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	<title>Games Blog Spot</title>
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		<title>Infernal Engine</title>
		<link>http://gamesbloggspot.com/2012/03/01/infernal-engine/</link>
		<comments>http://gamesbloggspot.com/2012/03/01/infernal-engine/#comments</comments>
		<pubDate>Thu, 01 Mar 2012 10:04:17 +0000</pubDate>
		<dc:creator>Asad</dc:creator>
				<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://gamesbloggspot.com/?p=45</guid>
		<description><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2012/03/InfernalWelcome.pngInfernal Engine is the most cross-platform capable, full-featured foundation for building great video games. Infernal Engine allows users to create high performance games for a multitude of devices from console to mobile. Used in the company’s own games such as Ghostbusters: The Video Game and Kinect Star Wars, lead technical artist Ryan Monday says the [...]]]></description>
			<content:encoded><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2012/03/InfernalWelcome.png<p><strong>Infernal Engine</strong> is the most cross-platform capable, full-featured foundation for building great video games.</p>
<p><img src="http://gamesbloggspot.com/wp-content/uploads/2012/03/InfernalWelcome.png" alt="" /></p>
<p>Infernal Engine allows users to create high performance games for a multitude of devices from console to mobile.</p>
<p>Used in the company’s own games such as Ghostbusters: The Video Game and Kinect Star Wars, lead technical artist Ryan Monday says the tool offers a single WYSIWYG editor that “allows users to deploy to all consoles and mobile platforms and allows them to maximise on their development budget by focusing on game-related functionality”.</p>
<p>It also features the Velocity Physics engine that allows users to create destructible environments, with a collision system its creators claim maintains thousands of simulating objects and offers real human body physics.</p>
<p>Despite being known for its integration into medium to large studio titles, Monday says Infernal has shifted its focus to providing affordable solutions as the sector moves away from simply pushing hardware boundaries.</p>
<p>If you&#8217;d like to explore licensing the Infernal Engine, please contact <a href="mailto:enginesales@terminalreality.com">enginesales@terminalreality.com</a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
]]></content:encoded>
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		<title>Tips for Game Developer</title>
		<link>http://gamesbloggspot.com/2011/11/27/tips-for-game-developer/</link>
		<comments>http://gamesbloggspot.com/2011/11/27/tips-for-game-developer/#comments</comments>
		<pubDate>Sun, 27 Nov 2011 13:17:22 +0000</pubDate>
		<dc:creator>Asad</dc:creator>
				<category><![CDATA[Developer]]></category>
		<category><![CDATA[game developer tips]]></category>

		<guid isPermaLink="false">http://gamesbloggspot.com/?p=40</guid>
		<description><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2011/11/developerTips.pngIn this column BRIGHAM STEVENS give some general tips that are targeted at game developers but can in fact benefit any Macintosh application. Many of the tips are illustrated in the accompanying sample code (CopyBits ColorKarma) on this issue&#8217;s CD. If you&#8217;re considering writing a game for the Macintosh, or you want to improve your [...]]]></description>
			<content:encoded><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2011/11/developerTips.png<p>In this column BRIGHAM STEVENS give some general tips that are targeted at game developers but can in fact benefit any Macintosh application. Many of the tips are illustrated in the accompanying sample code (CopyBits ColorKarma) on this issue&#8217;s CD. If you&#8217;re considering writing a game for the Macintosh, or you want to improve your existing game or other application, these tips are for you. Here they are at a glance:</p>
<ol>
<li>The Macintosh gaming market is wide open.</li>
<li>Bypass QuickDraw wisely.</li>
<li>Use CopyBits correctly.</li>
<li>Scroll graphics smoothly.</li>
<li>Don&#8217;t synchronize with the VBL interrupt.</li>
<li>Use Sound Manager 3.0.</li>
<li>Learn when to use (or not use) Apple events.</li>
<li>Use the Time Manager.</li>
<li>Use the Memory Manager effectively.</li>
<li>Use a compatible copy-protection scheme (if any).</li>
</ol>
<p><strong>THE TIPS IN DETAIL</strong></p>
<p><strong><em>1. The Macintosh gaming market is wide open. </em></strong><br />
The Macintosh has infiltrated the homes, offices, and schools of every continent on the planet, and it has matured enough to be ready for entertainment software of all sorts. Hit Macintosh games have sold over 60,000 copies, and users are clamoring for more. If you walk into a software store, though, you&#8217;ll notice that there isn&#8217;t a very large selection of Macintosh game and entertainment software. Now is the time to take advantage of the lack of competition and get into the entertainment market with your games.</p>
<p><strong><em>2. Bypass QuickDraw wisely. </em></strong><br />
Applications that bypass QuickDraw by accessing video memory directly may not work on future Macintosh platforms. The Macintosh is evolving, and some of the changes may be in the bus architecture, causing applications that write to video memory to break. We&#8217;re not saying this is going to happen any time soon, but it&#8217;s a good idea to be ready for it now so that your product will last in the marketplace.</p>
<p>A good compromise is to draw with custom drawing code into an off-screen GWorld, and then use CopyBits to transfer it to the screen. This avoids accessing hardware directly, and will always work. If you must write directly to the screen, it&#8217;s important to follow the guidelines set forth in &#8220;Graphical Truffles: Writing Directly to the Screen&#8221; in<em>develop</em> Issue 11, which states that you should always have a QuickDraw version of your code. If your program uses QuickDraw (or QuickDraw GX), it will always be compatible with every future Macintosh platform.</p>
<p>If you do bypass QuickDraw, your application should time the custom drawing code versus QuickDraw at run time, and then choose the fastest routines. This way, the fastest code will be used in cases where your code is running on a system that has an accelerated version of QuickDraw, or perhaps a different CPU altogether.</p>
<p><strong><em>3. Use CopyBits correctly. </em></strong><br />
I&#8217;ve heard many developers say that CopyBits is slow, that it can&#8217;t achieve the frame rates needed to do good games. If you use CopyBits correctly, however, you<em>can</em> achieve a high animation frame rate.</p>
<p>Understanding all of the factors that affect CopyBits performance is critical to achieving high animation frame rates and still having processor bandwidth left over for the rest of the game. The following tips on CopyBits speed have been collated from many different sources, including Technical Notes, sample code, and other tomes of QuickDraw knowledge. (See also tip 4 below.)</p>
<ul>
<li>CopyBits is more efficient with wider images than with tall ones.</li>
<li>CopyBits is more efficient with rectangular transfers, with no mask region.</li>
<li>CopyBits is more efficient when the source and destination have the same color table, and even better when the ctSeeds of the color tables are the same. (The accompanying sample code shows how to use the Palette Manager and how to set up the color tables in your application window and off-screen GWorld.)</li>
<li>CopyBits with a mask region is faster than either CopyMask or CopyDeepMask. Convert your masks to QuickDraw regions and then use CopyBits. (See the CopyBits vs. CopyMask snippet on this issue&#8217;s CD.)</li>
<li>CopyBits is faster when the transfer source and destination are long-word aligned, especially on an 68040-based Macintosh.</li>
</ul>
<p>For more details on these principles, see the Tech Note &#8220;Of Time and Space and _CopyBits.&#8221;</p>
<p><strong><em>4. Scroll graphics smoothly. </em></strong><br />
This tip applies to games with scrolling maps, painting programs, and any application that needs to scroll window content quickly and smoothly.</p>
<p>Many Macintosh applications suffer from flickering scrolling, caused by erasing the previous image before drawing the new image. To reduce flicker, you should redraw only the parts of the screen that change; don&#8217;t erase anything first, unless absolutely necessary. When you&#8217;re designing your scrolling code or animation engine, the philosophy to adopt is that every pixel should be touched only<em>once</em> .</p>
<p>Another technique is to buffer your graphics into an off-screen GWorld: make all changes in the GWorld and then transfer the image to the screen with CopyBits. This can be slower, because the image is drawn twice, but it results in an especially smooth update. An example of a game that uses CopyBits in this way is MacPlay&#8217;s Out of This World. This game draws into an off-screen GWorld using custom polygon-rendering code (thus ensuring a high frame rate); then, when the image is completely rendered, it&#8217;s transferred to the screen with CopyBits (ensuring compatibility with future video hardware). For more on this subject, see &#8220;Graphical Truffles: Animation at a Glance&#8221; in<em>develop</em> Issue 12 and &#8220;Drawing in GWorlds for Speed and Versatility&#8221; in Issue 10.</p>
<p>There&#8217;s another method that isn&#8217;t as smooth but uses less memory, and that is to use ScrollRect. ScrollRect was changed in System 7: if you pass nil for the updateRgn parameter of ScrollRect, it won&#8217;t erase the area that has been uncovered, and you can then use CopyBits in a second step to copy in the new bits. (In System 6, ScrollRect will erase the area you&#8217;re scrolling out of, causing the screen to flicker more.)The sample code demonstrates these techniques, showing the tradeoffs between memory footprint and smoothness/apparent speed.</p>
<p><strong><em>5. Don&#8217;t synchronize with the VBL interrupt. </em></strong><br />
Many developers have wanted to synchronize animation with the vertical blanking (VBL) interrupt to eliminate tears when the next frame of animation is drawn before the display hardware has completed the previous frame. It&#8217;s possible to eliminate tears from small-sized animations, but the overall application will run more slowly because you&#8217;ll be spending time waiting for the VBL period to start. This results in a much lower animation frame rate, and the application also loses processing power for the rest of the program. Note that QuickTime does not synchronize with the VBL interrupt.</p>
<p>Another headache to consider with respect to synchronizing with the VBL interrupt is that displays have different refresh rates, and each one&#8217;s actual VBL period has a different length. This means that for your program to have accurate frame rates on different monitors, you&#8217;ll have to time the refresh rate of the display you&#8217;re animating on.</p>
<p>To work around not being able to synchronize with the VBL interrupt, you should try to interleave the animation processing so that you&#8217;re never updating too many objects at one time. The Time Manager will allow you to break the processing up into separate tasks (see tip 8). If you&#8217;re getting tears on objects, consider using fewer objects or smaller ones.</p>
<p><strong><em>6. Use Sound Manager 3.0. </em></strong><br />
The Macintosh Sound Manager has recently been enhanced (version 3.0). It now can efficiently handle as many sound channels as memory and processor bandwidth can take. This means four channels on a Macintosh LC (which used to handle only one channel) and up to 16 or more on higher-end platforms. As a result, your application can play sound and still have enough CPU bandwidth for other animation and processing. The sample code demonstrates multiple sound channels playing asynchronously while animating an image. Also see &#8220;Somewhere in QuickTime: What&#8217;s New With Sound Manager 3.0&#8243; in<em> develop</em> Issue 16 and &#8220;The Asynchronous Sound Helper&#8221; in Issue 11. Many bugs have been fixed in Sound Manager 3.0. You can now open a sound channel at the start of your program and then continuously use SndPlay to play sounds through it, without disposing of the channel between sounds. Previous versions of the Sound Manager had problems playing sampled sounds like this, so many developers adopted the technique of allocating and disposing of a new sound channel for each sound played.</p>
