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Monday, March 10, 2008

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StarCraft II: Q&A Round 32, Screenshot Series
6:00 AM | Cord Kruse | Comment on this story

The 32nd Q&A focusing on answers to fan questions about StarCraft II, Blizzard Entertainment's long awaited sequel to the original StarCraft, is now available. This edition of the Q&A, entitled Community ScreenCraft, provides screenshots of the game to illustrate points made in discussions with the community. SC II will introduce new multiplayer action and a continuation of the storyline.

Community ScreenCraft: In addition to our Q&A Map Maker Series, Gameplay Series, Lore Series, we are going to include our Community ScreenCraft Series, featuring screenshots crafted specifically to progress the dialogues and discussions we have currently going on in the community. To start us off, I have taken four screenshots which capture our latest discussions over the past month. Feel free to comment, give feedback, or ask questions in regards to these screenshots. When doing so, it will help to identify the screenshot you are referring to as Screenshot A or Screenshot B and etc.

2. Does the Anti Gravity spell work for your own units? In other words, can you use it to lift up buildings to protect them from an early wave of Zergling? (
Yes, the Anti Gravity ability can be casted on friendly units and buildings. Also, the Anti Gravity ability has been added to the Nullifier, as the ability has proven much more effective in the earlier parts of the game. Nonetheless, this is still being tested and is subject to change.

3. What happens to units who are under a flying building when it falls down? Can you build a building under the building that are flying? and if that is the case, what happens to that building that it is landing on? Get.Yourgun (
This is actually a notable design challenge the development team is currently facing with the Anti Gravity ability. Currently, players are not allowed to build buildings under the floating object. When the object does land, it will land on top of whatever unit is under it. For example, if a Supply Depot is lifted up by Anti Gravity and it lands on a Marine when the ability duration is over, it will indeed land on the Marine (but will not cause damage). The Marine can then move out from under that building in the direction of that players choosing. The details around Anti Gravity are still very much in testing. As this is a new ability, many of the details are not finalized.

Check out the new screenshots and the rest of the Q&A at the link provided below.

StarCraft Forums: SC 2 Q&A Batch 32
StarCraft Forums: Ask Your SC 2 Questions Here
StarCraft Forums: Q&A Archive
Blizzard Entertainment
StarCraft II: Wings Of Liberty
Buy StarCraft II: Wings Of Liberty

iGame Radio Reviews Make Bouncy Bouncy
6:00 AM | Cord Kruse | Comment on this story

Recently on iGame Radio host Omaha Sternberg reviewed ByDesign Gameís spatial strategy title, Make Bouncy Bouncy. The non-viloent casual puzzle title challenges players to complete a variety of three dimensional puzzles. The podcast also features an interview with Jeremy Mayes and Tom Rassweiler of Arkadium, an advergaming company.

Arkadium was one of the first advergaming companies to hit the market in 2001. Based on an economic model of licensing games or customizing their own games, Arkadium announced at the GDC this year that they would be expanding their library of 200 plus games to over 1000 within the year. Omaha talked with Jeremy Mayes, Director of Game Production, and Tom Rastweiler, Manager of Game Development at Arkadium about what that means for Arkadiumís future, advergaming becoming more mainstream, and the impact on Arkadiumís commercial site Great Day Games.

Plus, a review of 3D spatial strategy game Make Bouncy Bouncy. Developed by ByDesign Games, Make Bouncy Bouncy is an unusual game that combines excellent graphics with nonviolent strategic gameplay for fun whenever you need it. Omaha discusses the gameplay and gives tips and tricks for play.

Omaha will also offer Mac gaming news, commentary, and a selection of music from popular Mac games.
The episodes are available as a basic or enhanced podcast or streaming MP3 on, where listeners will also find archives of past broadcasts. Follow the link below for more information.

iGame Radio

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5.56mm Full Metal Jacket 0.95 Released
6:00 AM | Cord Kruse | 1 comment

Version 0.95 of 5.56mm Full Metal Jacket was recently released. The Doom 3 mod offers a tactical gameplay experience with two teams battling for supremacy. It features a variety of weapons including the Glock 17 pistol, Benelli M3 shotgun, and the ubiquitous AK-47 assault rifle.

