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	<title>GameMaker Blog</title>
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	<link>http://gamemakerblog.com</link>
	<description>Gamemaker news, comment, discussion, opinion and community news</description>
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		<title>Mid-week Community Links</title>
		<link>http://gamemakerblog.com/2010/03/16/mid-week-community-links-11/</link>
		<comments>http://gamemakerblog.com/2010/03/16/mid-week-community-links-11/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 08:42:05 +0000</pubDate>
		<dc:creator>Philip Gamble</dc:creator>
				<category><![CDATA[Mid-week links]]></category>

		<guid isPermaLink="false">http://gamemakerblog.com/?p=4209</guid>
		<description><![CDATA[I&#8217;ve noticed that in recent weeks the mid-week links have been getting less Game Maker related and more general with regards to indie games/game promotion.

Cracked have posted a list of 5 Creepy Ways Video Games Are Trying to Get You Addicted.  I don&#8217;t particularly think these are creepy or rocket-science but the article makes [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve noticed that in recent weeks the mid-week links have been getting less Game Maker related and more general with regards to indie games/game promotion.</p>
<ul>
<li>Cracked have posted a list of <a href="http://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.html">5 Creepy Ways Video Games Are Trying to Get You Addicted</a>.  I don&#8217;t particularly think these are creepy or rocket-science but the article makes a few good points about virtual game items and rewarding your players to keep their interest in your game.</li>
</ul>
<ul>
<li>Kotaku have <a href="http://kotaku.com/5428141/word-of-mouth-sells-the-most-video-games">presented</a> a ridiculously not-to-scale graph of the different ways gamers use to decide whether to purchase a particular title.  This sentence sums it up nicely:  &#8221;You don&#8217;t have to influence everyone &#8211; just the ones who influence everyone else&#8221;.</li>
</ul>
<ul>
<li>11 months after their last post GMNews have inexplicably returned with <a href="http://gmnews.wordpress.com/2010/03/01/gmpphysics-and-gm7/">a post</a> about the GMPhysics DLL which, like the site, has not been maintained for a long time.</li>
</ul>
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		<title>Cactus&#8217; Tuning wins $2,500 Nuovo Award at IGF</title>
		<link>http://gamemakerblog.com/2010/03/12/cactus-tuning-wins-2500-nuovo-award-at-igf/</link>
		<comments>http://gamemakerblog.com/2010/03/12/cactus-tuning-wins-2500-nuovo-award-at-igf/#comments</comments>
		<pubDate>Fri, 12 Mar 2010 09:10:39 +0000</pubDate>
		<dc:creator>Philip Gamble</dc:creator>
				<category><![CDATA[Competition]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://gamemakerblog.com/?p=4199</guid>
		<description><![CDATA[&#8220;Noted independent developer Cactus [Jonatan Söderström] received the inaugural Nuovo Award for his abstract visual puzzle game, Tuning. The Nuovo Award honors &#8220;abstract, shortform, and unconventional game development which advances the medium and the way we think about games.&#8221;
The Nuovo Award was judged by a separate, smaller juried panel of notable game and art world [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p><img class="alignright size-full wp-image-4200" title="IGF Nuovo Award" src="http://gamemakerblog.com/wp-content/uploads/2010/03/igf-nuovo-award.jpg" alt="" width="200" height="200" /><img class="alignright size-full wp-image-4201" title="Jonatan-Soderstrom-Cactus" src="http://gamemakerblog.com/wp-content/uploads/2010/03/Jonatan-Soderstrom-Cactus.jpg" alt="" width="130" height="200" />&#8220;Noted independent developer Cactus [Jonatan Söderström] received the inaugural Nuovo Award for his abstract visual puzzle game, <a href="http://gamemakerblog.com/2010/01/03/2-game-maker-games-to-watch-out-for-in-2010/">Tuning</a>. The Nuovo Award honors &#8220;abstract, shortform, and unconventional game development which advances the medium and the way we think about games.&#8221;</p>
<p>The Nuovo Award was judged by a separate, smaller juried panel of notable game and art world figures, including previous IGF Innovation/Nuovo Award winner Jason Rohrer (Passage), Area/Code&#8217;s Frank Lantz, N+ co-creator Mare Sheppard, EA division head and art-game creator Rod Humble, and more.&#8221;</p>
<p><a href="http://www.igf.com/2010/03/gdc_monaco_takes_grand_prize_a.html#more"><strong>via IGF.com</strong></a></p></blockquote>
<p><span id="more-4199"></span></p>
<blockquote><p>&#8220;I&#8217;m not gonna take up time with ranting,&#8221; Cactus said. &#8220;I&#8217;m just gonna start the party tonight.&#8221; Soderstrom played a somewhat surreal music video, and left the stage without another word.</p>
<p>Once a healthy section of the audience started clapping to the beat, session organizer Phil Fish stepped up to the mic and said, &#8220;Hey, to everyone sleeping out there &#8212; dance party.&#8221;</p>
<p>Nobody started dancing, sadly.</p>
<p><strong><a href="http://www.destructoid.com/gdc-10-the-indie-game-maker-rant-166511.phtml">via Destructoid</a></strong></p></blockquote>
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		<slash:comments>6</slash:comments>
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		<item>
		<title>Game trailer tips, Rotten Tater and Interesting views demonstration</title>
		<link>http://gamemakerblog.com/2010/03/11/game-trailer-tips-rotten-tater-and-interesting-views-demonstration/</link>
		<comments>http://gamemakerblog.com/2010/03/11/game-trailer-tips-rotten-tater-and-interesting-views-demonstration/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 14:53:09 +0000</pubDate>
		<dc:creator>Philip Gamble</dc:creator>
				<category><![CDATA[Mid-week links]]></category>

		<guid isPermaLink="false">http://gamemakerblog.com/?p=4113</guid>
		<description><![CDATA[
FBIndie have posted an 8-tip guide to creating a video trailer for your game that will get it noticed.  Included in the post are some examples of trailers that make use of the listed features.


Ted Lauterbach has redesigned his RottenTater.com website and it is looking very pretty.  Ted has designed games such as [...]]]></description>
			<content:encoded><![CDATA[<ul>
<li>FBIndie have posted an 8-tip guide to <a href="http://fbindie.posterous.com/the-art-of-the-trailer-8-top-tips-for-creatin">creating a video trailer for your game</a> that will get it noticed.  Included in the post are some examples of trailers that make use of the listed features.</li>
</ul>
<ul>
<li>Ted Lauterbach has redesigned his <a href="http://www.rottentater.com/">RottenTater.com</a> website and it is looking very pretty.  Ted has designed games such as <a href="http://gamemakerblog.com/2009/12/02/game-review-fetus/">Fetus</a>, <a href="http://gamejolt.com/freeware/games/shooter/vatn-squid/1672/">Vatn Squid</a> and <a href="http://gamemakerblog.com/2010/01/26/game-maker-entries-in-gamejolt-contest/">Super Space Rogues</a>.</li>
</ul>
<ul>
<li>I came across <a href="http://blog.kennysapps.com/2009/08/game-maker-scripting-challenge.html">a rather nice video</a> introducing the concept of views in Game Maker.  I do question the need for them in the example application nevertheless I thought the demonstration using printouts of a Game Maker room was a clever idea.</li>
</ul>
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		<title>YoYo&#8217;s new CTO is former DMA employee Russell Kay</title>
		<link>http://gamemakerblog.com/2010/03/10/yoyos-new-cto-is-former-dma-employee-russell-kay/</link>
		<comments>http://gamemakerblog.com/2010/03/10/yoyos-new-cto-is-former-dma-employee-russell-kay/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 17:57:07 +0000</pubDate>
		<dc:creator>Philip Gamble</dc:creator>
				<category><![CDATA[YoYoGames]]></category>

		<guid isPermaLink="false">http://gamemakerblog.com/?p=4185</guid>
		<description><![CDATA[YoYo Games have revealed the identity of their new Chief Technology Officer as former DMA employee and programmer of the original PC lemmings game Russell Kay.