<p>On the AV Macintosh models, the Sound Manager uses the DSP. This requires the DSP Manager to load a new component every time you open a new channel, and may require disk access. So if you&#8217;re running with Sound Manager 3.0 you should<em>not</em> open and close a sound channel for each sound played; doing so will cause your application to perform less than optimally, especially on the AV models.</p>
<p>See the source code file GameSounds.c, which is part of the CopyBits ColorKarma sample, for an example of a unit that manages asynchronous sound. If Sound Manager 3.0 or later is present, the code opens the sound channels at initialization and closes them when the program quits; otherwise it opens and closes the channels as sounds are played.</p>
<p>Sound Manager 3.0 also adds a new routine, named GetSndHeaderOffset, that makes it easier to use a bufferCmd to play sounds. Using a bufferCmd is faster than using SndPlay. See the sample code on the CD for an example.</p>
<p>Note that the sample code doesn&#8217;t store the application&#8217;s A5 register as part of the callback command, so that the interrupt code can set the flag associated with the channel. Instead it just stores a pointer to the flag. This allows the interrupt-time callback to be very small, since it doesn&#8217;t have to save, set up, and restore A5; it just dereferences the pointer and sets the flag directly. The sample code gives an example of playing a sound asynchronously with a completion callback. I use thistechnique in just about any interrupt-time callback code I write, including VBL tasks, Time Manager tasks, and Device Manager completion routines.</p>
<p>If you don&#8217;t use the Sound Manager at all, you&#8217;re taking an unnecessary compatibility risk. Apple has always recommended against accessing the sound hardware directly. Applications that violate this rule have broken in the past, and they will break again.</p>
<p><strong><em>7. Learn when to use (or not use) Apple events. </em></strong><br />
Apple events have simplified interapplication communication, making it easy to add value to your application. A game played against live human players is often more fun than a game played against a computer. Just about every night you&#8217;ll find some Apple engineers huddled over their computers playing Bolo, Spaceward Ho!, or other network games.</p>
<p>Consider Velocity&#8217;s Spectre, a network tank game that has been very successful. Spectre doesn&#8217;t use Apple events; it uses custom DDP (datagram delivery protocol) socket listeners at the lowest level of AppleTalk to achieve high performance. But if your game doesn&#8217;t require the same level of performance, you may benefit from the ease of use of Apple events.</p>
<p>If you require more performance than Apple events can provide, one option is to use the PPC Toolbox directly, which will allow you to still remain a step removed from direct AppleTalk. See the PPC Toolbox chapter of<em>Inside Macintosh</em> Volume VI for more information.</p>
<p>If you require even more performance, you can use AppleTalk Data Stream Protocol (ADSP) directly, or one of the other AppleTalk protocols. ADSP is a higher-level protocol that will allow you to do block transfers and not worry about losing packets and packet order.</p>
<p>It&#8217;s hard to determine which networking protocol to use ahead of time. From my experience in using Apple events to synchronize animation and events between two Macintosh computers, I would say that if your game is a more than two-player, real-time arcade game, Apple events would probably not be the best solution. If your game is a turn-based strategy-type game, like Spaceward Ho!, RoboSport, Strategic Conquest, and many others, Apple events will work very well for you, no matter how many players are in the game.</p>
<p>For a simple example of using Apple events as a game messaging system, see ZAM 1.a13 on the CD.</p>
<p><strong><em>8. Use the Time Manager. </em></strong><br />
The Macintosh Time Manager is very useful for game developers. Animation code often needs a heartbeat, to synchronize the timing and updates of every object. The Time Manager lets you break down your code into discrete tasks that run at a steady rate. This allows you to write modular code that updates smoothly.</p>
<p>One limitation of the Time Manager is that tasks fire at interrupt time, so they can&#8217;t do much more than set a flag to inform the regular event loop that it&#8217;s time to do something. The sample code on the CD shows how to place a wrapper around the Time Manager that allows you to execute tasks at non-interrupt time.</p>
<p><strong><em>9. Use the Memory Manager effectively. </em></strong><br />
The Macintosh Memory Manager is very flexible, and a boon to most application programmers. However, for the game programmer it can be a performance problem unless it&#8217;s used wisely. In a game, you should preallocate as much of your memory as possible. If you&#8217;re using a dynamic object allocation scheme, you should design one that preallocates the objects and keeps track of which ones are in use or not. If you have many allocated blocks in a heap and then request a new one, you could send the Memory Manager into thrashing mode where it will try to move many blocks around to make space. This can cause your animation to be jerky or your whole game to freeze for an instant. So the best thing to do when performance matters is to minimize your use of the Memory Manager. To minimize Memory Manager use, you should not only allocate as much of your memory up front as possible but also avoid using relocatable blocks unless absolutely necessary. This means avoiding game architectures that rely on the Memory Manager for dynamic object allocation. Definitely allocate your nonrelocatable blocks first, and allocate handles later. This prevents heap fragmentation and avoids sending the Memory Manager into a tailspin.</p>
