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  • Cheers Alex, and many thanks for off-line info too. Will get back to you shortly. We need this stuff up on the GameBase. Need to slow down time so I can get ...
  • Many thanks. I'd recommend taking a look here too: Various Remapping Software.
  • Thanks for the feedback Alex - much appreciated!
  • PC Dwell Clickers Dwell Clicking utilities allow you to click by simply hovering your pointer over a button or link for a set length of time. No physical ...
  • Hi Barrie,My dad has some great moves too!!I'm sure Kim and Ellie will do all they can to help get the message out there. We are all happy to help any way we ...

What do you need?

Mon, Jan 25 2010 12:56am GMT 1
galent
galent
18 Posts
I'm in - for better or worse. My life is crazy, but I'll do what I can. What specifically do you need?

Cheers,

Galen
Tue, Jan 26 2010 10:26am GMT 2
Bill (R&D, SpecialEffect)
Bill (R&D, SpecialEffect)
265 Posts
Hi Galen,

Thanks for the amazing offer!

Initial thought (excuse my lack of knowledge in this area!):

I have been thinking for a while now that many itouch/iphone games could translate well to PC for use with pointer input methods and more specifially, with the use of eye control.

On seeing that, as well as other things, you have made an itouch/iphone game my first broad question is : In general can (and if so how easily) itouch/iphone games be transfered to be played on a regular PC using a different input method (i'm thinking more touchscreen games and transferring them to pointer/ large touchscreen games, rather than one's involving movement of the iphone device etc...)?

Thanks again for the offer, there is definately stuff I think you could do to help.

Bill


Wed, Jan 27 2010 09:33am GMT 3
One Switch
One Switch
227 Posts
Another add to the wish list...

Have you ever played Super Monkey Ball's mini-game of bowling? It's essentially a one-button game: the aim constantly sweeps left to right until you press your button - then a power bar constantly sweeps up and down until you press to throw - then the ball tends to fall off the side and you miss all the pins if you have slower reactions. You can add spin after to correct wayward aim or to show off a bit (via one of the two trigger buttons, left or right).

If only there was a game of bowling that gave you the option to put up gutter bumpers - something most UK bowling alleys have.

So in short... Would love there to be a fun, graphically and sonically decent 10-pin bowling game with options to put up gutter bumpers to stop the ball falling off the lane.

Extra wishes... A pure one-switch play mode with a switch accessible menu too ideally. A pure mouse based inteface that takes into account head-tracker AND eye-tracker users (perhaps with large clickable regions for those who need to dwell-click). A simple (or fully accessible) high-score table.

People who can't access real 10-pin bowling could take such a game to a real bowling alley and play against people on the real thing to join in.

Bit more inspiration maybe here: http://switchgaming.blogspot.com/search/label/bowling

And if not Bowling - what about a highly accessible Darts or Pool game - also for potential use against people using the real thing (Virtual vs. Real games?) - Pool would need a free-table mode so you could rearrange the balls to match.

Barrie
Mon, Feb 1 2010 02:17am GMT 4
galent
galent
18 Posts
Hi Galen,

Thanks for the amazing offer!

Initial thought (excuse my lack of knowledge in this area!):

I have been thinking for a while now that many itouch/iphone games could translate well to PC for use with pointer input methods and more specifially, with the use of eye control.

On seeing that, as well as other things, you have made an itouch/iphone game my first broad question is : In general can (and if so how easily) itouch/iphone games be transfered to be played on a regular PC using a different input method (i'm thinking more touchscreen games and transferring them to pointer/ large touchscreen games, rather than one's involving movement of the iphone device etc...)?

Thanks again for the offer, there is definately stuff I think you could do to help.

Bill


Generally speaking, it is possible. Now iPhone games are written specifically with the iPhone SDK in mind in Objective-C. The touch interface is inherent to the device, so you'd still need to code to accept input from the specialized device. Due to the kind of game design that's required for iPhone, you're correct that such devices should have an "easier" time in being adapted for alternative inputs. Long story short, it is possible (there will always be exceptions, but generally), and they should adapt well to sight inputs.

I use a game engine, which should accelerate such a process. While it would need special coding for the input device, I should be able to port from iPhone to Mac/PC with relative ease. Unity supports iPhone, Mac, PC, web browsers (via Unity plugin), Wii, and (I'm told) soon XBox 360. While at the moment iPhone projects are not exactly "instantly" compatible (it takes a little work), the Unity team are working hard on making the two versions interchangeable, with the intention of letting developers write once, run everywhere (with only minor code branches to support the specific platform.

I hope this answers your question.

Galen

Mon, Feb 1 2010 02:43am GMT 5
galent
galent
18 Posts
Another add to the wish list...

Have you ever played Super Monkey Ball's mini-game of bowling? It's essentially a one-button game: the aim constantly sweeps left to right until you press your button - then a power bar constantly sweeps up and down until you press to throw - then the ball tends to fall off the side and you miss all the pins if you have slower reactions. You can add spin after to correct wayward aim or to show off a bit (via one of the two trigger buttons, left or right).

If only there was a game of bowling that gave you the option to put up gutter bumpers - something most UK bowling alleys have.

So in short... Would love there to be a fun, graphically and sonically decent 10-pin bowling game with options to put up gutter bumpers to stop the ball falling off the lane.

Extra wishes... A pure one-switch play mode with a switch accessible menu too ideally. A pure mouse based inteface that takes into account head-tracker AND eye-tracker users (perhaps with large clickable regions for those who need to dwell-click). A simple (or fully accessible) high-score table.

People who can't access real 10-pin bowling could take such a game to a real bowling alley and play against people on the real thing to join in.

Bit more inspiration maybe here: http://switchgaming.blogspot.com/search/label/bowling

And if not Bowling - what about a highly accessible Darts or Pool game - also for potential use against people using the real thing (Virtual vs. Real games?) - Pool would need a free-table mode so you could rearrange the balls to match.

Barrie

Ok, so first, the irony (I love life's little ironies :) ), so I've never played Sega's super monkey ball, however, the people responsible for the iPhone version of that game are... here. It was a brother & sister team from Newfoundland who had moved to California, and (insert some time period I don't know) they got the contract to make that game. They've since returned here to open their own studio (the just released a game for Nintendo DS as I understand it). Ok, enough of my rambling.. your question...

Yes, it is possible. In fact very possible. Everything you see (or don't) in a game is intentional. Bumpers to prevent the ball from going "out of the lane" would be colliders (not visible), usually accompanied with some kind of visual object or graphic (so players don't think it's an error or flaw). There are many bowling games (a number written with Unity game engine) both free and paid for. As well as other sport type games.

In a broader sense, if your not a game developer, let me put it this way (without trying to sound dramatic ;) ), when it comes to game play, game visuals, or the "rules" of the game world... anything is possible (unlike the real world... physics be d#mned! Cool ) . Water can flow up hill, getting shot can be a minor inconvenience, and... anything can be made to be "one click". Every time a character (or anything else for that matter) does.. well ... anything in a game it's a result of someone intentionally doing it (mostly animation). you can script and/or animate any level of complexity. In fact it's one of the tools I'm planning on using for my next game.

I have considered that some of my target audience may only be able to press a single button (perhaps not well), so I needed to solve the problem of including them in my "levelling the playing field" model. The only real solution is to animate the game. I'd like to work it so multiple clicks cause player decision to affect the outcome (otherwise, why not just make it a movie and be done).. but that's what research is for :) The real trick for me is auto discovery, I'm planing on my game to auto adjust to player needs "at the moment". What I mean is, my first game is targeting a couple of groups of special needs, one of them (Fetal Alcohol Spectrum Disorder) is often not consistent, player skills (mental mostly, but possibly physical) may vary day to day. Now, not normally from full physical dexterity to one click button, but... never the less, I want my game to "test" the user across of a couple of dimensions each time they start/resume the game, and adjust a number of gameplay factors based on the results. (lofty dream, but hey, it's mine :) )

Oh PS: Any input type is possible (with enough work), so if you can't press a button, there are plenty of ways to make speech, or other inputs work these days.

You may have guessed by now, I have a problem with "short answers", my apologies.

Hope this helps,

Galen

Mon, Feb 1 2010 02:51am GMT 6
galent
galent
18 Posts
@One Switch :

OOHHH, I just re-read your post... so (just thinking out loud), I love the notion of someone taking this along to a bowling alley and playing with friends. So, two thoughts for you to stew on:

sensor feedback - the game could measure and display the physical game in the virtual game. This is least expensive, and could be done over the internet or other network (ie. play with anyone, anywhere)

Conversely, a relatively simple device (not unlike a ball return mechanism) could bowl the ball down the lane, based on the game for angle and speed.

Both are relatively easy conceptually, the sensor being the cheapest, and easiest to implement (try carrying even a solid plastic "auto-bowler" around on a family outing ... Wink

Cheers,

Galen
Mon, Feb 1 2010 03:09am GMT 7
galent
galent
18 Posts
@bill

Actually, based on One Switch's description of the bowling gameplay, my current game would port very easily to what your suggesting.

Cheers,

Galen
Tue, Feb 9 2010 01:20am GMT 8
galent
galent
18 Posts
Was it something I said?

Or is this just a real quiet forum?

Undecided


Tue, Feb 9 2010 03:21pm GMT 9
Bill (R&D, SpecialEffect)
Bill (R&D, SpecialEffect)
265 Posts
hi galent,

thanks for the response r.e. iphone games. is their a way i could give your latest game a go on a pc at present or would this take some work?

bill

Tue, Feb 9 2010 04:31pm GMT 10
galent
galent
18 Posts
Hey Bill,

Right now fowl invaders is iphone/ipod touch only. Currently I'm in the process of creating a major upgrade, with new graphics, cleaned up code, play mechanics, and anything else I can come up with. You can see screen shots of the current version on my website at: http://www.convolutioninc.com/mobilegames/Fowl_Invaders.html

Now, that said, I'm inspired by this thread, so once the update is submitted to Apple, I'm going to have a go at porting the game to Mac/PC. Straight across functionality should be fairly easy, I'll keep you posted. If there's interest then I'd upgrade the graphics to more desktop standards (I can do a LOT more (graphics wise) on a Mac/PC than the iPhone, and with the optimizations I've done for the iPhone, I should have a lot of flexibility in 3D assets). I'll also look at implementing "single click" play at that time.

Thanks,

Galen
Tue, Feb 9 2010 04:35pm GMT 11
Bill (R&D, SpecialEffect)
Bill (R&D, SpecialEffect)
265 Posts
Cheers Galen. That sounds really exciting, and possibly the start of something big for 'gaze gaming (I might keep that phrase!)' Good luck with the upgrade.

Bill
Tue, Feb 9 2010 04:48pm GMT 12
galent
galent
18 Posts
Bill, can you tell me more about the eye tracking technology I've seen referenced in the news about SpecialEffect? I find this also intriguing, I've seen some discussion about work done by others using the same game engine I use (Unity) on integrating built in cameras (mostly in Macs) into the game. It may be possible to implement a much lower cost movement tracking (I don't know if the resolution is high enough to track eye movement... yet Wink ). If it is, a module could be made for Unity to allow built-in and attached cameras to enable physically challenged gamers. Just to emphasis the potential, Unity has just signed a deal with Lego to be the foundation game engine for all the Lego online games for the next 3 years.

Just a thought,

Galen
Tue, Feb 9 2010 05:08pm GMT 13
Bill (R&D, SpecialEffect)
Bill (R&D, SpecialEffect)
265 Posts

If you have any links r.e. the integration of built in cameras with unity let me know. The big aim is to get low cost eye tracking and some big steps are being made (see http://www.eyewriter.org/ for their incredible work using ps3 cameras (their resolution is very good) in addition they also use a tobii as seen also in their video).

Basically, eye control can be used in main 2 ways. The first is for those who can accurately control the curser, as you would a standard mouse using a mouse menu to choose between mouse click functions and then applying them with either a switch, a blink or a dwell (looking at an area for a predetermined length of time.

The second as you may have seen in some of our videos is using software which devides the screen into cells. Look at a cell and it is selected (as with Helen playing connect4). These cells can be hidden within the screen/game. This is the method (and any new ideas of selection) which we are very interested in creating games for, as it is a very limited area.

I will try and make a short video to help explain it further (better!)

