Zynga Buys Conduit Labs

By Scott Kirsner

Zynga, the San Francisco purveyor of addictive online games like FarmVille and Mafia Wars, is buying Conduit Labs, a game developer in Cambridge founded by Nabeel Hyatt, and funded by local venture capital firms Prism VentureWorks and Charles River Ventures. The purchase price isn’t being disclosed, but one source close to the company tells me it is an all-stock transaction, so Conduit’s founders and investors will now be hoping that Zynga turns into a huge success; news reports earlier this year pegged Zynga’s valuation at $5 billion.

The Conduit office in Central Square will now become Zynga Boston, and Hyatt will continue to run it, according to today’s press release. (The company already operates satellite offices in places like Baltimore, Austin, Los Angeles, Beijing, and Bangalore.)

Hyatt and Zynga executives weren’t available for comment this morning, but in the press release, Zynga senior vice president Mike Verdu is quoted saying, “Boston is an epicenter for technology and has a strong talent market, making it an ideal location for us to expand operations.” Zynga claims to have 215 million active monthly users. Read the rest of this entry »

Adobe Moves Further Into Google’s Orbit

SAN FRANCISCO–If Adobe Systems had its druthers, Google Android would turn into the Microsoft Windows of the 21st century.

If there was any doubt that Adobe’s mobile strategy is now tied to the long-term success of Android, it was removed by a day-long presentation by Adobe executives and managers about how Adobe is adapting its technologies to Android. Dubbed the “Android Summit,” the series of presentations to the press emphasized how core Adobe technologies such as Flash and AIR are being optimized for Android on phones, tablets, and eventually televisions when Google TV is released.

Perhaps unsurprisingly, left unsaid during the series of presentations was one of the reasons why Adobe has fallen in love with Android. Adobe originally sought Apple as a partner, dating back to at least 2008 as iPhone growth exploded. But the Apple-Adobe rift was the story of this past spring, with Apple CEO Steve Jobs bashing Flash and Adobe in an open letter, Google and Adobe firing back during the Google I/O event in May, and the official shift of the battleground in the Great Fanboy Wars from Windows versus Mac to Android versus iPhone.

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Chaos Invaders released!

From Bit Battalion

by Sash on August 15, 2010 04:07 AM

There comes a time each year after about a month of slaving in front of your computer and seeing far too little of the world in general, where you get to announce a new game. Now is that time. I’m officially christening my latest project:

Chaos Invaders is chaotic remake of Space Invaders. I’ve been working hard trying to make a version of Space Invaders that’s ready to take on the ADHD world of flash games.
The game introduces one more core mechanic: collecting fallen Invaders and then using them as ammunition to shoot the rest out of the sky. Each of the 17 waves is pretty unique, with four Boss Invaders, just to shake things up.

Keep in the loop! I’ll be posting the intense techno-rock sound track that’s been hand made with love and awesome by Paul Kopetko within the next few days, followed by a trailer.

Ps. Sam has a game under way as well. No clues just yet, but I am excite.

Mochi Wants to Translate Your Game!

By MochiLand

by Colin Cupp on August 16, 2010 08:50 PM

Mochi Wants To Translate Your Game For The Chinese Market

As a result of our recent acquisition by Shanda Games (one of China’s largest gaming companies), Mochi Media is offering developers the opportunity to localize and translate your game for the China market.  With the help of our parent company we are offering this service at NO COST to the developer community.

Some background on the flash games market in China

The Chinese flash game portal space is dominated by sites such as 4399.com, 7k7k, and 2144.com.  Unfortunately, it is common practice in the Chinese market today to completely block all outbound links in games.  This includes the ability to click through on an ad, the “more games” link, and any other links you may have embedded in your game.  This is clearly a bad situation for flash game developers.

What We’re Doing

Mochi is offering developers free game translation services for the China market.  We see a significant opportunity in the Chinese market.  As you may see from your own Mochi analytics, your games generate lots of plays from Chinese sites, but these sites are largely blocking ads and all outbound links – so there is little, if any value being generated for developers today.  We want to change that by creating localized versions of these games and ensuring that they are not tampered or changed — and ultimately start making money for you as well as establishing your developer brand in China. Our China team is actively negotiating deals with the large portals.  We have recently completed agreements with 4399.com and 2144.com which will ONLY allow games coming from Mochi to retain their ads and outbound links.

Mountain Rescue_EnglishMountain Rescue_Chinese

Mochi’s Goal

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Jesse Venbrux’s new game: Enlightenment

By IndieGames Blog

Enlightenment is a new experimental project created by the developer of the Karoshi series, where players who participate in it can leave a trail of words for subsequent visitors to follow or build on top of it. Each white orb that you collect increases your ability to write longer words, and when you submit words using the enter key a portal to another world will be generated automatically for you.

Besides finding thoughts that other explorers have left behind there’s not much else to do in Enlightenment at the moment, but Jesse already has some ideas on how to expand on it further and will be replacing the slightly-altered Maru art with new graphics for future releases. [UPDATE: The latest version (0.4) is only available to download from YoYo Games, and features a story creation mode.]

GameStop buys Kongregate

John Funk | 27 Jul 2010 7:45 am

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Brick-and-mortar kingpin GameStop has taken a decidedly non-brick-and-mortar turn with the purchase of online social gaming mecca Kongregate.

When you think of GameStop, you think of a massive chain of videogame retail stores across North America – the sort of place one would, say, have a midnight launch for a popular game. You don’t think of addictive tower defense Flash games like Don’t Touch My Gems.

And yet: GameStop has announced plans to buy online game hub Kongregate, host of a bajillion tiny timewasters. Kongregate, which allows game creators to publish their games and even monetize them through microtransactions, says that it services 10 million unique users per month.

“Combining Kongregate’s expansive catalogue of games with our well known consumer brand, powerful marketing and strong customer relationships, means that even more gamers will be able to enjoy their games anytime, anywhere and on any device,” said GameStop president Tony Bartel.

It’s an interesting move for the retail giant, which has previously admitted to being worried about the rise of digital distribution. One could see this as GameStop trying to hedge its bets in an increasingly digital age – or, at the very least, to plant the suggestion in the minds of Kongregate users to go pick up a game at an old-fashioned retail outlet every now and then.

GameStop wouldn’t have bought Kongregate if the site weren’t profitable, but how the Flash-game portal will figure into the retailer’s larger plans remains to be seen.

(GamaSutra)

Frash, iPhone and iPod Flash!

By Cnet News

Like many, I was excited at the prospect of Frash, a new third-party tool that cropped up this past weekend for jailbroken iPhones and iPads that adds Adobe Flash compatibility to these devices.

The add-on, which was created by development firm Comex (makers of jailbreaking tool JailbreakMe.com), is in its early alpha stages, so it’s unfair to compare it to say, something like Adobe’s first-party efforts with its beta on Google’s Android. But after using Frash for the past three days, I’m impressed.

Yes, it crashes a lot, and yes, it’s incapable of doing most videos, or any sort of Flash games, which are arguably the two main reasons to get Flash onto an iOS device. However, for something as simple as loading up a restaurant menu, or a Flash-only splash screen that clicks through to an HTML site, Frash has the makings of an invaluable tool.

But even with jailbreaking now legal in the U.S., is it worth the related risks such as:

Voiding your warranty agreement with Apple
• Relying on a vulnerability that was patched by Apple on Wednesday
• Trusting software from an untested source?

Let’s find out.

Note: CNET does not encourage voiding your warranty, or running unsigned, third-party code. This story is for informational purposes, and should not be considered a how-to guide.

How Frash works:

Read the rest of this entry »

A Lot More Is On The Way

By Hero Interactive

Now that Bubble Tanks Arenas is out the door we are beginning to shift more of our attention to wrapping up a great number of other titles that have been in development for a while.  StormWinds: The Mary Reed Chronicles is getting into the tail end of development as well as a few other small unannounced titles.  Hopefully next week we should be announcing one or two new games in development.

Stay in touch, more information is on the way.  :)

Check out a new screenshot of StormWinds: The Mary Reed Chronicles below:

StormWinds:MRC Screenshot 2

Tutorial – EasyRPG: Persistent Login and Data with MochiSocial

By MochiLand

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Good day, MochiLand! In an effort in teach the community about the tools that Mochi Media offers, I’ve decided to start creating a tutorial series spotlighting these tools and how you guys can use them in your games! Hopefully this series of tutorials can eliminate any barriers of entry and get you to making games with even more features!

Before we start, show me how it works.
No problem! Check it out by clicking here!

What is this newfangled device?
With the Mochi API, you are able to have players login into their Mochi account within your game. In addition, you can access their user properties once they’re logged in from anywhere! This means if you utilize this service, a player can save their game at home and use that same data from work. It’s a great way to ensure your game is accessible from anywhere, making longer form games especially alluring since progress is always with the player.

How do I add this into my game?
1. Make sure you have the newest Mochi API. Download it here – v3.8.
2. Read the documentation.
3. That’s it! :)

Read the rest of this entry »

BTA Update! Version 1.04 Released

From Hero Interactive

by Jared on June 07, 2010 07:33 PM

bta_banner.jpg

Alright everyone, despite the fact that there has been some rampant impatient whining going on this blog, we DO still love you guys.  And although we’ve been extremely busy here and haven’t been able to respond to many of the 1500+ comments finding their way to us, we have been taking in all the feedback positive and negative.  Everyone has gave us a lot of very good feedback- I don’t agree with all of it, but it’s been pretty constructive and useful.

With that said, I’m pleased to announce that we’ve just updated the game up to Version 1.04 over at ArmorGames.com!

Version 1.04 includes a lot of changes:

  • Added an “Efficiency Mode” button under the “Settings” menu (from either in game or the main menu).  Although we can’t guarantee anything, if you are experiencing heavy lag this new fancy button might just clear that up.  It adjusts the settings, effects, and frame rate and in our experience has really boosted the game speed on slower computers.
  • The Sticky Enemies in the second arena “The Goober” has had it’s life dropped from 18 to 10.
  • A new part for avatar tanks has been created: the “Mega Cannon”.  Essentially all it is is a glorified Heavy Cannon but for large class 4 or larger tanks with slow movement speed.  It deals 1 more damage than a Heavy Cannon but costs 1 GP less.  This combined with Auto Cannons, Massive Cannons, Bullet Busters, and Shields can give your large class tank a fighting chance and some really massive damage dealing capabilities (use Bullet Buster and Shield for defense).  If you complete the built in Arena “The Surprise” you can unlock it.  If you already beaten that Arena, it should automatically unlock for you.
  • Each enemy Mine Layer can only drop a maximum of 8 mines.  So if you have an enemy with 2 Mine Layers it can do 16, etc…  If it creates more than 8 mines out, it’ll pop the oldest one.
  • If an enemy is composed of only a Seeker Carrier and then you pop that, the Enemy automatically dies now.
  • We’ve looked into the intro loader audio problem.  Not 100% sure  it is fixed, we’ll find out…
  • If you try to edit an enemy with over 12 GP, you can now.
  • Cheat Code now has an option to get up to 50 GP (you cannot save tanks with over 12).
  • We’ve also made a significant number of miscellaneous security/bug fixes.

Also, if you’re worried about content quality, be sure to RATE stuff.   We are constantly going through and marking tanks to be featured.  We are also personally creating some new Arenas ourselves and are going to be stepping up the amount of content created by Hero.  To see what is Featured or made by Hero Interactive, simply check out the “Search” menus!

Additionally, currently, Bubble Tanks Arenas is only available (if it is legit) on ArmorGames.com.  This is good despite what you may think- if we find problems (and we always do) this is the file that we upload and patch with fixes.  Beginning July 1st, the game will be available everywhere (Newgrounds, Kongregate, and so on).

We will have a lot more news on projects coming out sometime soon.  Enjoy!