<p>Be aware that some parts of the Toolbox, like Apple events, expect Memory Manager structures. However, if the rest of the program&#8217;s memory is allocated wisely to prevent heap fragmentation, even these allocations will happen quickly, with no impact on game performance.</p>
<p><strong><em>10. Use a compatible copy-protection scheme (if any). </em></strong><br />
It&#8217;s a matter of great controversy whether software should be copy-protected at all. No software protection scheme on the Macintosh has ever survived the talented efforts of Macintosh hackers. There&#8217;s always someone who will defeat your copy protection, no matter how convoluted it may be. There are many who consider such protection a puzzle and a challenge to break, so by putting it in you may be inviting piracy.</p>
<p>But if you do decide you want some level of protection on your game, we strongly recommend against a disk-based protection scheme, which is guaranteed to break your program. Instead, we recommend using one (or a combination) of the methods described here.</p>
<p>One method is to use serial numbers: when the software is installed, ask the user to enter the serial number from the disk label, and then imprint the software with the person&#8217;s name. Another method involves requiring the user to enter a password from the manual every once in a while. If you do this, it&#8217;s a nice touch to allow users who send you the registration card to disable the password dialog; once you have the registration card, you can link the customer to a serial number.</p>
<p>Consider also making the following checks: At installation time, use Gestalt to determine the characteristics of the machine you&#8217;re installed on, and save these to your preferences file. Also, use FindFolder to record the directory ID of the System Folder, which is the same until a new System Folder is created. Every time your application starts up, make the same Gestalt and FindFolder calls to check whether you&#8217;re running on the same machine; if not, have the user reinstall the software and reenter the serial number, or reenter the password from the manual.</p>
<p>These techniques are the most compatible way to both protect your sales and minimize the kind of frustration customers experience with other password- or disk-based copy protection systems.</p>
<p>&nbsp;</p>
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		<title>A CROSS PLATFORM DEVELOPMENT TOOLS</title>
		<link>http://gamesbloggspot.com/2011/11/26/a-cross-platform-development-tools/</link>
		<comments>http://gamesbloggspot.com/2011/11/26/a-cross-platform-development-tools/#comments</comments>
		<pubDate>Sat, 26 Nov 2011 14:25:02 +0000</pubDate>
		<dc:creator>Asad</dc:creator>
				<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://gamesbloggspot.com/?p=34</guid>
		<description><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2011/11/livecode_banner.jpgA CROSS PLATFORM DEVELOPMENT TOOLS :LiveCode Brings Graphics Hardware Acceleration and Gamification Features to Mobile App Development Platform Developers Can Easily Create Stunning Games and Applications for Simple Deployment Across Seven Popular Platforms. LiveCode Mobile brings you a truly cross platform mobile development experience. Our Android deployment pack complements the already hugely successful iOS deployment [...]]]></description>
			<content:encoded><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2011/11/livecode_banner.jpg<p>A CROSS PLATFORM DEVELOPMENT TOOLS :LiveCode Brings Graphics Hardware Acceleration and Gamification Features to Mobile App Development Platform</p>
<p><em><strong>Developers Can Easily Create Stunning Games and Applications for Simple Deployment Across Seven Popular Platforms.</strong></em></p>
<p><img src="http://gamesbloggspot.com/wp-content/uploads/2011/11/livecode_banner.jpg" alt="Development tools" /><br />
LiveCode Mobile brings you a truly cross platform mobile development experience.  Our Android deployment pack complements the already hugely successful iOS deployment pack, allowing you to author your applications on your desktop machine and compile them as native standalone applications on each target mobile platform. The standalone application builder lets you easily apply settings and build for each of the target platforms, re-using the same code base.</p>
<p>Today’s developers think mobile first.  With Smart Phone sales surpassing PC sales as never before you need a fast, effective way to code, edit and deliver mobile apps. As a Mobile Application Developer, you need LiveCode Mobile.</p>
<p>With this cross-device product, you can use the same code to deploy to multiple mobile platforms, while still taking advantage of many OS specific features on each device.   Build live prototypes that use the full capabilities of iOS and Android Devices; deploy to whatever platform your customers need.  Take advantage of our compile-free workflow to iterate quickly and create stunning user experiences that your customers will love.</p>
<p>LiveCode Mobile allows you to:</p>
<p>- Achieve your project goals in a fraction of the time with our compile free<br />
workflow changes happen in real time to slash debugging and maintenance.</p>
<p>- Deliver to multiple devices and platforms from a single code base for a quick<br />
&amp; easy cross platform experience.<br />
- Take advantage of native platform features on each supported platform port<br />
from iOS to Android and vice versa with simplicity and ease. Write code in<br />
an English like language that makes sense so quick to learn that even non-<br />
programmers can use it.<br />
- Leverage the same programming language for code re-use across all<br />
platforms save time and money in the development cycle.</p>
<p>LiveCode Development Environment<br />
LiveCode is an alternative development environment that enables easier and faster application development across all major devices and platforms without the need to recode or rewrite apps.<br />
The platform is used broadly by software development houses, educators both teaching programming and creating custom apps for coursework, commercial software vendors, and enterprises writing custom utilities or productivity software. Developers have gone from limited experience to creating spectacular apps in weeks or months, and have created successful businesses built solely around LiveCode app creation.</p>
