Hi Everyone,
I would like to introduce our Company to the Gideros Community.
Twelve Games is a Console, Computer and Mobile Games Development studio founded in 2003 by an Industry Veteran, Giuseppe Crugliano, in few years became one of the leading Company in the video game scene. During this years of exciting activities the company produced a series of titles across a wide range of SKU’s such Nintendo Wii, Nintendo DS, Playstation 2, Playstation Portable (PSP), PC, Mobile Devices and for the most important online portals, serving big Fortune 100′s Companies and brands such Orbit and Vodafone. CID The Dummy and Martial Arts: Capoeira represents the latest titles developed by Twelve and distributed World Wide trough Retail partners such Just A Game GmbH, O-Games, Playten, CDProjekt, Logrus as well as Digital Download Portals like Steam, RealNetworks, Gamestreamer, Stardock just to mention a few. The studio recently specialized into Motion Sensing game development, partnering with companies such PrimeSense, Softkinetic that provides Motion Sensing Solutions and Devices for the Computer Market and vendors like Asus, Acer and all the leading HW Manufacturers around the globe. Twelve’s current and past team members has worked for numerous success companies like EA, Monumental, Sony London Studios, Codemasters, Thq bringing new know how to the development processes, tool creation and adoption of new technologies. Twelve is also experienced in using game engines such Cryengine 3, Unreal Engine 3, Unity, Vicious Engine, Virtools as well as iOS and Android tools like Gideros, iStencyl for fast and reduced budget development projects. The team is also capable of handling outsourcing tasks of 3D Modeling, Animation, Sound Design as well as Concept Creation and Game Design. The Studio has recently secured a number of important AAA Licenses such Tarzan and Robby Naish as well as some yet to be announced ones.
We are now using Gideros for our first iOS and Android release: Crash Dummy a Puzzle-Action-Platformer now in Beta Stage of Development.
Using Gideros and our Level Editor Tool we got an incredible efficient work Pipeline to create such kind of Games.
Comments
Your company has really exciting game development history. I'm glad you've decided to use Gideros for your first iOS and Android title.
best
Welcome here Giuseppe!
I'm sure your new game will be awesome!!!
Ciao. Gianluca.
www.tntengine.com
@Atilim I will share more info privately
@Greg Sei Italiano?
@ar2rsawseen Well they are all different tools. We also have an History of Internal tools Development, in fact for Gideros we made a Level Editor for our current game.
[italian mode ON]
si lo sono !
abito a l'Aquila (Abruzzo) per la precisione.!
tu di dove sei (ti posso dare del tu?)
[italian mode OFF]
www.tntengine.com
http://www.nightspade.com
Definitely interested and curious to see how a studio with an history and resources leverages a framework like Gideros.
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
I think if a bigger company has a nice talent pool, it makes sense that they would choose a framework like this. Imagine, they come up with an idea, there are artists, programmers and music composers on site and within a day or two have a nice prototype and don't have the long term costs with just trying to put something playable up.
I am a one man show but I have experience in sound engineering (worked with various studios over the years, I'm also a studio musician), artwork. I design datacenter arch by day, and code at night working on my game. I find Gideros pretty slick so far, i'm just not used to it
Awesome to see larger studios working with the product.
ng
Three things to note,
1. The language is Lua which should be more or less similar
2. The syntax / API is more ActionScript oriented than C*SDK claim theirs is to AS3
3. If you want to transition slowly to Gideros and are still used to the C*SDK code, then I suggest that you have a look at the Compatibility layer, http://www.giderosmobile.com/forum/discussion/946/compatibility-library-for-csdk this give you a wrapper over Gideros that allows you to use Gideros like C*SDK (for most of the display related functions)
The most awesome thing is the Gideros Player, set the IP Address and hit run, you can simulate the app over the internet across countries and on the device than a simulator. So while you or your client/or yourself plays with the app, tilting, shaking or whatever, you can see the output in the console window, you do not have to assume that the accelerometer would work ina particular way, you can get live feedback. No need to wonder if the speeds would be different (after having tested on the simulator) you could actually test on a device and know how it would perform.
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps