As the big night draws near, more games are revealing their Halloween item sets and CrowdStar's Happy Island is right on time for the costume party. A new set of attractions and decorations have made their way into the game for varying amounts of coins and Facebook Credits. Some of the new attractions--which are in limited supply--collect as many as 2150 coins regularly and some, like "Freddie's House," make obvious nods at the pantheon of slasher films.
Happy Island Halloween Decorations
Almost every one of the new decorations goes for coins, with one exception being the "BOOOOoooo!!!!" item, which asks for a measly 13 Facebook Credits, or $1.30. All in all, these items aren't too hard on the wallet, costing just coins and $6.30 total, and will surely turn your island into the fright fest it deserves to be this season. Come to think of it, some of the items from the Anime Collection might be fitting for your island on Hallow's Eve as well.
What attraction will you be spooking up the place with this season? What other attractions would you have liked to see?
Hiển thị các bài đăng có nhãn crowdstar. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn crowdstar. Hiển thị tất cả bài đăng
Thứ Sáu, 3 tháng 2, 2012
Thứ Bảy, 1 tháng 10, 2011
CrowdStar CEO: We want to create a game that reaches a billion people
The question is, however, can it be done? Speaking at this week's HTML5 Dev Conference in San Francisco, YouWeb chairman and CrowdStar--It Girl, anyone?--CEO Peter Relan (obviously not pictured) said, "We want to create the game that reaches a billion people." VentureBeat reports that the general consensus of the event was that HTML5 is the future of social and mobile gaming.
HTML5 is a web-based coding language that, in theory, will allow game creators to develop a single game that could be played across multiple devices through web browsers without a change in the experience. Currently, however, HTML5 isn't looking so hot as a gaming platform--HTML5 games aren't as sophisticated yet as even FarmVille on iPhone--but it's gaining steam.
"We sense that web 3.0 is here," Relan said during a panel at the conference. "Mobile devices will get to six billion people. They will become pervasive. We greatly overestimate what we can do with a technology in two years, and greatly underestimate what we can do in 10 years." Relan is confident that, from arcade-style games, HTML5 games will evolve into more complex experiences, citing games on the iPhone as an example.
And Relan shares this sentiment with a number of folks in the space. Rovio marketing exec Peter Vesterbacka has already mentioned his company's goals of reaching 1 billion players with the Angry Birds franchise. Even EA CEO John Riccitiello sees his company topping 1 billion players worldwide. And the mighty Zynga, despite being less than bullish on this whole dang-fangled HTML5 thing, is rumored to be working with Facebook on its not-so-secret Project Spartan.
But wait a tick--we're talking 1 billion players of a single game, no? To do that, it's going to take not only the right technology, but a game with enough widespread appeal to hit critical mass. If anything, the number one challenge game creators will face in this effort isn't whether it is possible, but whether they can craft characters that folks of any background can fall in love with.
Do you think any of these companies could create a game that will reach 1 billion players or downloads? What do you think it will take to accomplish such a feat. Sound off in the comments. 1 Comment
HTML5 is a web-based coding language that, in theory, will allow game creators to develop a single game that could be played across multiple devices through web browsers without a change in the experience. Currently, however, HTML5 isn't looking so hot as a gaming platform--HTML5 games aren't as sophisticated yet as even FarmVille on iPhone--but it's gaining steam.
"We sense that web 3.0 is here," Relan said during a panel at the conference. "Mobile devices will get to six billion people. They will become pervasive. We greatly overestimate what we can do with a technology in two years, and greatly underestimate what we can do in 10 years." Relan is confident that, from arcade-style games, HTML5 games will evolve into more complex experiences, citing games on the iPhone as an example.
And Relan shares this sentiment with a number of folks in the space. Rovio marketing exec Peter Vesterbacka has already mentioned his company's goals of reaching 1 billion players with the Angry Birds franchise. Even EA CEO John Riccitiello sees his company topping 1 billion players worldwide. And the mighty Zynga, despite being less than bullish on this whole dang-fangled HTML5 thing, is rumored to be working with Facebook on its not-so-secret Project Spartan.