By sheer coincidence I was reading about the history of Lemmings just a few days ago (is a good read).  Russell was responsible for the game concept and name [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-4186" title="Russell Kay - YoYo Games CTO" src="http://gamemakerblog.com/wp-content/uploads/2010/03/russell-kay-yoyo-games-cto.jpg" alt="" width="80" height="80" />YoYo Games have <a href="http://glog.yoyogames.com/?p=762">revealed</a> the identity of their new Chief Technology Officer as former <a href="http://uk.games.ign.com/objects/025/025635.html">DMA</a> employee and programmer of the original PC lemmings game Russell Kay.</p>
<p>By sheer coincidence I was reading about the <a href="http://www.javalemmings.com/DMA/Lem_1.htm">history of Lemmings</a> just a few days ago (is a good read).  Russell was responsible for the game concept and name of the iconic game which was ported to many platforms and is estimated to have sold over 15 million copies.</p>
<p>DMA (which since a takeover is now known as as Rockstar North) will perhaps be better known to younger readers as the creators of the Grand Theft Auto franchise.  Russell went on to found <a href="http://uk.games.ign.com/objects/025/025581.html">Visual Science Ltd</a> who were responsible for the PlayStation version of the game.</p>
<p>If you are interested here is an <a href="http://www.acm.org/crossroads/xrds13-2/russelkay.html">interview with Russell Kay</a> albeit a few years old.  I think this development is the most exciting to happen at YoYo Games for a long time &#8211; possibly ever &#8211; as it demonstrates that they are serious about substantially developing the Game Maker brand.</p>
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		<title>First video of Game Maker for PSP</title>
		<link>http://gamemakerblog.com/2010/03/10/first-video-of-game-maker-for-psp/</link>
		<comments>http://gamemakerblog.com/2010/03/10/first-video-of-game-maker-for-psp/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 09:10:19 +0000</pubDate>
		<dc:creator>Philip Gamble</dc:creator>
				<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://gamemakerblog.com/?p=4177</guid>
		<description><![CDATA[Below is a video demonstrating Game Maker for PSP running a none-modified version of Chad Chisholm&#8217;s Skydiver.
There game is in a playable state but there are some problems with speed, a few graphical glitches and background music has not yet been implemented.

]]></description>
			<content:encoded><![CDATA[<p>Below is a video demonstrating Game Maker for PSP running a none-modified version of <em>Chad Chisholm&#8217;s</em> <a href="http://www.yoyogames.com/games/16966-skydiver-mach-ii">Skydiver</a>.</p>
<p>There game is in a playable state but there are some problems with speed, a few graphical glitches and background music has not yet been implemented.</p>
<p><object width="600" height="481"><param name="movie" value="http://www.youtube.com/v/cmAA6FJkVgQ&#038;hl=en_GB&#038;fs=1&#038;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/cmAA6FJkVgQ&#038;hl=en_GB&#038;fs=1&#038;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="505"></embed></object></p>
]]></content:encoded>
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		<slash:comments>27</slash:comments>
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		<title>YoYo Hire CTO, Downtime Explanation, YYG Announcement Expected Tomorrow</title>
		<link>http://gamemakerblog.com/2010/03/09/yoyo-games-announcement-expected-tomorrow/</link>
		<comments>http://gamemakerblog.com/2010/03/09/yoyo-games-announcement-expected-tomorrow/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 17:03:58 +0000</pubDate>
		<dc:creator>Philip Gamble</dc:creator>
				<category><![CDATA[YoYoGames]]></category>

		<guid isPermaLink="false">http://gamemakerblog.com/?p=4170</guid>
		<description><![CDATA[
YoYo Games have hired a Chief Technical Officer in Dundee and will be making an announcement &#8220;indirectly&#8221; related to Game Maker for PSP tomorrow.
