No more engine talk here!

May 5th, 2011

Wow, too many blogs! I’m moving discussion of The Cuttlefish Engine over to its News Forum so that everything’s consolidated there and people don’t have to subscribe to two different places.

This blog will still exist for the sake of Don’t Dial, Mom’s Voice, and future Cuttlefish machinations. Just no more engine talk here. :)

And my personal blog will still be updated, but it’ll be more about code, the game industry at large, and all the other things I might feel compelled to write about that are so off-topic and irrelevant that not only are they outside the realm of the Cuttlefish Engine (which is where 99% of my time is going now anyway), they’re clear outside the topic of Cuttlefish Industries!


Cuttlefish Engine Forums

April 9th, 2010

So just a bit of a mini-news update: the cuttlefish engine forums are open. I didn’t realize I had some permissions set incorrectly, so… yeah. I’ve turned off comments here; if you’ve got feedback, go there instead so that everything’s in one place. Also, if you have a question, it’s much more likely I’ll answer it in the forums. I appreciate the emails, but I can’t keep up with them!

As for the engine itself – progress continues to be made! I’m just horrible at updating. Partly because I’m busy, but mostly because I dislike hyping something before it’s ready. Once the first releases are out and people are starting to use it, I’ll be more active online.

That said, at GDC, and since, I’ve gotten three new common questions that I’m going to answer here.

- Is there going to be a Mac version of the designer?

I’ve had to scale back my plans for this a bit. I was originally hoping to have one at or shortly after initial release, but I simultaneously underestimated the complexity of this, and overestimated the demand. A mac version of the designer is pretty far off on the horizon. But there’s always Parallels.

- What about social media, achievements, etc?

We’re looking at what it would take to integrate a framework for this. I spoke to many people at GDC; it seems like a lot of companies are making a play to be “the” provider for achievements, social networking integration, and serving up ads. I kind of want to see how this scene shakes out a little more before I make a commitment to any one particular platform (or roll my own), but it is on the radar.

- How do you handle the tremendous differences between devices?

It is a tough problem. The designer lets you say, “hey, I just authored this game for iPhone.” So it knows which resolution and platform all the assets were created for. If your assets are all iPhone, and you tell the designer to kick out an iPad build, it’ll simply scale everything up and build the game with those. That’s a good starting point, but nobody wants to ship an iPad game that way. So the engine also allows you to provide variations for each asset, based on platform. You can replace the 32×32 PNG you used for iPhone with a bigger one for iPad, and you can do the same thing with all the other kinds of content, including map layers and game objects. Also, you can create map layers that only apply to a particular platforms, so in a given level, you can keep the same set of base layers, but if you want to provide a more detailed background, or additional particles and effects, you can. Same idea with game objects – if you want them to have richer visuals, that’s easy too.

As for the other differences – the general philosophy is that Cuttlefish exposes everything, and trusts you not to do silly things. For example, you can script a response to a keypress event, even though there’s only physical keys on some of the Android devices. When the designer generates iPhone, it’ll include the code, but that code won’t ever get called. Same thing for multi-touch. There are things you can do in script to see what phone you’re on, and there’s build configurations, and each config can have its own set of #defines you can check in script.

In summary, for different platforms, the designer doesn’t eliminate all the pain, but it dulls it considerably, and the big idea is definitely not “support only the lowest common denominator.”

That’s it for now. More soon!


Cuttlefish @ GDC!

March 7th, 2010

Mason McCuskey (hey that’s me!) is going to be at GDC this Thursday the 11th, up in San Francisco. If you’re going too, and want to chat about the engine, send me an email! I’ve got a pretty full schedule but am always interested in meeting with you guys and answering whatever questions I can.

In the meantime, if you haven’t seen the new Cuttlefish Engine site, check it out!


New Cuttlefish Engine Site Launched!

February 24th, 2010

Yep, it’s true, the Cuttlefish Engine now has an actual site to call home. We’re still working on getting the forums set up, but already up there you’ll find more info about its features. The long and short of it is that the silence in this blog has nothing to do with the project faltering or dying; quite the contrary. Cuttlefish is overwhelmingly active right now, and I’m looking forward to being able to share more information here as soon as I can. In the meantime, head over there and check it out.

I’m sorry I haven’t been able to respond to everyone’s emails personally, there’s just no time. But I can answer what is lately the biggest question: “What is up with Cuttlefish and iPad?” The short answer is that we’re on it. I am pushing very hard to make sure that Cuttlefish is not only one of the first engines out there for the iPad, but also one of the most comprehensive and compelling. It won’t be like, “oh yeah here’s an engine that was built for iPhone but hey happens to work on iPad.” The Cuttlefish Engine is already multi-platform aware, which means iPad support isn’t going to feel tacked on. You will be able to use the engine to create compelling, iPad-centric games.

Anyway, check out the new site, and if you haven’t done so already, sign up for our email announcements.


Physics Editor Screenshot

September 15th, 2009

Here’s an early screenshot of the physics editor in action.  The Cuttlefish Engine allows you to set up physics objects, place them in your map and control them via script, paving the way for all sorts of crazy physics-based gameplay.  And of course you can instantly preview your physics sim (in the screenshot, see the preview button up top? Click that and it’ll play in the phone on the right).

The physics editor of the Cuttlefish Designer.

The physics editor of the Cuttlefish Designer.


The Cuttlefish Engine: An Update

August 13th, 2009

Mason here – I’ve received lots of emails asking for more details about the Cuttlefish Engine.  I’m in the process of putting together the Cuttlefish Engine site, but in the meantime thought I would answer the most common questions.

Read the rest of this entry »


The Trifecta is Complete

July 1st, 2009

Yesterday we received word that we’re an official developer for Blackberry.  We’re now official developers on “the big three” – iPhone, G1, and Blackberry!

And yes, this means that Don’t Dial for Blackberry is close.  With any luck we should be able to submit by next week, and then depending on how quickly they approve us could have a version ready for sale by mid-July!


The Cuttlefish Engine

June 16th, 2009

Big news today – I can finally announce what I’ve been working on:  The Cuttlefish Engine.

The Cuttlefish Engine is a cross-platform game engine and game designer for iPhone, G1, and Blackberry.  The idea is that you make your game using a GUI, and then the engine generates the code for that game.  Build for the iPhone with your developer key, and you’re ready for upload to the App Store.  Same idea for the other two platforms.

For more information, check out the new Cuttlefish Engine site!  http://www.cuttlefishengine.com.


Don’t Dial Blackberry is almost here!

May 3rd, 2009

The Blackberry version of Don’t Dial is taking longer than we expected to finish.  However, we’re in the home stretch now – if you want, subscribe to our newsletter and you’ll get an email when it’s ready.


Don’t Dial in Marie Claire!

April 26th, 2009

Marie Claire’s “Sex and the Single Guy” diary mentioned Don’t Dial!  Check it out: http://www.marieclaire.com/sex-love/men/drunk-dialing