[Q] Does Cloudz take advantage of 3D video cards or other acceleration?
[A] To my knowledge, Screaming Cabala 2 doesn't benefit in any way from
video cards (although this may change in the future). Cloudz DOES benefit
from a Multiple Processor Mac. Those of you with the four processor Macs
should get 4X the smoothness.
[Q] What did you use to make Cloudz?
[A] Programming was done with CodeWarrior Gold 11, and using Antennahead's
amazing 3D library, Screaming Cabala 2.
Resource Editing was done with ResEdit.
Graphics were created with a mixture of Photoshop and color pruling sets.
Logo Designs were rendered with Infini-D 3.5, and mixed with Photoshop 4.0.
Sounds were created and edited with SoundEffects & SoundEdit 1.0 (made in 1989- Whoohoo!).
[Q] Is it easy to make 3D games?
[A] Not for Judah Software! The difference between programming 3D and 2D games
is like the difference between flying jets and single-propeller airplanes. Of course,
you can try to program a 3D game to behave like a 2D game world, but then it's not
completely 3D, is it?
[Q] How do I make my own games?
[A] Be sure to focus on making a game which is within your ability. Start by taking a
programming class, and work from there, or try a book on game programming. I would
recommend Tricks of the Mac game programming gurus, by McCormack, Celestin,
Ragnemalm, et al. If you have internet access, I highly recommend that you search for
source code and web sites, and post your problems/questions to the correct programming newsgroups. There are many people out there whom can give you excellent help with any
game you are trying to program.
[Q] Are there old games which Judah Software has released?
[A] There are two games predating 1996 which are still in distribution: Snail Race and
Alpha Battle II. Our new games are listed in the "More Judah Software products" chapter.
[Q] What games does Judah Software plan to make in the future?
[A] Check out our web pages for the latest information on future Judah Software games.
The Judah Software web pages are listed at the beginning of this read-me file.