5.56mm Full Metal Jacket is a Doom 3 multiplayer total conversion which takes place in fictive environments all over the world in the year 2020 where the 2 remaining superpowers (West and East) send their best men to outplay the enemy and be first to dominate the area of operation. The special forces teams consisting of battlefront experienced marines, skilled engineers and expert scientists fight it out on a great variation of different maps which range from huge deserted outdoor complexes to the narrow spaced metallic stations of the 22nd century (time travel).

FMJ is one of the very few multiplayer online shooters that provides absolute precise damage and ballistics calculations. Every bullet fired in FMJ is actually rendered as a single 3d bullet object that travels through the virtual space being affected by physical parameters such as gravity. Furthermore FMJ makes use of Doom3's introduced per-poly-hit-detection-system which is superior in any thinkable way compared to the system used in common 3d shooters (hitboxes). FMJ makes use of the "unified light and shadowing" concept to the fullest and renounces faking or skipping features.
Full Metal Jacket requires version 1.31 of Doom 3. For download links and more information about the mod click over to the sites below.

5.56 Full Metal Jacket
5.56 FMJ Download Links

Cocoa Touch Games Site Launches
6:00 AM | Cord Kruse | Comment on this story

David Janik-Jones, co-founder of Widget Monkeys and founder of Widget Monkey Games, has launched a new website for Cocoa Touch Games - a group focused on creating games for the iPhone and iPod Touch.

Cocoa Touch Games will create fun, simple, joyful games that will sell for $1.99 each on Apple's upcoming App Store and iTunes starting in the summer of 2008.†Our goal is to create fun, simple, joyful casual games for the iPhone and iPod Touch that kids and adults will be able to pick up and play immediately, and have the same simplicity and charm as our highly popular Widget Monkey widgets that have been downloaded more than 750,000 times.†

The inspiration for our game designs is the elegance and power of Apple's touch-enabled hardware combined with well-crafted and delightfully simple gameplay and stories. Each game will be created by a two- or three-person team of programmers and artists, and will be sold through the App Store and iTunes beginning in the summer of 2008 for only $1.99 each.†

The first four titles†under†development are Bug Bounce, CocoaBot, Cocoa Marbles and Flick Car. Brief overviews of the games and concept-art screenshots are available on the†Cocoa Touch Games website.

Developers who know Xcode and Cocoa/Objective-C programming with good OpenGL and OpenAL knowledge are encouraged to contact us to partner in the development of our current and future titles.
Head over to the site below for more information.

Cocoa Touch Games
Widget Monkey Games
Widget Monkeys

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Game Developers Respond To iPhone SDK Release
6:00 AM | Cord Kruse | 5 comments

Macworld recently published a new article on developer response to Apple's unveiling of an iPhone Software Development Kit. The article includes comments from Aspyr's Glenda Adams, Pangea's Brian Greenstone, and Freeverse's Bruce Morrison.

The iPhone SDK introduction has revitalized Greenstone's interest in developing for Apple platforms. He said he'd put new Mac game development on the back burner for the past couple of years, partly because of what he perceived to be a lack of interest or support from Apple itself for original game developers.

"This is the best thing I've seen Apple do in recent history," said Greenstone. "I'm elated that they're actually doing it right."

Greenstone anticipates that developing for the iPhone should be a pretty smooth transition for developers already experienced with creating products for Mac OS X, which will give him and other Mac game developers a leg up on the competition.

"The SDK has most of the basic functionality that programming in Mac OS X does," he said.
Read the rest of the article at the link below.

Macworld: Game Developers Bullish On iPhone

Mac Games News for Friday, March 7, 2008

Alien Arena 2008 Coming Soon To Macs6:00 AM
Custer Celebrates Croft6:00 AM
Dominions 3: The Awakening Updated6:00 AM
Geneforge 5 Development Update6:00 AM
Harvest: Massive Encounter Released6:00 AM
Rainbow Web 2 Available For Mac OS X6:00 AM
View all of the Mac games news for Friday, March 7, 2008 on one page

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