<p>LiveCode 5 is available today at www.runrev.com and starts at $99 US for a single seat license, with upgrade pricing at $49 US for existing LiveCode developers. RunRev also offers LiveCode in an extended trial with a free course in mobile app development, giving developers and students a chance to create the game or app they&#8217;ve dreamed of in just a few weeks time. LiveCode Academy is an accelerated course in the principles of programming, and available throughout the year as a live course, or on demand during the free LiveCode trial.</p>
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		<title>Big Fish had won approval from Apple to become the first to offer users access to dozens of titles for $6.99 a month.</title>
		<link>http://gamesbloggspot.com/2011/11/26/big-fish-had-won-approval-from-apple-to-become-the-first-to-offer-users-access-to-dozens-of-titles-for-6-99-a-month/</link>
		<comments>http://gamesbloggspot.com/2011/11/26/big-fish-had-won-approval-from-apple-to-become-the-first-to-offer-users-access-to-dozens-of-titles-for-6-99-a-month/#comments</comments>
		<pubDate>Sat, 26 Nov 2011 14:11:48 +0000</pubDate>
		<dc:creator>Asad</dc:creator>
				<category><![CDATA[Business]]></category>

		<guid isPermaLink="false">http://gamesbloggspot.com/?p=31</guid>
		<description><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2011/11/apple_rainbow_logo.jpgBig Fish had won approval from Apple to become the first to offer users access to dozens of titles for $6.99 a month. Games have traditionally only been available one at a time, requiring users to download individual applications. &#160; The setup was similar to Netflix Inc. (NFLX)’s streaming application for the iPad. The “Play Instantly” [...]]]></description>
			<content:encoded><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2011/11/apple_rainbow_logo.jpg<p>Big Fish had won approval from Apple to become the first to offer users access to dozens of titles for $6.99 a month. Games have traditionally only been available one at a time, requiring users to download individual applications.</p>
<p>&nbsp;<br />
<img src="http://gamesbloggspot.com/wp-content/uploads/2011/11/apple_rainbow_logo.jpg" alt="null" /><br />
The setup was similar to Netflix Inc. (NFLX)’s streaming application for the iPad. The “Play Instantly” service would give subscribers unlimited access to games such as “Mystery Case Files” and the “Mahjong Towers” series from inside the Big Fish app. The games would be streamed via Wi-Fi to a user’s iPad from Big Fish’s data centers.</p>
<p>In an interview yesterday, Thelen said Apple wasn’t quickly convinced that a monthly fee would work for games.</p>
<p>“It took longer than usual to be approved,” Thelen said yesterday. “They needed to be convinced there’s a reason to charge customers every month.”</p>
<p>Big Fish, founded in 2002, generated $140 million in sales last year, mostly from games downloaded to a personal computer or mobile device. About 75 percent of its players are women over the age of 30</p>
<p>&nbsp;</p>
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		<title>Warcraft &#8211; Erindae Firestrider</title>
		<link>http://gamesbloggspot.com/2011/11/25/warcraft-erindae-firestrider/</link>
		<comments>http://gamesbloggspot.com/2011/11/25/warcraft-erindae-firestrider/#comments</comments>
		<pubDate>Fri, 25 Nov 2011 14:40:46 +0000</pubDate>
		<dc:creator>gameblog</dc:creator>
				<category><![CDATA[Arts]]></category>

		<guid isPermaLink="false">http://gamesbloggspot.com/?p=26</guid>
		<description><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2011/11/Warcraft_by_GENZOMAN.jpg Stanning CG illustration og Warcraft by GENZOMAN]]></description>
			<content:encoded><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2011/11/Warcraft_by_GENZOMAN.jpg<p><a href="http://genzoman.deviantart.com/"><img src="http://gamesbloggspot.com/wp-content/uploads/2011/11/54f891f5b5.jpg" alt="Warcraft Illustration" /></a></p>
<p>Stanning CG illustration og Warcraft by</p>
<h1><a href="http://genzoman.deviantart.com/">GENZOMAN</a></h1>
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		<title>Modern Warfare 3 reviews</title>
		<link>http://gamesbloggspot.com/2011/11/25/modern-warfare-3-reviews/</link>
		<comments>http://gamesbloggspot.com/2011/11/25/modern-warfare-3-reviews/#comments</comments>
		<pubDate>Fri, 25 Nov 2011 14:29:04 +0000</pubDate>
		<dc:creator>gameblog</dc:creator>
				<category><![CDATA[Games Review]]></category>
		<category><![CDATA[Modern Warfare III]]></category>

		<guid isPermaLink="false">http://gamesbloggspot.com/?p=22</guid>
		<description><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2011/11/Modern_Warfare3.jpgIt&#8217;s been greeted with critcal acclaim and, probably, record-breaking sales. Call of Duty: Modern Warfare 3 entered the Japanese software chart at number one. According to data from Media Create, during the seven-day period ending November 20, the PlayStation 3 version sold 180,372 copies, while the Xbox 360 version charted in seventh place after selling 30,467 copies. [...]]]></description>
			<content:encoded><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2011/11/Modern_Warfare3.jpg<p><strong>It&#8217;s been greeted with critcal acclaim and, probably, record-breaking sales. Call of Duty: Modern Warfare 3 entered the Japanese software chart at number one.</strong></p>
<p>According to data from <a href="http://andriasang.com/comz23/media_create_sales/">Media Create</a>, during the seven-day period ending November 20, the PlayStation 3 version sold 180,372 copies, while the Xbox 360 version charted in seventh place after selling 30,467 copies.<br />
<img src="http://gamesbloggspot.com/wp-content/uploads/2011/11/Modern_Warfare3.jpg" alt="Modern Warfare III" /><br />
Modern Warfare 3 broke records in Europe and North America, and while the same can&#8217;t be said of its performance in Japan, it beat out competition from anticipated home-grown releases One Piece Gigant Battle! 2 and Ni no Kuni.</p>
<p>Another notable new entry was THQ&#8217;s Saints Row: The Third, which charted at number five after selling 36,222 units on PlayStation 3.</p>