Mochi at Casual Connect Seattle

By MochiLand

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Meet with Mochi

Mochi Media will be in Seattle for Casual Connect next month! We always have a blast at this event and are looking forward to it again. If you’re going to be there, please stop by our booth (we’ll on the 1st tier above the grand lobby) or send us a note (team [at] mochimedia.com) to set up a meeting!

Josh Larson from Mochi will also be speaking at the following session taking place on Thursday, July 22 at 11am:

Creating Successful Games: Lessons in Virtual Currency
Read the rest of this entry »

Exit Path Released on Armor Games

ByArmor Games Blog

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Exit Path has just been released on Armor Games. In its first day of release, it has received an average rating of 8.9! For those unfamiliar with Exit Path, it is a multiplayer and uniplayer guantlet-style racing game through perilous traps and platforms. Advance through 30 uniplayer levels or take on other challengers in multiplayer.

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Multiplayer features 40 levels to race through and other fun surprises. Jmtb02 has been hard at work on the game and it turned out awesome. Make sure you stop by Armor Games and try Exit Path or you can click the thumbnail below. Thank you for another awesome game Jmtb02! This is a game you do not want to miss!

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TIGjam Midwest 2010

By Intuition Games

TIGJam Midwest is next weekend, June 4th-6th, 2010, at Foundry Coworking. If you’re interested, RSVP here at Eventbrite: http://tigjammidwest.eventbrite.com

Here’s the official info:

TIGJam Midwest is an indie game jam where creatives – programmers, hackers, designers, artists, or musicians – get together and make videogames in a weekend. For those who aren’t familiar with game jams, they’re similar to events like the 48 Hour Film Project or Startup Weekend. It’s called TIGJam because our group is part of the TIGSource community, which is a developer community for indie games.

Our game jams usually have a theme, and TIGJam Midwest’s theme this year is “proverbs,” proposed by Mark Doeden of 8monkey Labs.  Participants will form teams, choose a specific proverb from a culture of their choice, and develop a game based on it. There could be games based on Chinese Buddhist, Muslim, Hindu, Christian proverbs, or more obscure cultures or religions.

The local community is encouraged to attend the show & tell at Impromptu Studio at 3pm-8pm on Sunday, where they will experience the games and meet local game developers. These won’t be your usual space marine shooters; expect raw and barely-finished games that explore satirical, brand new, or meaningful territory.

A couple other exciting things are in the works.  Alec Holowka of Aquaria fame will be giving a keynote Friday at 7pm.  Venom is providing free energy drinks, there could be a visit from Senator Jack Hatch to express his support of creative endeavors like this, and there are rumors of drink specials next door at the Des Moines Social Club.  Finally, barring some catastrophy, there should be free catered food the whole weekend.  Expect one or two other exciting things to get finalized closer to the event.

All this free stuff is thanks to the generous sponsorship of the Iowa Department of Economic Developlemnt and the Technology Association of Iowa.  It’s exciting to think that these organizations are supporting a culture of game development here in Iowa!

Klikwerk

klikwerk.PNG

Friday evening is time for washing away the dirt of the week by pointing, clicking and dragging shapes to the beat. Or having some friends over for a good old P.A.R.T.Y. Or maybe both! Your choice, really.

Klikwerk provides the former, with high scores awarded to players who get their mouse pointer moving the fastest, with a healthy dose of the space bar every now and again. Do it quick enough and you’ll unlock a bonus round.

It’s all about fast reactions and is relatively good fun. At any rate, it’ll fill five minutes of your time while you try to think of something else to do. Find it over at Bonte Games.

Donut Game Progress

By Blog.Sokay.net

Here’s a bit of artwork I drew for the Donut game’s intro animation. It’s roughly animated so my man Cryptic Circuity can lay down some tunes for it while I tend to other areas of the project. My current focus right now is the top-down driving portion of the game. I should be showing bits of that part soon.

Chris has been touring Europe for the past couple weeks so don’t think the war is over. He’s just been readying the quiet before the storm. I’ve managed to gain some ground on him without having to sabotage his project, but his game was just about ready for a demo release even before he left. Regardless, both of our games are looking top-notch and I look forward to revealing more.

Peace.




















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