But wait a tick--we're talking 1 billion players of a single game, no? To do that, it's going to take not only the right technology, but a game with enough widespread appeal to hit critical mass. If anything, the number one challenge game creators will face in this effort isn't whether it is possible, but whether they can craft characters that folks of any background can fall in love with.
Do you think any of these companies could create a game that will reach 1 billion players or downloads? What do you think it will take to accomplish such a feat. Sound off in the comments. 1 Comment
Thứ Sáu, 23 tháng 9, 2011
CrowdStar, others dock in Sibblingz Spaceport for mobile social games
If we haven't driven home yet that mobile will be massive in the future of social games, we clearly haven't done our job. Luckily, news like the fact that Sibblingz has signed on It Girl creator CrowdStar and a number of other developers to use its Spaceport service helps us make good on that.
TechCrunch reports that--in addition to CrowdStar--BitRhymes, IKIGames, LuckyLabs, Fortune Planet and DeezGames have signed on to use Spaceport to create mobile versions of their Facebook games. Spaceport is Sibblingz's cloud-based game development platform that allows developers like CrowdStar to create mobile games that work on both iOS and Android devices.
Essentially, it allows developers to create a mobile game once and have it run on multiple mobile devices. The platform makes use of coding languages like Javascript and HTML5, but neither of which are known for making robust or fully-featured games on iPhones or Android phones. However, Sibblingz claims that games built on Spaceport feature an app-like experience.
What Sibblingz means is that, while these games are built using simpler code languages, they will perform like, say CityVille Hometown by Zynga. That game was built using tools specifically for iOS devices and is thus more visually impressive and feature-rich than mobile browser games. However, according to TechCrunch, developers can even create games specifically for iPhones and iPads through Spaceport.
Sibblingz also says that developers can make games for Facebook's worst-kept secret, Project Spartan--an initiative to bring Facebook to mobile devices through browsers using HTML5 complete with full-featured apps and games--through Spaceport. Jeez, on paper it sounds like Spaceport can do anything but make the cash flow.
Regardless, what's important to take away here is that social game developers realize that mobile is where it's at. Frankly, it's one area where clear winners have yet to be defined, much unlike Facebook (ahem, Zynga and EA). At this point, anyone could come out a winner on mobile, and perhaps the companies that embrace cross-platform game creation like CrowdStar will have the upper hand.
Do you think these developers have a chance at winning the mobile race these social game creators are running with Spaceport? Who do you think will ultimately win the mobile social gaming war? Sound off in the comments. Add Comment
TechCrunch reports that--in addition to CrowdStar--BitRhymes, IKIGames, LuckyLabs, Fortune Planet and DeezGames have signed on to use Spaceport to create mobile versions of their Facebook games. Spaceport is Sibblingz's cloud-based game development platform that allows developers like CrowdStar to create mobile games that work on both iOS and Android devices.
Essentially, it allows developers to create a mobile game once and have it run on multiple mobile devices. The platform makes use of coding languages like Javascript and HTML5, but neither of which are known for making robust or fully-featured games on iPhones or Android phones. However, Sibblingz claims that games built on Spaceport feature an app-like experience.
What Sibblingz means is that, while these games are built using simpler code languages, they will perform like, say CityVille Hometown by Zynga. That game was built using tools specifically for iOS devices and is thus more visually impressive and feature-rich than mobile browser games. However, according to TechCrunch, developers can even create games specifically for iPhones and iPads through Spaceport.
Sibblingz also says that developers can make games for Facebook's worst-kept secret, Project Spartan--an initiative to bring Facebook to mobile devices through browsers using HTML5 complete with full-featured apps and games--through Spaceport. Jeez, on paper it sounds like Spaceport can do anything but make the cash flow.
Regardless, what's important to take away here is that social game developers realize that mobile is where it's at. Frankly, it's one area where clear winners have yet to be defined, much unlike Facebook (ahem, Zynga and EA). At this point, anyone could come out a winner on mobile, and perhaps the companies that embrace cross-platform game creation like CrowdStar will have the upper hand.
Do you think these developers have a chance at winning the mobile race these social game creators are running with Spaceport? Who do you think will ultimately win the mobile social gaming war? Sound off in the comments. Add Comment
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