Dearest reader,
Mommy's Best Games, Inc. is a small, private game developer founded in 2007. This site is to share some of what goes on behind the scenes with the creation of our games.

You can click any of our game titles on the right, from Serious Sam Double D XXL to our first, award-winning title Weapon of Choice. There's also categories on the right side if you scroll down some and of course a Search option.

Feel free to contact me if you need more game information!
Nathan

Thursday, April 4, 2013

Design Tips When Porting Mobile to Console

The Ouya game console officially launches June 4th, but has already been sending out Kickstarter backer versions. The game store itself is live. I've had a dev kit console for some time and have been working on an original game for it called Pig Eat Ball. I'm interested in this console, am making a game for it, and want it to do well. It's a low cost console, but doesn't need to come off as cheap. What can make it look cheap and neglected? Quick ports.

Let's turn those shoddy port faces upside down.
Obviously since the Ouya is Android-based many developers have ported their existing games from mobile over to the Ouya. This is fine and many of these games are very polished like Knightmare Tower, Beast Boxing Turbo, and Gun Slugs.

After playing lots of games currently on the Ouya store, I've been seeing a trend in which a few irksome issues keep cropping up. Here is a simple checklist for developers to consider before releasing games to console. This in general could apply to all mobile-to-console, but I'm specifically thinking of the Ouya (could be for GameStick, others too).

  1. Analog controller sticks require a dead zone. Many, many, many games I've played on the Ouya store have a 'drift' in their controls. It's extremely annoying, especially considering most games on the system currently are action games requiring precision input. 
    1. It usually manifests by tapping the left analog stick to move, and after releasing the stick, the character/cursor/etc continues to move in that same direction.
    2. This is easy to fix--in the code, when you get the X,Y back from the left analog stick, measure the distance of this vector and if it's less than a certain amount, disregard the stick press.
    3. I'm pretty sure there's even example code on the Ouya dev site, but I'll present some here just in case. 
    4.   static private float stickMag(float axisX, float axisY
        {
              float stickMag = (float) Math.sqrt(axisX * axisX + axisY * axisY);
              return stickMag;
          }
    5. The float returned from the stickMag function will tell you the length of the vector made by the left stick input. It should be between 0 and 1.0f. The Ouya controllers are pretty gummy, so try making the dead zone fairly large like 0.35f. That is, all input lower than 0.35 in length is ignored.
  2. Make a selected menu option >>obviously<< different from the other options. Being presented with two options such as an in-game store "Buy" "Cancel" and seeing one yellow and one white is not helpful. Some games will say yellow is the selection and some will say white. Simple color coding is not intuitive and it's easy to fix. 
  3. Quick--save her! But do you have the right one selected?
    1. There are many simple ways to show something is the current menu option that is selected. 
    2. Consider:
      1. Drastically increase the size of the text.
      2. Put a special background behind the selected text
      3. Put a special pointer graphic off to the left
      4. Pulse the scale of the selected text
      5. Put some simple particle effects on the selected text
  4. Support both analog stick and d-pad input for character movement and menus. Especially on menus but also in the game. It's just common courtesy to allow for input for both. Some people like to play with the left stick and some like the dpad. I've played games that for some reason only allow d-pad input on the menus. I've also seen games that would work fine with d-pad in the game, but only allow the left analog stick on menus (in games where the choice of stick/d-pad really didn't matter. Yes I understand it's possible it could important in a game, but it's very common that the game would be fine with either input).
  5. Remove mentions of touch/mobile controls. Seeing things like "Tap the screen to continue" or "Press here to continue" when that function is not supported anymore in your game looks rushed and sloppy. Remove all "tap", "swipe" terminology from your game unless it's actually using the mini-touch-pad as the only input. 
  6. Please don't make us do this.
    1. Even if it *is* supported to allow the player to tap a portion of the screen to continue on a menu, the touch pad is a chore to use. Support button input, and show button tool-tips.
    2. Remove HUD graphics that are obviously just left over from the mobile version. Based on real examples I've played: When the O button on the Ouya makes the main character shoot, don't leave a big button on the HUD, taking up space, that lets you shoot if you manage to click on it via the touch pad. Sure it's technically possible to click on the button to shoot, but it's very ineffective and the game already has a button on the controller dedicated to that action. It's just wasting screen space, and again looks sloppy.
    3. Don't leave the || (pause button) on the screen as *the* way to pause the game via the touch pad. It's terribly slow to try to pause like that. Use the Ouya system button or another face button.
      It's okay to add this!
  7. Please put an Exit option in the game. Yes the Ouya system button can do this, but you can just as easily present the player with a simple option to turn off the game if they'd like to do so.
  8. Remove unused manifest settings. This may be an Ouya system issue, but I've seen some games that when installed prompt that they may need to make phone calls. I'm pretty sure the Ouya can't make phone calls, but if it can, is your game really making calls? The ones I saw with this requested never made calls. If it's not needed, just remove it--it looks sloppy.
First and foremost--please, PLEASE use a dead zone on your left analog stick input. If you've taken anything from this article, go to your code now, and implement a dead zone. Now. This is really bad, as it's making your play experience worse.

Everything else on the list is good too. Basically it means you really cared about bringing your awesome game to new people. No one likes a sloppy port. No one wants to see "Press Start" in their PC games when they don't support controller input, and no one wants "Tap Screen to Continue" in their console games.

They want to think the neat, new game they are considering purchasing was made special just for their system, just for them. You worked really hard on your game. Ports are annoying--I know from experience. Put in that extra effort, clean up your game some more, and make it a AAA port. Good luck! Gamers will thank you.

Monday, March 18, 2013

PAX East 2013

Mommy's Best Games will be in the Devolver Digital booth #607 this year. Come by, play some Serious Sam Double D XXL, stack some guns and maybe win a prize!

We've compiled this handy map showing indie game developer booths at the show. It's even big enough to print.
Make sure to go to the Indie Mega Booth. It's huge and awesome and has devs like Ska Studios and Dejobaan. This map mainly shows all the devs *not* in the Indie Mega Booth. And there's tons there as well!
Here's the full exhibitor list.

Also we'll be running a fun promotion called "United States of Indie Booths". Visit 8 specific developer booths and get a chance to win 8 games from them! Just drop by our booth and get a 'passport' and I'll fill you in on the details.

See you soon!


Thursday, March 7, 2013

Vuvuzela of Plenty

If you saw the Xbox 360 dashboard last night (in the US at least) you may have noticed this funky creature!

It is the 'Vuvuzelator'. An evil stack of pancakes that blasts you with its vuvuzelas growing from its body.

I created the concept for the creature and drew it for our game. But my lovely wife commissioned an artist to create a 3D sculpture of it for me last year for my birthday!

Don't stare directly into its cute blueberry eyes or you're a goner.

Austin, Texas-based resin auteur 'Motorbot' creates all manner of creepy, amazing-looking creatures. Not only is the detail excellent, but the various textures and materials is lovely to see in person!


Speaking of Austin, we'll be at SXSW this weekend in the Interactive section!
UPDATE: We'll be at Booth 312 - SXSW Gaming - Palmer Events Center

Make sure you find the Devolver Digital booth or just follow the sound of blasting vuvuzelas to find us. We'll be showing Serious Sam Double D XXL, giving out prizes, and telling all the bad jokes we know about evil pancakes. "Did you hear the one about the angry pancake driver on the freeway? Yeah, he totally flipped me off!" (Flipped? pancakes? Okay--don't let that deter you, come out and see us!)

Yes, we'll even be giving out vuvuzelas! But those will be pretty tough to win. We do have another fun prize that's easy to win! Just tell me the secret word "Pteradon". It makes sense in relation to the game, plus it's another fun toy you can use to grief your friends. Just like in coop.
See you this weekend!


Thursday, February 28, 2013

XXL Love for Serious Sam Double D

Serious Sam Double D XXL is out now on XBLA--go download the demo if you've not yet!
Critics are chiming in with some intense praise, see what they have to say. (I bolded the best parts :)


Gaming Nexus, 85/100:
"DD XXL is more than an expansion; it’s a downloadable title that delivers its worth ten times over."

Gaming Age, A-
"It may seem like a risk at first, but once you play it, you'll be hooked on Serious Sam DD XXL. At 800MSP… this is one of those games that just, feels right."

Official Xbox Magazine, 7/10
"Unloading a huge spray of deadly projectiles at crowds of goofball opponents can be awfully fun, and it’s made more enjoyable by the game’s surprising amount of variety.

Game Critics, 9/10
"XXL managed to blow me away again, this time offering five different variants of each of the game's firearms, for a total of 40 different weapons that can be bought and assembled in any way imaginable." 

Venture Beat, 82/100
"Serious Sam Double D XXL is a tongue-in-cheek, delightfully violent love letter to the 2D shooters of old that manages to build upon the genre while reminding us why we enjoyed playing them in the first place."

Indie Statik,
"Do you want a loud, ridiculous and improbable game that does like no other game on earth?"

Enjoy the launch trailer!

Friday, February 15, 2013

Serious Profiles

It's time to update your profile! Choose from all sorts of characters, some serious, and some just plain bananas. oof :(  Serious Sam Double D XXL comes out next week, show your support and personality with one of these crazy pics, thanks!

Sam Stone

Dan  Huffington

Headless Kamikaze


Vuvuzelator

General Maxilla
Torcher Kitty

Torcher Kitty (spitting)

Chimputee

The Trader