Yesterday&#8217;s downtime which affected all YoYo Games services including the Game Maker Community was caused by &#8220;simple maintenance&#8221; which went wrong following a firewall conflict.  Around 30 minutes of downtime was [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-2488" title="YoYo Games Dundee, Scotland" src="http://gamemakerblog.com/wp-content/uploads/2009/08/yyg-dundee-harbour.jpg" alt="" width="600" height="188" /></p>
<p>YoYo Games have hired a Chief Technical Officer in Dundee and will be making an announcement &#8220;indirectly&#8221; related to <a href="http://gamemakerblog.com/2010/01/13/game-maker-on-handheld-devices-update/">Game Maker for PSP</a> tomorrow.</p>
<p>Yesterday&#8217;s downtime which affected all YoYo Games services including the Game Maker Community was caused by &#8220;simple maintenance&#8221; which went wrong following a firewall conflict.  Around 30 minutes of downtime was followed by a period where games on the main YoYo Games were without screenshots.</p>
<p><span style="font-size: x-small;">Photo credit: </span><a href="http://www.flickr.com/photos/macieklew/335404725/"><span style="font-size: x-small;">Dundee</span></a><span style="font-size: x-small;"> by Flickr user </span><em><span style="font-size: x-small;">macieklew</span></em><span style="font-size: x-small;">, released under Creative Commons </span><a href="http://creativecommons.org/licenses/by-sa/2.0/deed.en_GB"><span style="font-size: x-small;">Attribution-Share Alike 2.0 Generic license</span></a><span style="font-size: x-small;">.</span></p>
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		<slash:comments>4</slash:comments>
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		<title>&#8220;Linked&#8221; Online Game Maker Highscores</title>
		<link>http://gamemakerblog.com/2010/03/08/linked-online-game-maker-highscores/</link>
		<comments>http://gamemakerblog.com/2010/03/08/linked-online-game-maker-highscores/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 17:30:40 +0000</pubDate>
		<dc:creator>Philip Gamble</dc:creator>
				<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://gamemakerblog.com/?p=4162</guid>
		<description><![CDATA[A new online highscores system for Game Maker has been launched.
Linked which is part of the UpUrLoad file hosting website utilises 39dll to make it easy to maintain a global highscores table.
Created tables can be viewed directly within your game (there is no need to launch a browser window when sending or retrieving scores). Scores are sent [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-4161" title="Linked:  Online Game Maker Highscores system" src="http://gamemakerblog.com/wp-content/uploads/2010/03/linked-online-game-maker-highscores-2.png" alt="" width="250" height="83" />A new online highscores system for Game Maker has been launched.</p>
<p><em><a href="http://linked.upurload.com/">Linked</a></em> which is part of the <a href="http://UpUrLoad.com">UpUrLoad</a> file hosting website utilises 39dll to make it easy to maintain a global highscores table.</p>
<p>Created tables can be viewed directly within your game (there is no need to launch a browser window when sending or retrieving scores). Scores are sent as encrypted md5 strings which include a secret key visible only in the creator&#8217;s <em>Linked </em>account.  There are versions available for Game Maker 6-8.</p>
<p>This is probably the easiest to use online highscore solution for Game Maker games that I have seen.</p>
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		<slash:comments>3</slash:comments>
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		<title>The Issues behind &#8220;Community Game Projects&#8221;</title>
		<link>http://gamemakerblog.com/2010/03/06/the-issues-behind-community-game-projects/</link>
		<comments>http://gamemakerblog.com/2010/03/06/the-issues-behind-community-game-projects/#comments</comments>
		<pubDate>Sat, 06 Mar 2010 22:49:17 +0000</pubDate>
		<dc:creator>Caniac</dc:creator>
				<category><![CDATA[Comment]]></category>

		<guid isPermaLink="false">http://gamemakerblog.com/?p=4134</guid>
		<description><![CDATA[Across several Game Maker forums we have seen the creation of  &#8221;Community Game&#8221; projects. The most widely-participated in of these by far has been the &#8220;GMCG&#8220;, started by grimmjow. Other smaller-scale projects include NOD&#8217;s still unnamed Game Project, NODs first game project which died and 64 Digits&#8217; (now dead) game.