<p>It would be easy to dismiss Modern Warfare 3 as just another iterative update to the massively successful shooter series. After attending a preview event this summer, I left with concerns that the Infinity Ward/Sledgehammer Games collaboration shelved the multiplayer innovation Treyarch introduced with Black Ops in favor of more minor, underwhelming updates. Some of my early concerns proved valid, but many of the incremental tweaks are smart additions to the multiplayer experience. Modern Warfare 3 does little to fundamentally change the well-known franchise formula, but it offers enough enhancements to recommend it to any fan.</p>
<p>On the surface, this Call of Duty experience is similar to the other Modern Warfare games. If a casual fan sat down for a few rounds of team deathmatch or domination, it would be easy to forgive them for mistaking this for a map pack. Its visuals are familiar, most of the weapons are recycled from previous games, the tight gunplay feels similar, maps are still fairly cramped affairs for the most part, assembling a party operates the same, and many of the killstreak rewards return. Modern Warfare 3’s most noteworthy tweaks may be smaller changes, but they add up to contribute in a big way.</p>
<p>The core elements of multiplayer and the campaign remain fundamentally unchanged, but the game serves as a great example of how many subtle tweaks can add up to an improved overall product. Even with the recent turmoil at Infinity Ward, the remnants of that team (in conjunction with Sledgehammer) have put together a worthy sequel to one of the most successful franchises of all time.</p>
<p>&nbsp;</p>
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		<title>Mini Golf Warfare for iPhone</title>
		<link>http://gamesbloggspot.com/2011/11/25/mini-golf-warfare-for-iphone/</link>
		<comments>http://gamesbloggspot.com/2011/11/25/mini-golf-warfare-for-iphone/#comments</comments>
		<pubDate>Fri, 25 Nov 2011 13:57:36 +0000</pubDate>
		<dc:creator>Asad</dc:creator>
				<category><![CDATA[Games Review]]></category>
		<category><![CDATA[iphone 3d game]]></category>
		<category><![CDATA[Minigolf Warfare 3D game for iphone]]></category>

		<guid isPermaLink="false">http://gamesbloggspot.com/?p=19</guid>
		<description><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2011/11/Golf_Warfare_banner.pngGOLF WARFARE is a mini golf warfare 3D Games. Putt your way through an exotic paradise full of hazardous obstacles. Enjoy beautiful cell shade render graphics, real time shadow, fun music and realistic physics. Enjoy 5 Power Ups like FPS. Use a simple interface to move the camera around and aim for that perfect shot. Also enjoy [...]]]></description>
			<content:encoded><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2011/11/Golf_Warfare_banner.png<div><a title="Mini Golf Warfare for iPhone, iPod" href="http://itunes.apple.com/us/app/golfwarfare/id428931643?mt=8" target="_blank">GOLF WARFARE</a> is a mini golf warfare 3D Games. Putt your way through an exotic paradise<br />
full of hazardous obstacles. Enjoy beautiful cell shade render graphics, real time shadow,<br />
fun music and realistic physics. Enjoy 5 Power Ups like FPS. Use a simple interface to move the camera around and aim for that perfect shot. Also enjoy the interactive help, how to play.</div>
<div><a href="http://itunes.apple.com/us/app/golfwarfare/id428931643?mt=8" target="_blank">FREE in Apple store</a></div>
<p><img src="http://gamesbloggspot.com/wp-content/uploads/2011/11/Golf_Warfare_banner.png" alt="Mini Golf Warfare" /></p>
<div><strong>GOLF WARFARE CONTROL</strong><br />
Move the ball: In this mini golf game, Touch and hold your ball then pull it for ball speed<br />
Pass the hoops: In this mini golf game, Move and pass through a hoops for earn point Collect<br />
Power-ups: There are many crate on the mini golf field, pass a box and collect Power-ups<br />
Power-ups: Airstrike, Rocket Launcher, Grenade, Shotgun are available in <a href="http://iphone.kentostudios.com/">Golf Warfare</a>.<br />
Use of Power-ups: Tap on a weapon in your inventory to activate a weapon in this mini golf field,<br />
tap on a specific area, target ball for shoot. These weapons are useful for pass through hoops,<br />
enter into hole to win by shoot the opposition player in the mini golf field.<br />
Fake Power-ups: Player can put the crate on mini golf ground for opposition player to pass through<br />
it but player will lose its hit without gain any weapon.</div>
<div>
<div><strong>GOLF WARFARE GROUNDS :</strong><br />
There are a free ground for play in this Golf Warfare game. Player have to buy another 4 grounds<br />
each for play. There are new challenges in every levels.</div>
<div>SCORE &amp; RANKS:<br />
Players will all start off as “Privates” IE: Rank 1.<br />
Rank 2 is: Private First Class and requires 1500 points to unlock.<br />
Rank 3: Lance Corporal and requires 2500 points.<br />
Rank 4: Corporal – 4500 points<br />
Rank 5: Seargent – 7000 points<br />
Rank 6: Gunnery Seargent 10,000 points<br />
Rank 7: First Leutenant – 20,000 points<br />
Rank 8: Major – 35,000 points<br />
Rank 9: Colonel – 50,000 points<br />
Rank 10: Brigadier General – 100,000 points</div>
</div>
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		<title>The Elder Scrolls V: Skyrim</title>
		<link>http://gamesbloggspot.com/2011/11/25/the-elder-scrolls-v-skyrim/</link>
		<comments>http://gamesbloggspot.com/2011/11/25/the-elder-scrolls-v-skyrim/#comments</comments>
		<pubDate>Fri, 25 Nov 2011 13:22:17 +0000</pubDate>
		<dc:creator>gameblog</dc:creator>
				<category><![CDATA[Games Review]]></category>
		<category><![CDATA[Games Blog]]></category>
		<category><![CDATA[Skyrim review]]></category>

		<guid isPermaLink="false">http://gamesbloggspot.com/?p=15</guid>
		<description><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2011/11/elder-scrolls-skyrim-Games-Blog-Spot.jpgThe whole game is so vast and so detailed that the context for your experience could be drastically different from mine. The Elder Scrolls V: Skyrim is a role-playing video game being developed by Bethesda Game Studios. It is the fifth installment in The Elder Scrolls action role-playing video game series, following The Elder Scrolls IV: Oblivion. [...]]]></description>
