Protopop Weekly – March 3 2014

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Written by protopopgames

March 10th, 2014

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Protopop Weekly – February 24 2014

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February 24th, 2014

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Protopop Weekly – February 17 2014

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Written by protopopgames

February 17th, 2014

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The Game Console of the Future is Already Here

light and portable is in

light and portable is in

I was at Target at 8am on a freezing Montreal morning waiting in line to grab the Xbox One. Got it. Lugged it home. Plugged it in. Played it. And was shocked at just how much space the technology took to play these games.

And it’s going to be another decade or so before the next generation after PS4 and Xbox One come out?

No thanks.

In the meantime Apple is silently laying the groundwork to take over the console game market.

iPhone already plays games from 10 years ago like Grand Theft Auto San Andreas. Each new model seems capable of playing a new generation of games. I predict we’ll have caught up with the Xbox 360 withing 2 or 3 years.

You can put the iPhone in your pocket. It’s instant on and off. It’s backwards compatible. It is not only open to indies, but unlike the big consoles its entire ecosytem is BASED on it.

With IOS 7 we now have wireless controllers. And a relatively cheap 99$ Apple Tv lets you stream the games to your big screen

Add the IOS device + controller + apple TV and you have a modular, upgradeable and portable console system that improves on a yearly cycle, not every 8 – 10 years.

Adding a usb to Apple TV so you can plug in your phone to charge while you play will finish the loop.

A game console in your backpack!

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January 6th, 2014

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Open World iPhone Game

Footage from Nimian Hunter Salvation, my upcoming open-world IOS game. It’s an action adventure and the sequel to my 2007 Flash Game Nimian Hunter.
More details: http://www.protopop.com/games/nimianhuntersalvation.htm

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August 4th, 2013

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Nimian Legends : Playable Races Screenshots

There are several humanoid species in Nimian Legends, but 3 of them are playable off the bat.

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July 28th, 2013

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Nimian Hunter Salvation: The Natural World

In Nimian Hunter Salvation the natural world is a character in itself. I wanted to be sure that part of the game’s atraction was a fully detailed natural landscape players can enjoy. Here’s the latest screenshot from in game.

In game Screenshot from Nimian hunter Salvation

In game Screenshot from Nimian hunter Salvation

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July 24th, 2013

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Protopop.com Updated

Protopop.com has been updated with a new look and previews of two projects – The HTML5  RPG Nimian Legends, and Nimian Hunter Salvation, the open world IOS adventure. Take a look at Protopop.com

protopop_update

 

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July 24th, 2013

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Game Mechanic : Time of Day

Adding a working day and night clock to Nimian Legends adds another dimension of gameplay. At first I had created a full on 24hours fantasy clock that was a sped up variation on our own day. This was unweildly and so i modified it into an abstracted timer that kept track of each day from morning to night. This simplified clock keeps track of your days as you play, and becomes important for two quests where you must solve the puzzle befor the end of the day, or a certain amount of days has past. As the clock approaches nightime the map also changes to become darker, giving players a visual notification of the changing time.

map

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May 25th, 2013

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The Death of Adobe Fireworks

Photoshop, I’ve worked with Fireworks. I know Fireworks. Fireworks has been a friend of mine. Photoshop, you’re no Fireworks.

Dramatic? Maybe. far from the truth? Nope.

Anyone who has used and loved Adobe Fireworks will understand where I’m coming from. Back before Adobe swallowed it, Macromedia was making a suite of elegant, modern apps while Photoshop was mired in it’s way of doing things. Click a layer to select objects. Poor type controls. Fireworks came along and was an intuitive revelation. You could add and remove filters at will. Objects were actual objects, separate and clickable, dragabble, resizeable. Autoshapes gave you dynamic control over rounded corners (at the time the holy grail of web design) – the entire program had an object oriented workflow to it. Similar to it’s cousin Flash, also by Macromedia, a generation of designers became acquainted with the object oriented approach dedicated programmers already enjoyed with code.

I tried to go back to Photoshop. I’d see beautiful imagery that was Photoshopped. The program seemed to be the choice of power users, of professionals, of big design businesses. But every time i picked it up I was boggled  as to why I couldn’t add a filter and decide to remove it later. I didn’t get why there was no real undo. Why couldn’t I just click and drag an object? Over the years Photoshop began to wisely incorporate some similar functionality, no doubt inspired by Adobe’s shiny new acquisitions. But to this day Photoshop has never matched the Pixel (focus on PIXELS here) love that Fireworks has delivered.

Fireworks was made for the web from the ground up. When you enter the world of Fireworks, you enter the world of pixels. These tiny little square become as much a part of you obsessive workflow as anything else. You also love to hate the idiosyncrasies. You learn to explain to clients that Fireworks PNG files will only contain layers if opened in Fireworks. You wonder why the rounded top left corner is JUST a bit fuzzier than the top right.

Photoshop always seemed snobbish to me. I’d come across endless posts about how Fireworks users just needed to stop whining and learn how to do things Photoshop’s way. Fireworks doesn’t ask you to do that. You work your way and it works with you. It’s kind of funny to assign a sort of humanization to a piece of software. But these things are complex organisms that are only going to get more so. They have their ways, their fans, their detractors, and now with Adobe’s decision, their assassins. Knowing that everything that made Firework’s workflow special will now cease to be feels like a punch in the gut.

Yes we can switch to Photoshop. Yes we’ll toe the line. Designers are not their software. Bla. Bla. Bla. It’s not about the logical, it goes beyond that. It’s about art, a touch, a feeling, a way of thinking and the pure glee that accompanies a piece of software that ‘gets’ the way you work.

Hopefully there will be a spiritual successor that will pick up where Fireworks leaves off. Already apps like webcode are grabbing attention as Fireworks lovers approach the changing era with a bit of trepidation and some sadness.

Photoshop is a great app, no doubt. And to be honest an ‘all you can eat’ subscription buffet sounds like it will bring many benefits for the Cloud Generation. But for today, for a moment, i’d like to reminisce with an old friend and say how thankful I am for all the amazing little touches, the moments, the colors that Fireworks has shared with me, and thank it for helping me transform the messes in the whitespaces of my mind into something on the web that everyone could share.

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Written by protopopgames

May 6th, 2013

Posted in Fireworks,Flash