Math Clasroom Challenge 4.20 for Xbox is here

We are happy to inform that Math Clasroom Challenge 4.20 for Xbox is now available, with enhanced graphics, better CPU/GPU behavior and resolution of some glitches. We have doubled the textures, and we work to implement new and better graphics.

We are also working on 4.30 now for all the platforms, with an interactive tutorial to learn how to play from the first second. Hope you enjoy, and thank you for your support!

Math Classroom Challenge 4
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Desarrolladores, Steam y Ferraris

English version here.

En esta entrada voy a hablar de un tema recurrente en el mundo de la programación de videojuegos: elegir el color del Ferrari cuando subes tu juego a Steam y ganas millones de dólares. Porque, de eso se trata, ¿no es así?

No. Hay muchos sueños, y muchos soñadores, que ven triunfar un juego indie, y creen que pueden repetir esa hazaña. No es que sea imposible. Pero solo hay que observar cuántos juegos se publican en Steam cada día, y cuántos ganan para, al menos, cubrir gastos, para entender que este mundo no es ninguna maravilla. Tampoco es la pesadilla que reclaman algunos. Es, como todo lo demás, cuestión de conocimiento, trabajo, y algo de suerte. Y un padrino lleno de dinero si es posible. Pero eso pocas veces ocurre.

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Developers, Steam and Ferraris

Spanish version here.

Hi again! Long time no see! Sorry I was dieing months ago, but recovered well and online again. Old developers never die.

In this post I am going to talk about a recurring theme in the world of video game programming: choosing the color of the Ferrari when you upload your game to Steam and earn millions of dollars. Because that’s what it’s all about, isn’t it?

No. There are many dreams, and many dreamers, who see an indie game succeed, and believe that they can repeat that feat. It’s not that it’s impossible. But you only have to look at how many games are published on Steam each day, and how many earn to at least break even, to understand that this world is no wonder. Nor is it the nightmare that some claim. It is, like everything else, a matter of knowledge, work, and a bit of luck. And a godfather full of money if possible. But that rarely happens.

Me and my wife with our Ferrari purchased thanks to Steam
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Math operations available in Math Classroom Challenge

We have been asked some times which are the math operations active for Math Classroom Challenge.

Those operations are: addition, subtraction, multiplication, division, first grade equations (integers and decimals).

We are adding quadratic equations, and we plan to add different elements in the future, but for now we think with this operations children and youth have a good way of enjoy math while playing. And don’t hesitate to ask for any question you might have. Thank you.

Math Classroom Challenge 3.0 is here!

Hi there! We’re happy to inform that Version 3.0 of Math Classroom Challenge is now available on Xbox One S/X and Steam!

New version 3.0 is called Super Drone! Now you can play the game in first person view as usual, but you can also switch to a third view with a drone. With the drone you can move around the scenario and even change that view to see as if you were flying the drone.

But there are changes to the Winter area, the Moon area, and a new area called “Math Island” where you’ll have to deal with math day and night.

We also have corrected some minor problems to the game.

And remember: panels with math problems must be solved. The panel with the halo is the active. Throw water with the water hose to the flying number to solve the math problem. When a panel is finished, start with the new one.

Also remember: there will appear math panels with three solutions, choose the right one with the water hose. You can also call one of these panels (take a look to the help for pad commands).

Do math teachers use Math Classroom Challenge? Here you can see some of them.

Enjoy math in a 3D world, thank you!

Los límites de un proyecto en videojuegos

English version here.

Cuando se habla de desarrollo de videojuegos, muchas veces leemos que la tasa de abandonos de proyectos es muy grande. Y es cierto; desarrollar un videojuego consiste en plantear un concepto básico y fundamental: se trata de un proyecto informático, que requiere de muchas horas de trabajo, dedicación, esfuerzo, y sacrificio. Llevar adelante un videojuego hasta completarlo, y que este videojuego tenga un aspecto y calidad suficientes como para atraer al público es una tarea muy compleja.

Son muchos los que suelen creer que un videojuego es preparar un pequeño proyecto en unos días, muchas veces basándose en prototipos, darle ciertos toques personales, subirlo a Steam, y empezar a ganar dinero. Obviamente se equivocan. De ahí que veamos la enorme cantidad de proyectos que se publican en Steam, y que son inmediatamente olvidados. Si realmente se desea destacar frente al resto, debemos crear un juego que sea divertido, atractivo, con una funcionalidad adecuada, y con un marketing suficiente como para que pueda ser visto entre tantos juegos que se publican a diario. Crear un juego en dos semanas que se basa en un prototipo o un ejemplo sacado de Internet no es hacer videojuegos, es querer aprovechar una oportunidad de ganar algo de dinero. Y el público de Steam lo sabe.

programmer

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The scope of a video game project

Spanish version here.

When we talk about videogame development, we often read that the rate of project abandonment is very high. And it’s true; developing a videogame is about putting forward a basic and fundamental concept: it is a computer project that requires many hours of work, dedication, effort and sacrifice. To carry out a video game until it is complete, and that this videogame has a sufficient appearance and quality to attract the public is a very complex task.

There are many people who believe that a videogame is to prepare a small project in a few days, often based on prototypes, give it some personal touches, upload it to Steam, and start making money. They’re obviously wrong. That’s why we can see the huge number of projects that are published on Steam, and that are immediately forgotten. If you really want to stand out from the crowd, you need to create a game that is fun, attractive, with the right functionality, and with enough marketing to be seen among the many games that are published every day.

Creating a game in two weeks that is based on a prototype or an example taken from the Internet is not making videogames, it is wanting to take advantage of an opportunity to earn some money. And Steam’s audience knows it.

programmer

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