			<content:encoded><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2011/11/elder-scrolls-skyrim-Games-Blog-Spot.jpg<p><strong>The whole game is so vast and so detailed that the context for your experience could be drastically different from mine.</strong></p>
<p><strong><em>The Elder Scrolls V: Skyrim</em></strong> is a role-playing video game being developed by Bethesda Game Studios. It is the fifth installment in <em>The Elder Scrolls</em> action role-playing video game series, following <em>The Elder Scrolls IV: Oblivion</em>.   It is scheduled to be released on November 11, 2011 for Microsoft Windows, PlayStation 3 and Xbox 360.</p>
<p><strong><img title="Skyrim review in Games Blogg Spot" src="http://gamesbloggspot.com/wp-content/uploads/2011/11/elder-scrolls-skyrim-Games-Blog-Spot.jpg" alt="Skyrim" /></p>
<p><strong>Storyline:</strong></p>
<p></strong><em>Skyrim</em></p>
<p>&#8216;s main story revolves around the player character&#8217;s efforts to defeat a dragon god who is prophesied to destroy the world. Set two hundred years after <em>Oblivion</em>, the game takes place in the land of Skyrim in the midst of a civil war after the assassination of the king. The open world gameplay of the <em>Elder Scrolls</em> series is continued in<em>Skyrim</em></p>
<p>, as the player character can explore the land at will and ignore or postpone the main quest indefinitely.</p>
<p><strong> </strong>This game looks absolutely Amazing!  Just click any of the pictures to get a better view.</p>
<p><strong>7 important things you should do in SKYRIM</strong></p>
<p>Skyrim offers so many opportunities for exploration and personal improvement that you may feel overwhelmed every time you fire it up. Luckily, there&#8217;s no need for that: You can break Skyrim down into exactly the kind of game you want to play without too much trouble. What follows is our (extremely brief) list of things you may want to try, but there are thousands more. Have a favorite of your own? Share it with us by leaving a comment below.</p>
<p>&nbsp;</p>
<div>1. Play through one of the main plots. It may be outré to suggest, but just because there are limitless ways to play Skyrim doesn&#8217;t mean there&#8217;s no value in following the parts of it that are most elaborately written. There are two narratives that are the most worthwhile in this regard. One is the return of the dragons to Skyrim. They were long thought extinct and their reappearance now, in accordance with an age-old prophecy, could mean the end days are at hand. Figuring out exactly what&#8217;s going on, and why, is something only you can do, as you have a connection to the dragons that you&#8217;ll only gradually discover. Doing so, and seeing the many places it takes you, is a lot fun. The other story you&#8217;ll want to consider following is that of the civil war gripping the country. Who will take control now that the High King has been killed: General Tullius, leader of the Imperial forces, or Ulfric Stormcloak, who&#8217;s at the head of the rebellion determined to sever Skyrim&#8217;s connection with the Empire forever? Pick a side and see what you can do to help settle things once and for all. Just be aware that your decisions have consequences you&#8217;ll have to deal with not just when talking to Tullius and Ulfric, but when dealing with the rank-and-file folks around Skyrim. If you can&#8217;t decide which of these stories interests you more, consider pursuing them both: You&#8217;ll be fascinated at the ways they intertwine as the game unfolds.</div>
<div></div>
<div>2. Climb every mountain. Skyrim is one of the best-looking games we&#8217;ve seen in ages, but even more impressive than the quality of the graphics is the consistency of the design. This section of Tamriel is inhabited by the Nords, who correspond (not so surprisingly) to the Scandinavians in our world, and the geography reflects this. So take some time on your quest and really explore the highlands of this remarkable place. As you proceed ever higher, you&#8217;ll find some amazing sights among the snow-packed peaks of the region&#8217;s ranges, though you&#8217;ll face some fearsome monsters along the way. (Ice trolls and frost wolves are <em>much</em> nastier than they sound.) If you&#8217;re interested in the most spiritual experience, try making the legendary pilgrimage of the Seven Thousand Steps to High Hrothgar. You may be surprised how much you learn about yourself along the way. Once you get to the apex, stick around a while to observe the silent order of the Greybeards: They reportedly know a lot more about what&#8217;s happening than their secluded tendencies may suggest. Feeling even more daring? Once you get there, proceed to the Throat of the World, the highest mountain in Skyrim and follow it all the way to the top. If you can.</div>
<div></div>
<div>3. Track down all 13 Guardian Stones. One of the most exciting things about Skyrim is that it doesn&#8217;t try to shoehorn you into a certain character class. You don&#8217;t need to decide to be a warrior, a wizard, or a thief; your actions will determine the way you progress in the game. But this doesn&#8217;t mean you can&#8217;t get some help along the way. Within your first minutes of playing Skyrim, you&#8217;ll notice three Guardian Stones: ancient artifacts that supercharge your ability to learn certain kinds of skills.  But there are 10 other stones scattered around Skyrim that grant additional powers, such as more rapid restoration of your Magicka when you&#8217;ve drained it casting too many spells or a drastically increased carrying capacity.  You can only have the benefits from one Guardian Stone active at a time, but if you know where all the stones are, you&#8217;ll be guaranteed to have the proper enhancement whenever you need it. So start searching!</div>
<div></div>
<div>4. Join a union. As mentioned, you don&#8217;t need to follow the traditional RPG rulebook when it comes to character creation if you don&#8217;t want to. But you&#8217;ll be missing out on large, fascinating sections of the game if you stay a completely independent agent all the time. Sure, you have the option of joining up with either General Tullius&#8217; Imperial Army or the members of the Stormcloak rebellion, and a quick trip to Solitude for the former or Windhelm for the latter will set you on the proper path.  You have other options, too, for connecting with other people in the land who share your professional interests.  Fighter types may want to join the Companions, a loose, leaderless brotherhood of brave souls who live and battle together in Whiterun.  If magic is more your thing, a trip to Winterhold is in order: The college there will help you hone your skills and learn more about the most mystical secrets of the universe.  I&#8217;d love to tell you about the Thieves&#8217; Guild, but of course no such thing exists, as anyone in Riften will be happy to tell you.  If you really want to, uh, make a killing, someone in Rorikstead can get you started on the path to joining the Dark Brotherhood. The Blades, an elite commando-type unit that played a key role in The Elder Scrolls IV: Oblivion, are still around and may be looking for help—ask around in Riverwood for more information.</div>
<div></div>
<div>5. Settle down. Mara, one of the deities worshipped by followers of the Nine Divines, is the Goddess of Love, and she may be able to work her magic on you. While on your travels, you may come across the Amulet of Mara.  If you do, put it on:  You&#8217;ll encounter new dialogue choices with certain NPCs that allow you to fall in love with and propose to them.  The game&#8217;s developers announced recently that both opposite- and same-sex marriages are fair game, so if there&#8217;s someone you take a shine to, it&#8217;s worth a shot to ask.  Marrying someone in Skyrim may not be without its consequences, but this is a big world and who wants to go through it alone? While you&#8217;re at it, consider buying a house. They&#8217;re not cheap (though at least you don&#8217;t have to contend with credit default swaps), but having a place to hang your helmet, store the hundreds of items you acquire, and sleep whenever you need or want to is a big plus.</div>
<div>6. Indulge yourself. Some cities, like New York, Las Vegas, and Paris have well-deserved reputations for the culinary and alcoholic delights they offer those willing to seek them out.  Okay, there&#8217;s probably no chance that Skyrim will ever join that vaunted list, but you&#8217;ll find hundreds of things you can eat and drink scattered throughout the realm.  Develop your cooking chops and you may even be able to craft some clever concoctions yourself.  Feel free to taste test wherever you can and experiment—very little you find will kill you (at least right away)—but do try to practice a <em>little</em> self-control.  Enter a drinking contest, for example, and if you get too excited, you may black out and have no memory of the terrible things you did the night before.  Your next quest may be piecing together what you did in the time you&#8217;d rather forget!</div>
<div></div>
<div>7. See where the road takes you. We could spend all day listing things you experience in Skyrim, but the real fun of the game is unlocking new ones yourself.  Not sure how to find them?  Just start walking and you&#8217;ll eventually stumble on something.  Traveling Khajiit merchants selling moon sugar.  Trios of men joining for an impromptu mead tasting.  Members of the Imperial Army dragging along a dissident for&#8230; well, who knows.  A town full of vampires.  A city carved entirely into the side of a mountain.  Follow the road from town to town, seeing what awaits you, or make a beeline through the wilderness (though, in that case, you really should keep a weapon handy).  Whatever you choose, one thing&#8217;s for sure:  This is a game in which anything can happen.  So let it.  You&#8217;ll discover that in The Elder Scrolls V: Skyrim, the sky really is the limit.</div>
<p>&nbsp;</p>
<p><strong><strong><br />
</strong></p>
<p>&nbsp;</p>
<p></strong></p>
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		<title>Take a Good Hard Look at Planetside 2</title>
		<link>http://gamesbloggspot.com/2011/08/28/take-a-good-hard-look-at-planetside-2/</link>
		<comments>http://gamesbloggspot.com/2011/08/28/take-a-good-hard-look-at-planetside-2/#comments</comments>
		<pubDate>Sun, 28 Aug 2011 05:00:05 +0000</pubDate>
		<dc:creator>gameblog</dc:creator>
				<category><![CDATA[Arts]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Developer]]></category>
		<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://gamesbloggspot.com/?p=5</guid>
		<description><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2011/08/postimg.jpgThe countdown has ended and Sony Online Entertainment has pulled back the curtain on Planetside 2, the sequel to the ambitious 2003 massively multiplayer online first-person shooter.The countdown has ended and Sony Online Entertainment has pulled back the curtain on Planetside 2, the sequel to the ambitious 2003 massively multiplayer online first-person shooter.The countdown has ended and Sony Online [...]]]></description>
			<content:encoded><![CDATA[http://gamesbloggspot.com/wp-content/uploads/2011/08/postimg.jpg<p>The countdown has ended and Sony Online Entertainment has pulled back the curtain on Planetside 2, the sequel to the ambitious 2003 massively multiplayer online first-person shooter.The countdown has ended and Sony Online Entertainment has pulled back the curtain on Planetside 2, the sequel to the ambitious 2003 massively multiplayer online first-person shooter.The countdown has ended and Sony Online Entertainment has pulled back the curtain on Planetside 2, the sequel to the ambitious 2003 massively multiplayer online first-person shooter.</p>
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		<title>Hello world!</title>
		<link>http://gamesbloggspot.com/2011/07/03/hello-world/</link>
		<comments>http://gamesbloggspot.com/2011/07/03/hello-world/#comments</comments>
		<pubDate>Sun, 03 Jul 2011 05:38:27 +0000</pubDate>
		<dc:creator>gameblog</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.gamesbloggspot.com/?p=1</guid>
		<description><![CDATA[Welcome to WordPress. This is your first post. Edit or delete it, then start blogging!]]></description>
			<content:encoded><![CDATA[<p>Welcome to WordPress. This is your first post. Edit or delete it, then start blogging!</p>
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