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!
Monday, July 28, 2014
Just returned from the Casual Connect conference in San Francisco and it turned out pretty great. Pig Eat Ball won "Most Innovative Game" at the show! The awards ceremony was really nice too, like our own little Emmy's but for indie games at the conference. Each award had a video introduction, and the three finalist games had their trailers played, while the game and company were announced by the woman running the show. At the end, the winner was called and you went on stage, got your picture taken and even got to say a few words!
I was pretty surprised, but excited to win, so when I got up on stage, I was in a bit of a blur. I managed to say something about "liking barf and pie".. and "long live indies". It wasn't coherent, but hopefully entertaining.
The venue was amazing too. It was in the San Francisco courthouse which was gorgeous. It was filled with police officers whom I'm not sure if they were thrilled to be baby-sitting game developers that were drinking and carousing but then again nothing got out of hand.
I met some fun new devs there too. I shared a booth with Glowstick Games who ended up winning "Best in Show: Audience Choice" with their horror Oculus rift game. It's called Dark Deception and is definitely scary with the addition of stereoscopic 3D. There game is on Greenlight too, so give them a vote!
Also made friends with the Whispering Willows team who ended up winning the "Best Story" award at the show. And I roomed with Jon from Mijikai Games, who's game Heroes of Rune was nominated for "Most Promising". Turns out he's not only a good developer, but a fantastic dancer!
The Casual Connect show is an industry show which means no public was playing our game, but we had plenty of industry folks enjoy it. And between the award and new business contacts, it was definitely worth participating in.
Thursday, July 17, 2014
I'll be showing the game next week in San Francisco at the Casual Connect conference. If you're going to the conference please stop by to try it out to see what this whole barfing thing is all about. And I'll have our one-of-a-kind "butt rumbling" RMP SHKR controllers there next week for the 4-player Party Mode!
|Each too many barfies too quickly and you'll barf again! Just wait to burp a little after each.|
And at the Casual Connect show, in addition to having Pig Eat Ball there, I've been asked to speak. July 22nd at 3:30pm I'll be giving a talk about transitioning a concept from a game jam entry to a full-fledged commercial product. Come by for an earful!
Wednesday, June 25, 2014
Pig Eat Ball is heading to the Derby City Comic Con this weekend (June 28th, and 29th), along with our fabulous, butt-rumbling controllers we call "RMP SHKRs".
We've been working hard on the game, improving the 4-player mode, adding more levels, and the Solo mode as well. And I've constructed four new, "version 2.0" RMP SHKRs to take to the show. They now feature 5 motors in a pad, and each light up with 8 feet of LEDs!
Thursday, June 12, 2014
Radius Festival is a festival of video games, including the best part--the public showcase of new games such as Pig Eat Ball!
Pig Eat Ball InternationalWho's demoing the game? Well, I looked and would really LOVE to go, but it costs around $1,700 just for the flight! (Indiana to London) That was a bit expensive, so I reached out to some friends and found my old buddy Moo, who lives and works in London. He'll be demoing the game for us. Cool, done!
But it's never that easy.
I wanted to show the game with our one-of-a-kind "butt rumbling" controllers. Called the RMP SHKRs, when you get attacked in the game, your butt vibrates in real life! We use these in the 4-player Party Mode, and it's a really unique experience. I made them specifically for public events like this--I really wanted to make this work!
So now I have to ship them to the UK in time by the 19th. After some crazy confusion at the Post Office sorting out post codes in the London, we got them sent.
|Special controllers, Pig Eat Ball balls, cards, and more!|
Four controllers sent by postal mail, and the game was sent digitally, everything's ready.
But wait.. what about voltage conversion? Crap!
I've only made four RMP SHKRs so far, but I've started on a new set. The new set's AC adapters actually already account for 110V and 240V. But unfortunately the current set I've built only handle 110V.
And with that, it was time to research voltage step-down converters.
this model, it seemed robust enough, and was fairly cheap, but the shipping was killer.
$91 to ship the controllers and box.
$120 for the converters and to ship them.
~$210 is costly, but I believe showing them there is worthwhile and and much cheaper than flying me out!
Special SpotThere's still some kinks to work out but at a minimum, Pig Eat Ball will be showing in some form, a week from today at the Radius Festival. And at a maximum, it will have butt-rumbling controllers with 4-player Party mode!
It's a lot of work to participate in a show like this, but knowing the organizers behind the festival selected Pig Eat Ball from hundreds of other entries feels really good.
Wednesday, April 9, 2014
It's been running at a good framerate and seemed to run fine on many machines, except the one computer on which we really needed run well--our level builder's computer!
For reasons I couldn't figure out, Andrew's computer would crash with *no crash file* saved. We knew it was when he built a very big level and then tried to save it, or if he tried to play a big level from within the game (I can make big levels fine and I've made some which he couldn't run).
I try-catched and wrapped all the Save and Load functions tighter than a Christmas present, but I couldn't get the crash log to save. How was I to fix this if I couldn't get it to happen on my machine, and couldn't get any information out of his machine other than "it crashes here and here"?
Until I had a thought! Probably an obvious thought to some devs reading! I was already printing a log of certain actions in the game (when things saved, loaded, etc). But that was not saving correctly, especially not when I printed the callstack.
Command Prompt RescueSo instead--I'd just have him run it from the command prompt! Yes, open a command prompt, run the game (set it to our new 'verboseLog' setting) and walla! Information from the game is shown in the prompt that can't be lost.
Except it can! Once I started printing each object loaded by the level, we quickly ran out of space in the prompt. The solution was to right-click the top bar, open the Properties, and select the third tab to the right--Layout. There, we could change Screen Buffer Size - Height to 9999. That gave us enough space to see the callstack during the crash!
|Adding more "lines" to your command prompt.|
And what was the crash? Well a StackOverflow of course! I think that makes sense now why it wasn't able to catch the crash--if the stack had already run out of memory. The good news was I got to see the callstack now in the command prompt (I had Andrew copy and send me the contents from his computer).
And the problem was, I was using recursion to traverse the tree of objects to save in the level.
I had a nested tree system, in which there could be a 'child' which would branch the tree, and a 'next' which would simply continue the length of that branch.
|From our Level Editor--here's how the broken version worked, with the lazy rescursion on every object.|
Foolishly I just called the recursion function on both types--Child and Next, and let it do all the work. When a thousand-long branch of Next objects would be processed, that would be where the crash could happen. The callstack would have literally thousands of objects on the stack and on some computers it could crash.
|Fixed version, in which I loop through most objects.|
The solution was simple, recurse into the branch (via the child) but simply LOOP through the Next objects! Just handle each one, then progress to the Next object, which means only one of those objects is on the stack at one time! Simple and the callstack is nice and happy.
Why didn't I do that in the first place? Pure laziness, but I wish I had known it was going to cause this much trouble or I'd have done it the more stack-friendly way the first time!