An interview done at GDC 2012 about using social games to promote the social good of being an organ donor…

You can download the podcast here…
http://www.chromacoders.org/drtransplant-podcast.mp3

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Designing a Social Game That Does Social Good

Posted by chromacoders on Sunday Jul 10, 2011 Under Game Development Interviews, Social Games

Chris talks about the design behind Ecotopia and the opportunities for social games that do social good

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http://www.chromacoders.org/talkie-podcast.mp3

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Greg Talks About Taking a Popular Japanese Mobile App And Putting It on Facebook

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http://www.chromacoders.org/deko-deko-podcast.mp3

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You can download the podcast here…
http://www.chromacoders.org/gdco-6-waves.mp3

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Michael, from Social Gold, talks about using virtual currency to monetize your online and mobile games

You can download the podcast here…
http://www.chromacoders.org/cc-social-gold.mp3

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Playdom Producer Talks About Future Opportunities In Social Games

Posted by chromacoders on Tuesday Nov 2, 2010 Under Social Games

Adriano, game producer from Playdom, talks about Social Games

You can download the podcast here…
http://www.chromacoders.org/cc-playdom.mp3

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Oceanopolis: Using Games To Promote Recycling

Posted by chromacoders on Wednesday Oct 27, 2010 Under Game Design, Social Games

Jeff, Creative Director of Greenopolis, discusses their new game – Oceanopolis

You can download the podcast here…
http://www.chromacoders.org/cc-oceanopolis.mp3

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Milton, founder of a stealth game startup, discusses new opportunities in Social Games

You can download the podcast here…
http://www.chromacoders.org/cc-milton.mp3

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Davin, VP of Social Games for the Game Show Network, talks about the opportunities of skill-based games

You can download the podcast here…
http://www.chromacoders.org/cc-gsn.mp3

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Social Game Flash Engine: Adding in a special IsoItem

Posted by chromacoders on Tuesday Jun 22, 2010 Under Game Design, Social Games

Special items such as animals are handled in a particular way. Animals in the game follow the same standard of set up that normal items do, however in order to control the seperate animation behaviour they were given a slightly extended set up. First of all our animal must exist on one frame and be given the instance name “animal” as shown:

As you can see, the elephant is a 2×2 IsoItem, and is positioned exactly the same way an item is. Now, if we dive into our “animal” movieclip and see how the animation is set up on the timeline:

We can see the three main frame labels we’re looking to have, “standing”, “moving” and “eating”. These three frame labels will get called at the appropriate time for the animal. The rest of the process is exactly the same as adding an item, except that it should be placed in the storeanimals.xml file.

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