 Although the idea is plausible [...]]]></description>
			<content:encoded><![CDATA[<p><img style="float: right;" src="http://img186.imageshack.us/img186/5870/gmcglogo2.png" alt="GMCG Unofficial Logo" width="100" height="100" />Across several Game Maker forums we have seen the creation of  &#8221;Community Game&#8221; projects. The most widely-participated in of these by far has been the &#8220;<a href="http://gmc.yoyogames.com/index.php?showforum=54">GMCG</a>&#8220;, started by <a href="http://gmc.yoyogames.com/index.php?showuser=109756">grimmjow</a>. Other smaller-scale projects include <a href="http://nationofdesign.7forum.info/">NOD</a>&#8217;s still <a href="http://nationofdesign.7forum.info/game-project-c5/">unnamed Game Project</a>, NODs first game project which died and <a href="http://64digits.com/">64 Digits&#8217;</a> (now dead) <a href="http://64digits.com/forums/index.php?forum=16">game</a>.</p>
<p><img class="alignleft" style="margin: 5px;" src="http://img27.imageshack.us/img27/3200/64d.png" alt="64 Digits Logo" width="65" height="38" /> Although the idea is plausible and there are always lots of volunteers in the beginning the initial thrill wears off in just a few short weeks.  If a strong group is not built up by then the projects slowly deteriorate until it is just a small group of elite leaders that are talking to the wall. Here is a look at just a few of the many problems that plague these so called &#8220;Community Games&#8221;.</p>
<p><strong>1. Lack of proper leadership</strong><br />
Although from the outside it just looks like the position with all the glory and the honor (and the mod powers!), the leadership position plays a very critical role in the overall out come of the game. Too often the leaders of these projects are relatively inexperienced in creating games, much less leading a group of lots of people. More experienced members who would have the knowledge and technical know-how to run such a project realize all the responsibility involved and generally tend to run in the opposite direction.</p>
<p><span id="more-4134"></span></p>
<p><strong>2. If you want it that way then why not you do it?</strong><br />
A problem I have encountered in many of the games out t<img style="float: right;" src="http://img687.imageshack.us/img687/8985/nodlogo.png" alt="NOD Logo" width="200" height="60" />here is large groups making decisions, that are generally not their business. For example, why should the sprite makers and artists choose what program the sound and music crew must use to make music? It doesn&#8217;t really affect them. The musicians, who are hopefully experienced in their field should be able to make a decision themselves, independently from the rest of the community. Why should the people outside the music department get a say in something that does not affect them, but it will affect the musicians, and possibly make them leave.</p>
<p><strong>3. Activity Levels</strong><br />
The activity and devotion of members in the project is easily one of the top deciding factors in the overall speed of the game. As with most projects (including community games) activity and enthusiasm is always exuberant in the beginning of the game.  Unfortunately after the initial rush activity levels start to diminish. This is partially because people get bored with the game or perhaps just wanted to see how it is progressing without contributing. It could also be because at the beginning of the project, there is not a lot which can be done. Leadership roles are still being established and story lines are being written. The challenge is having something for everyone at all times that people can work on.</p>
<p>Another interesting angle that the GMCG is taking is to name a weekly &#8220;Top Contributer&#8221;. They are also thinking of awarding actual prizes to members as a way of saying thanks as well as an incentive to other members. However, we have yet to see a prize given out. I find this also very true with media groups that try to produce weekly or monthly projects. Viewers like the idea initially, but since they only want to tune in (or read it as the case may be) now and then, the people that run it get discouraged after and give up.</p>
