I’m very excited to announce the launch of the “Fiat Games Arcade.” This is a feature that we have had planned for quite some time, but has constantly gotten pushed to the back-burner due to our fast paced production cycles.
By now, I’m sure you’ve noticed the “More Games” buttons in our games. So far, we have placed one on the main menu of every title in our “Game a Week” series. Previously, it simply re-directed you to the Fiat Games Blog. This was a decent short-term solution, but it was in desperate need of an upgrade.
Gridlock was the first title in our “Game a Week” series. It was originally released on January 6th, 2014. This game will always hold a special place in my heart, because it was the first HTML5 game that I ever created.
As we mentioned in our February Reflection, we’re going back and updating some of our January games to reflect our new quality standards. I’m very proud to announce the new version of this game in particular. It turned out better than I ever dreamed that it would!
Fiat Games is very proud to announce the second game in our Premium series: Swashbuckler’s Hoard HD.
“Yarr! Sail ye ships and plunder ye gold in this challenging memory puzzle! Have ye the wits to avoid the dread pirate’s mines and sail away to another adventure? We shall see me hearties!”
Fiat Games is very proud to announce the first game in our Premium series: Scramblur HD.
“Defeat the plans of the diabolical Doctor Argle! Can you unscramble the scramble? Test your reading and vocabulary skills in timed and puzzle challenges to claim the title of word champion!”
It has become a small tradition among independent HTML5 game developers to post monthly income reports discussing their online incomes.
Several developers are able to maintain very comfortable lifestyles, entirely from their online game portfolios. Fiat Games plans to participate in this tradition and post a completely transparent income report and reflection at the end of each month we spend in business.
This is a guest post submitted by Matt Stimson. If you haven’t heard of him yet, I highly recommend checking out his website, Stimpact. He is a first time game developer, who is off to an incredible start. He is participating in the increasingly popular 1GAM (One Game a Month) project, which inspired our own “Game a Week” project.
In the following tutorial, he explains how to implement Google Analytics (GA) into a GameMaker: Studio project file. This allows you to track several very important statistics about your games, such the number of times it has been played, the average session length, or (virtually any) game-specific metric.
Registering for Analytics
You’ll need a Google Apps account to register. Having a Gmail account means you’re already there; simply sign on for the Analytics service.
Setting up your Account
So, you’ve just arrived at the GA dashboard. The first thing to do is set up your website so that it is ready to be tracked. Do this by selecting the ‘Admin’ menu:
Pillar was the second game we released in our “Game a Week” series. It was originally released on January 13th, 2014. It remained our most popular game (and my personal favorite) until Synergy was released in early February.
When Pillar was originally released, we were contracting artwork from various freelancers. Since then, we have entered a close partnership with a professional art studio. Very soon, we’re going to submit our portfolio to publishers in the HTML5 game sponsorship market, but we wanted to go back through our January games and update the graphics beforehand.
So we’ve all been at that point when developing a game. You’ve looked through your code over and over again, everything should work, but for some reason nothing you expect is going on. Now what do you do? You can go through everything you’ve written again, or you can start debugging piece by piece.
Since we develop for HTML5, GameMaker’s lack of debug mode for HTML5 has forced us to learn alternative methods for debugging. Due to how HTML5 handles some things differently than windows, we need to able to see exactly what’s going on. So here I’m going to cover alternative methods for debugging your games.
If you haven’t heard of “Flappy Bird” you’ve probably been living under a rock for the past few months. Flappy Bird was a simple, addictive, and frustrating mobile game created by Dong Nguyen. Flappy Bird was originally released on May 24, 2013 as an iPhone exclusive title. By the end of January, it was the most downloaded game on the Apple App Store.
On January 30, 2014, Dong Nguyen released an Android version of the game on the Google Play Store. For a short period of time, the game was generating over $50,000 a day in ad-revenue.
Flappy Bird was quickly becoming one of the most popular mobile games of all time, and generating a small fortune on the app stores. Despite it’s success, on February 8, 2014 Dong Nguyen removed the game from the Apple App Store and the Google Play Store completely.
Fiat Games is proud to announce the eighth title in our “Game a Week” series.
Jurassic is an addictive mobile side-scrolling game. The player’s goal is to navigate a Pterodactyl, which is constantly flying right, through a series of oncoming obstacles without running into any of them. The bird will flap it’s wings every time you tap the screen, causing it to ascend slightly. If the screen is not tapped, the Pterodactyl will fall due to gravity.