Bill

Tue, Feb 9 2010 05:47pm GMT 14
galent
galent
18 Posts
Hi Bill,

Here are a couple of quick examples of Unity motion tracking I was able to find, I'll look more later:

http://forum.unity3d.com/viewtopic.php?t=9671&highlight=camera+tracking

http://forum.unity3d.com/viewtopic.php?t=32669&start=0&postdays=0&postorder=asc&highlight=camera+tracking

more later :)

Galen
Tue, Feb 9 2010 08:07pm GMT 15
One Switch
One Switch
227 Posts
@One Switch :

OOHHH, I just re-read your post... so (just thinking out loud), I love the notion of someone taking this along to a bowling alley and playing with friends. So, two thoughts for you to stew on:

sensor feedback - the game could measure and display the physical game in the virtual game. This is least expensive, and could be done over the internet or other network (ie. play with anyone, anywhere)

Conversely, a relatively simple device (not unlike a ball return mechanism) could bowl the ball down the lane, based on the game for angle and speed.

Both are relatively easy conceptually, the sensor being the cheapest, and easiest to implement (try carrying even a solid plastic "auto-bowler" around on a family outing ... Wink

Cheers,

Galen
Really!? Love the idea of the sensor tracking a game, but sounds difficult to implement. It would be miraculous if made reality. Thanks for getting back, and sorry to be so slow to respond. My marathon training is wiping me out! Enjoying reading this thread very much by the way.
Wed, Feb 10 2010 12:38am GMT 16
galent
galent
18 Posts

Really!? Love the idea of the sensor tracking a game, but sounds difficult to implement. It would be miraculous if made reality. Thanks for getting back, and sorry to be so slow to respond. My marathon training is wiping me out! Enjoying reading this thread very much by the way.

No worries, I just got lonely Wink

Sensor tracking in a bowling alley wouldn't be too hard (relatively). At least conceptually, I'd guess 6 - 8 low intensity laser range finding devices that transmitted range in real time should do it. time between laser "traps" tells you velocity, range (assuming each is placed down the alley at the same distance from the center of the lane) tells you angle, the game engine is realtime (or close enough), and voila... Laser range finders are fairly common these days (hardware stores carry them). I don't know if there's a "out of the box" version that could transmit to a computer (I would guess there are, but there may not be a "consumer" grade device out there (at consumer prices), but they wouldn't be very hard to have made.

Come to think of it, bowling is a solitary sport (while playing, unlike tennis say), so realtime isn't as critical. You could play virtually over the internet, as long as the players in the alley could see your "virtual bowls". I'd say 8 sensors, 2 computers, internet connectivity (or local network), and you're there Cool

We should patent that idea!

Cheers,

Galen

Wed, Feb 10 2010 10:32pm GMT 17
One Switch
One Switch
227 Posts
Amazing idea! I think you've had a little glimpse of the future. It's well beyond my abilities, but it would be a fantastic thing to see become a reality. One day perhaps!
Tue, Feb 23 2010 10:17am GMT 18
Bill (R&D, SpecialEffect)
Bill (R&D, SpecialEffect)
265 Posts
Galen,

Thanks for the links r.e. motion tracking. Don't know if you've seen this: Julien Oliver's use of the technology with levelHead uses an already fairly new technology in yet another fresh way again directly interacting with the game rather than through a controller: http://www.indiecade.com/index.php?/games/selected/levelhead

Also, Dr Mick, our Director who knows someone who works with AR barcodes. Will try and get you a link if you like?

Bill
Tue, Feb 23 2010 10:22am GMT 19
Bill (R&D, SpecialEffect)
Bill (R&D, SpecialEffect)
265 Posts

Galen,

r.e. the 2 main ways of using eye control examples:

1) Direct Pointer control: http://www.gamebase.info/videos/view/specialeffect_208.html

2) Using Cells: http://www.gamebase.info/videos/view/heln-oakley-and-matt-hampson_211.html

The 2nd is the one we are, perhaps, more interested in creating games for as it is a neglected area, and can provide games for a larger percentage of eye control users.

Bill

Thu, Mar 4 2010 12:22pm GMT 20
galent
galent
18 Posts
Hey Bill,

Sorry for not getting back sooner, I've been buried trying to get my iPhone game updated. I'll have a look at those links as soon as I get a chance (today ideally).

Above I mentioned porting that game to PC/Mac, and trying to do a one click control schema, have a look at the video I've posted and tell me if you think it's feasible:


Cheers,

Galen
Thu, Mar 4 2010 03:54pm GMT 21
Bill (R&D, SpecialEffect)
Bill (R&D, SpecialEffect)
265 Posts
Looks great. It could definately work with one switch, if you can make the launcher automatically scan from left to right continuously. In addition it is always an added (whilst important) bonus for the menus to work in the same way as the gameplay i.e. if the gameplay uses auto scanning and one switch input then its useful if the menus do the same.

Bill
Thu, Mar 4 2010 04:03pm GMT 22
galent
galent
18 Posts
Making the launcher scan is no problem, the trick is getting the timing right, as the levels get higher there are a LOT of ships on that screen. I think the menus are doable as well. Do you know anyone who'd be interested in being play-testers?

I'll take a crack at the port once I get my website updated.

Cheers,

Galen
Thu, Mar 4 2010 04:08pm GMT 23
Bill (R&D, SpecialEffect)
Bill (R&D, SpecialEffect)
265 Posts
Excellant. Scanning speeds are always difficult to judge(Do you think diff. speeds could be chosen/selected by the user?). Barrie Ellis 'One Switch' knows alot about switch gaming and would be good to test them and give feedback. Also, I could try them out at our roadshows if you are interested.

Bill
Thu, Mar 4 2010 05:56pm GMT 24
One Switch
One Switch
227 Posts
Count me in! Happy to play-test and offer ideas. Couple of suggestions.

Constant panning left-right-left - hold button to spray your missiles (up to the on-screen game limit). tap to fire individual missiles.

or

Tap button to alternate between KEEP MOVING LEFT - stop - KEEP MOVING RIGHT - stop - [repeat] - and Hold button to fire.
Thu, Mar 11 2010 01:24pm GMT 25
galent
galent
18 Posts

Ok, wow, I've been swamped (had some issues with the update passing Apple review). Sorry all.

@Bill - adjustable panning makes great sense, but tell me, how do you invision the controls that allow the user to select and slide, or adjust the settings?

@One Switch - that's great! I'll ping you as soon as I'm ready to begin changes. can you PM me an e-mail address so I can reach you more directly? Let's try your first suggestion in this pass, it's in line with the current code base, and will likely cause the least fustration for the player (I've conceptually kicked around a pan->pause->shoot->pan->etc... model, but with the gameplay as is, I think the player will not get very far. The first suggestion makes it more challenging than aiming yourself, and may actually improve gameplay Laughing

So... here's my first general question (and please forgive my ignorance) with one click gaming, are controls actually limited to a single button press, or are there any other controls normally assumed (like control stick/pad)?

Here's where I'm at right now:
- inital core code port is done (my iPhone game can now be deployed as is on Windows/Mac or via web browser
- There is a bug to fix in the current as is version (related to my apple issues.. they did actually find a bug in my code...) this is a copy/paste fix, so no worries.
- I need to add panning
- current controls are based on graphics that get "touched", that needs to change. I've adjusted control from swipe to mouse now, next stop, auto-pan

What I'd like to do is make the next improvements to the game in conjunction with this (ie. both this version and iPhone will get the same/similar (iPhone can't do the level of graphics) improvements). The next iteration will see:
- new terrain - no more flat back screen
- a switch in gameplay - starting with the side scrolling that exists, once the player has leveled up some, the Chick-Huns will arm their ships and a chase senario will begin. Conceptually, the player is actually sitting on a trailer, attached to an old pick-up truck (trailer already modeled, truck... coming). The player will be facing "backwards" as in the current game, but being pulled around a rather large terrain on a fixed path. The new terrain will resemble the Maob desert with rock towers and arches (some destructable). The enemy ships will persue, firing as they come. It's my hope that this update will more completely address the gameplay (which still feels ... tired to me after 12-15 levels).

One Switch - as soon as I'm ready with the first pass, I'll create a browser based build and send you a link (it may be secured, but I'll set you up with a password as well). Same goes or any other interested testers Cool

K, I've rambled enough...

Cheers,

Galen

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