YoYo Games at GDC
#1
Posted 24 February 2012 - 12:58 PM
YoYo Games, the UK-based developer of game creation tools and leading mobile games publisher, is pleased to announce that it will be attending this year’s Game Developer Conference in San Francisco, which takes place between the 5th and 9th of March 2012. YoYo Games will be taking a stand at the conference’s expo centre and will be showcasing the latest version of its game development platform, GameMaker: Studio, with live demonstrations from YoYo Games staff.
GameMaker: Studio takes the ultra-accessible and extensible GameMaker environment to the forefront of modern smartphone and web-based game development with one-button publishing to export a single code and asset base to a wide variety of output formats. GameMaker studio will output native apps to iOS for iPhone and iPad, OSX, Android, web HTML5, Windows and many others, with Smart TV support also in development.
Sandy Duncan, CEO of YoYo Games, comments: “The San Francisco GDC is the most important game development event in the world, so we’re hugely excited to be attending as an exhibitor to demonstrate the power and versatility of GameMaker: Studio.” He continues, “We’re keen to show the entire game development community precisely what GameMaker: Studio is capable of and the immense savings in time and resource it brings.”
Mike Dailly, head of development, YoYo Games said: “Showcasing GameMaker: Studio at GDC will allow us to really highlight the benefits of the development platform we’ve been continually refining and improving over the last few years.” He adds, “We estimate that for cross-platform development, there’s an 80% reduction in development time when using GameMaker over native languages. We’re also proving the strength and versatility of our development environment with our publishing arm, which uses GameMaker to produce demonstrably successful games with lightning-quick development times. Reflexions was developed in-house, by a two-man coder and artist team, in just three weeks at our Dundee studio and it topped the Android charts on release.”
GameMaker: Studio builds on the ultra-accessible UI and drag-and-drop functionality of previous versions of GameMaker, including its internal image, level and code editing tools and includes an advanced scripting language for experienced developers. GameMaker: Studio also introduces a one-click compiling feature that outputs any given project to a variety of modern destination platforms, including iOS, Android, HTML5, Symbian and many others.
Game Maker: Studio will launch, initially in beta form, in March 2012.
YoYo Games will be exhibiting at stand 2332.
For more information, or to make a booking at GDC, please contact:
MEDIA
Tony Coles, Peppermint P
Tel: 0207 240 2645
Email: tony.coles@peppermintp.com
#2
Posted 24 February 2012 - 03:01 PM
GameMaker studio will output native apps to iOS for iPhone and iPad, OSX, Android, web HTML5, Windows and many others, with Smart TV support also in development.
Never saw that one coming. Interesting.
#3
Posted 24 February 2012 - 03:29 PM
#4
Posted 25 February 2012 - 12:17 AM
Amazing! This is the first time you've missed predicting YoYoGames' plans ahead of time. Usually you deduce their plans from Twitter posts. Or you piece together information from various sources. And you're... with Smart TV support also in development.
Never saw that one coming. Interesting.
I hope you aren't slipping.
.
Edited by chance, 25 February 2012 - 12:26 AM.
#5
Posted 25 February 2012 - 08:08 AM
#6
Posted 25 February 2012 - 09:56 AM
Btw Yoyo my birthday is in March, A beta invite would be a great present. *hint hint*
#7
Posted 25 February 2012 - 12:18 PM
#8
Posted 25 February 2012 - 03:01 PM
Amazing! This is the first time you've missed predicting YoYoGames' plans ahead of time. Usually you deduce their plans from Twitter posts. Or you piece together information from various sources. And you're
... with Smart TV support also in development.
Never saw that one coming. Interesting.usuallyalways right.
I hope you aren't slipping.
.
This is my current favorite [past] prediction, made last September well before anybody had ever mentioned the concept of modularizing the exports separately.
http://gmc.yoyogames...dpost&p=3824640
Nailed it.
Of course, the YYG and NPT haters derailed the discussion away from the separate purchasable exports, to focus on their other stupid stuff and business ignorance.
Edited by NakedPaulToast, 25 February 2012 - 03:54 PM.
#9
Posted 25 February 2012 - 05:24 PM
I remember that topic. Good prediction.This is my current favorite [past] prediction, made last September well before anybody had ever mentioned the concept of modularizing the exports separately.
http://gmc.yoyogames...dpost&p=3824640
Re: the GDC 2012, I see that Mike Dailly's tutorial was accepted for presentation on "HTML5 Tutorial Day":
Congratulations to Mike for having this accepted. It sounds like an interesting tutorial. And great title... Voodoo Art...HTML5 Tutorial Day
Day / Time / Location: Monday 10:00- 6:00 Room 2002, West Hall, 2nd Fl1:45-2:40pm - The Voodoo Art of Dynamic WebGL
Speaker: Mike Dailly (YoYo Games)
This talk discusses high performance, fully dynamic WebGL, showing you how to get the most from WebGL when not dealing with "static" or "pre-compiled" models, and how to go about building a framework that allows for rapid, and efficient batching and submission of both 2D and 3D assets. You’ll learn how to get the best performance by keeping a simple, yet flexible vertex buffer system - particularly for 2D, and how efficient texture pages will maximize your batching. While this talk is based around 2D, the framework is easily extended into 3D for things like particle systems.
#10
Posted 29 February 2012 - 04:36 PM
Just like back in the NES days! I get positive vibes by reading this!...was developed in-house, by a two-man coder and artist team...
#11
Posted 01 March 2012 - 11:55 AM
I meant to ask...
HTML5 Tutorial Day
Day / Time / Location: Monday 10:00- 6:00 Room 2002, West Hall, 2nd Fl1:45-2:40pm - The Voodoo Art of Dynamic WebGL
Speaker: Mike Dailly (YoYo Games)
This talk discusses high performance, fully dynamic WebGL, showing you how to get the most from WebGL when not dealing with "static" or "pre-compiled" models, and how to go about building a framework that allows for rapid, and efficient batching and submission of both 2D and 3D assets. You’ll learn how to get the best performance by keeping a simple, yet flexible vertex buffer system - particularly for 2D, and how efficient texture pages will maximize your batching. While this talk is based around 2D, the framework is easily extended into 3D for things like particle systems.
@Mike: will you make your presentation available on the web (maybe in the TechBlog) after the GDC? I don't mean a video or a transcript necessarily. But just the presentation slides.
#12
Posted 01 March 2012 - 09:24 PM
I don't know, probably not.... My slides are usually not that helpful on their own. I tend to use them as talking points, and not important points. Basically.... you'd probably have to hear me waffle to understand them.
#13
Posted 02 March 2012 - 12:03 PM
I understand. People use slides in different ways. Far as I know, the GCD doesn't publish the speaker materials in "conference proceedings" afterwards. So I expect many speakers don't put that much time into their slides.I don't know, probably not.... My slides are usually not that helpful on their own. I tend to use them as talking points, and not important points. Basically.... you'd probably have to hear me waffle to understand them.
Edited by chance, 02 March 2012 - 12:04 PM.
#14
Posted 02 March 2012 - 12:18 PM
#15
Posted 02 March 2012 - 12:24 PM
Ah, thanks. I've been searching the GDC site for any statement about this. Couldn't find one. But nice to know they'll be available somewhere.Yes, there is a place where all slides get uploaded as PDFs afterwards. They also record all sessions for those who pay extra.
Edited by chance, 02 March 2012 - 12:24 PM.
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