi-demo of this already in the form of “astromode” where you just fly around collecting orbs, but that game mode is very stripped down – what is coming will have a lot more, but you know, mum’s the word.

What other projects are you working on? What can you share about them?

Aside from the other cat projects, the first GameSalad game I worked on is still being worked on. A top-down RPG adventure game which has you completing dungeons, fightin’ weird creatures and hunting rabbits for meat. But for a first project it proved to be a little too much, so I’ve put it on ice for awhile- it will probably come back as a smaller game right now, most of the core gameplay is set, it’s just a matter of level design and graphics.

What advice would you give to new game creators?

Like most things, start small and work your way up. Also, abuse the GameSalad forums – everyone can help.

Anyone you’d like to thank?

All my cats over the years, especially Panther to whom I think this game is based around (RIP). He’d disappear for several months at a time, off on some adventure, to come back with new stories that nobody would ever know. Oh, and Bast, who is awesome. Shouldercat! Afterwards, just everyone who has offered their support over the years. Too many to count, with the ‘rents highest on the list.

Thanks, Drew!

Play the cat rides the astrobus online.

Like the cat rides the astrobus? Vote for this game to win the Macworld 2010 GameSalad Challenge by tweeting #gamesalad #cat along with why you think it’s awesome!

Finalist Interview: Kyle Sanderson, creator of Kill the King

Kill the King

Kill the King, a Finalist game in the Macworld 2010 GameSalad Challenge.

Kill the King was selected by our panel of judges as one of five Finalist games in the Macworld 2010 GameSalad Challenge. In the fourth in a series of interviews with the Finalists and Featured International Exhibitors, the game’s creator Kyle Sanderson (Eastbound) shares his experience making the game while learning GameSalad.

Haven’t Killed the King yet? Take your best shot.

What’s your background, Kyle?

I am currently a student at Texas Tech University but am from Dallas, TX. I have been making games since I was 12 or so when I discovered Game Maker, and I have been doing everything that I can to pursue a career making games.

What’s been your experience with GameSalad so far?

I am very new to GameSalad, but it was very easy to learn. Kill the King was actually my very first game made using the program. GameSalad is great in that regard; I can do all of the graphics and coding very quickly. With a lot of my older projects I had trouble motivating myself to finish them, but I don’t seem to have that problem using GameSalad.

How did you come up with the idea for Kill the King?

Well just by playing around with GameSalad, I discovered that it has a great built in physics engine, so I knew that I wanted to utilize it. I’m not really sure how I got the idea to make Kill the King, it just combines aspects from a lot of games that I love playing.

How much time did you spend making Kill the King? Did you have any help with the assets?

Kill the King took just under a month to make, and was essentially the result of my Christmas break. I would just wake up and work on it for a few hours every day. I would do all of the coding and graphics, but I eventually hired an artist to do the menu art.

Kill The King - Gameplay

End this monarch's reign with a well-placed cannonball.

What part of making this game was the most fun? What was the most challenging?

The funnest part of making the game was in the early stages, when I first started testing levels on the iPhone. It was exhilarating to see a game that I had built on the device that I had dreamed of designing games for just a year and a half earlier when the App Store was launched.

The most challenging part was doing all of the final touches- the menus, sounds, level selection screens, etc. They can be very boring to make but its a necessary part of the game building process.

Where do you see Kill the King going in the future? Can we expect more levels, or maybe even a level editor? :)

To be honest, I haven’t thought about it. I’m just happy that there are people out there who enjoy playing what I love making.

I have a lot of other projects I’d like to pursue, but I could definitely see myself making a sequel to it someday. And I actually hadn’t thought of a level editor, but a sequel might have one. ;p

What advice would you give to new game creators?

Use forums! When I first started making games I was asking questions on the forums every day. Everyone is extremely helpful and eager to help amateurs. And there is no better way to learn than by experimenting yourself, making a mistake, and having somebody point you in the right direction.

Anyone you’d like to thank?

I’d like to thank my parents for supporting me all these years, my girlfriend for letting me use her MacBook and eventually buying me a Mac, and the GameSalad community for being so helpful.

Thanks, Kyle!

Play Kill the King online.

Like Kill the King? Vote for this game to win the Macworld 2010 GameSalad Challenge by tweeting #gamesalad #king along with why you think it’s awesome!

Kill the King is also available on the iPhone App Store in both paid and lite versions.

Macworld Day One

We all arrived early for some last minute setup, some practice, and a while we waited… the crowd snuck in. By the time the first tutorial rolled around we had a great audience. We had so much traffic that we ran out of flyers by noon and had to order another batch.

Members of the community showed up as well including…
crazybreadman, firemaplegames, eliehang, jackiemac

(if anyone else showed up, let me know… it was a whirlwind yesterday)

Day at the Moscone

After an early start with a sub-continental breakfast (no fruit), we made our way to the Moscone Center to begin setting up. A little furniture moving, a Tex-Mex lunch, and a few hard drive images and runs to the copy shop later and you have: