Here at Fiat Games, all of our games are created using the powerful video game development tool, Game Maker: Studio.
GameMaker: Studio caters to entry-level novices and seasoned game development professionals equally, allowing them to create cross-platform games in record time and at a fraction of the cost!
If you have ever been interested in creating your own video games, but didn’t know where to start, I highly recommend checking out Game Maker: Studio. You can download a free version from their website, and get started right away.
There are a lot of misconceptions surrounding commercial video game development. Here are a few of the most common ones:
- Most video games take years to develop.
- I don’t know how to program, and don’t have time to learn.
- It costs a lot of money to create video games.
This used to be the case, but video game development has changed drastically in the past few years, and it’s more beginner-friendly than ever.
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!”
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.