<p><strong>4. Group Decisions</strong><br />
Although some game projects just set up a monarchy and have one person call all the shots, that doesn&#8217;t really hold with the spirit of a community game. Alternatives include having a small group of &#8220;leaders&#8221; that make decisions for members, or having all-out community votes. Unfortunately community votes take lots of time and that can bore members that just want to work on the game. One of the alternatives to having votes or monarchs is to have community discussions or &#8220;meetings&#8221; if you will. The people that are working on the game will all go on a set chat room at a predetermined time and discuss the aspects of the game, as well as the pros and cons of new ideas. One of the downfalls though is that people are spread out over many timezones and have different schedules which makes it hard for everyone to get their fair say.</p>
<p><strong>5. On-Lookers</strong><br />
As with many group events, there are always people that sit on the sideline and watch before they jump in and do it. While having &#8220;contributor of the week&#8221; and giving out cash (or other forms of) prizes are good, that is not always enough to get people to join in. Group leaders need to think of creative ways to get these people &#8220;off the bleachers&#8221; (or computer chairs in this case) and into the project.</p>
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		<title>Some Questions about the YoYo Games Homepage</title>
		<link>http://gamemakerblog.com/2010/03/04/some-questions-about-the-yoyo-games-homepage/</link>
		<comments>http://gamemakerblog.com/2010/03/04/some-questions-about-the-yoyo-games-homepage/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 22:21:23 +0000</pubDate>
		<dc:creator>Philip Gamble</dc:creator>
				<category><![CDATA[Websites]]></category>
		<category><![CDATA[YoYoGames]]></category>

		<guid isPermaLink="false">http://gamemakerblog.com/?p=4119</guid>
		<description><![CDATA[I don&#8217;t think that the potentially lucrative space on the YoYoGames.com homepage is being put to its best use.  There is limited real-estate on the index page of what is a popular gaming site so surely it should be continually updated with fresh new content to entice people to play different games, discover Game Maker [...]]]></description>
			<content:encoded><![CDATA[<p>I don&#8217;t think that the potentially lucrative space on the <a href="http://YoYoGames.com">YoYoGames.com</a> homepage is being put to its best use.  There is limited real-estate on the index page of what is a popular gaming site so surely it should be continually updated with fresh new content to entice people to play different games, discover Game Maker or get involved with the community.</p>
<p><span id="more-4119"></span></p>
<p><img class="aligncenter size-full wp-image-4122" title="YoYo Games Homepage" src="http://gamemakerblog.com/wp-content/uploads/2010/03/yyg-homepage-annotated.png" alt="" width="600" height="442" /></p>
<p>There have been very few changes to the YoYo Games homepage since the launch of the site back in 2007 (see screenshots at the end of post).  First things first &#8211; I am glad to see the cheesy 1990s marquee has gone, but there are still several features that make me ask &#8216;why?&#8217;.</p>
<ol>
<li>Why isn&#8217;t the Game Maker logo on the homepage?  Does the casual site user know what &#8220;GM 8.0&#8243; is and why they should download it?  Sales of Game Maker account for <a href="http://gamemakerblog.com/2009/12/19/yoyo-games-speak-out-about-pirates/">90%</a> of YoYo Games&#8217; revenue and more users will result in more quality games which can be uploaded to the site.</li>
<li>Why is so much space given over to news that is often more than a month old?</li>
<li>Who decided that puzzle and shooter games deserve more attention than platform and arcade games?  Arcade games are both more child-friendly and outnumber the &#8217;shooters&#8217; category both in the number of games on the site and the number of featured games.</li>
<li>Why do the most popular games continue to get so much exposure?  Sure they can be listed somewhere but this space could be better used to highlight more recent creations.  I think this makes the site look stale.</li>
<li>Why do the spotlight games have numbers?  (Just visual).  Also why only 2 lines of descriptive text?  Far more words are given to the blog posts (see 2).</li>
<li>Why is space given to listing a games author rather than a  description or larger screenshot?  Who made a game really won&#8217;t be of interest to the casual browser.</li>
</ol>
<p><strong>YoYoGames.com homepage over time:</strong><br />

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								<img title="30th June 2009" alt="30th June 2009" src="http://gamemakerblog.com/wp-content/gallery/yoyogameshomepage/thumbs/thumbs_yoyo-games-homepage-30-june-2009.png" width="100" height="75" />
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								<img title="9th August 2009" alt="9th August 2009" src="http://gamemakerblog.com/wp-content/gallery/yoyogameshomepage/thumbs/thumbs_yyg-homepage-aug9th2009.png" width="100" height="75" />
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								<img title="9th November 2009" alt="9th November 2009" src="http://gamemakerblog.com/wp-content/gallery/yoyogameshomepage/thumbs/thumbs_yoyo-games-homepage-9-nov-09.png" width="100" height="75" />
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								<img title="4th March 2010" alt="4th March 2010" src="http://gamemakerblog.com/wp-content/gallery/yoyogameshomepage/thumbs/thumbs_full-yyg-homepage-4th-march-2010.png" width="100" height="75" />
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</p>
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		<slash:comments>14</slash:comments>
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		<title>Mid-week Community Links</title>
		<link>http://gamemakerblog.com/2010/03/02/mid-week-community-links-10/</link>
		<comments>http://gamemakerblog.com/2010/03/02/mid-week-community-links-10/#comments</comments>
		<pubDate>Tue, 02 Mar 2010 18:36:51 +0000</pubDate>
		<dc:creator>Philip Gamble</dc:creator>
				<category><![CDATA[Mid-week links]]></category>

		<guid isPermaLink="false">http://gamemakerblog.com/?p=4065</guid>
		<description><![CDATA[
Topic at the GMC asking about the possibility of Game Maker going open source.  The debate seems somehow to have turned into a discussion about the differences (or lack of) between piracy and theft.  With regards to the original question NakedPaulToast puts it best as he so often does &#8211; people simply aren&#8217;t interesting [...]]]></description>
			<content:encoded><![CDATA[<ul>
<li><a href="http://gmc.yoyogames.com/index.php?showtopic=465959">Topic</a> at the GMC asking about the possibility of Game Maker going open source.  The debate seems somehow to have turned into a <a href="http://gmc.yoyogames.com/index.php?s=&amp;showtopic=465959&amp;view=findpost&amp;p=3449894">discussion</a> about the differences (or lack of) between piracy and theft.  With regards to the original question <em>NakedPaulToast</em> <a href="http://gmc.yoyogames.com/index.php?s=&amp;showtopic=465959&amp;view=findpost&amp;p=3449166">puts it best</a> as he so often does &#8211; people simply aren&#8217;t interesting in contributing to an Open Source Game Maker as can be seen by the <a href="http://www.ismavatar.com/lgm/">LateralGM</a> and <a href="http://enigma-dev.org/">Enigma</a> projects.</li>
</ul>
<ul>
<li>Something which will no doubt be reported in many places:  The deadline for people wishing to <a href="http://gamemakerblog.com/2009/12/22/the-game-maker-8-upgrade-process/">upgrade</a> a version of Game Maker 7 purchased in 2009 to version 8 for free is at the <a href="http://glog.yoyogames.com/?p=761">end the month</a>.  Surely anyone who cared about Game Maker would have done this already&#8230;</li>
</ul>
<ul>
<li>A quick <a href="http://maniacdev.com/2010/02/unity-iphone-developer-first-game/">blog post</a> about someone creating their first iPhone game using the Unity 3D game development engine.</li>
</ul>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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