<![CDATA[Kotaku: sdk]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: sdk]]> http://kotaku.com/tag/sdk http://kotaku.com/tag/sdk <![CDATA[Get Ready for Even Freakier L4D2 Mods]]> The delayed SDK for Left 4 Dead 2 has been a bummer to that robust modding community, but now they have news that softens their disappointment: When it arrives, the kit will support custom survivors, infected, weapons, you name it.

L4DMods.com says it got a look at code detailing what can be expected in the release. Let's let them explain\:

Custom models are now supported and very much a reality now! And that includes survivors, special infected, common infected and weapons. Not only that, it seems the weapon functionality can also be edited. So what does this all mean? Well it means mappers can have custom survivors, special/common infected and entirely new weapons unique to just their campaigns (i.e map side modifications, NOT server side)! The L4D modding scene just got a little more interesting boys and girls.

What does this mean to you, the Left 4 Dead 2 PC player? Well, a whole lot more than just Nude Zoeys, I'd bet. Maybe nude jockey-Zoeys hybrids? It's a start.

L4D2 SDK Content Revealed! Custom Models a Reality [L4DMods via Evil Avatar]

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<![CDATA[Valve Releasing More Team Fortress 2 SDK]]> Not content with releasing a software development kit for Team Fortress 2's maps and environments, Valve will soon be releasing the SDK for the game's character models and animations as well.

What does this mean? It means modders have access to some of gaming's finest characters and can alter their appearance and movements as they see fit. This will help out now only those looking to spice up the appearance of the game, but machinima enthusiasts as well, as it'll allow them to "have more control over how characters animate in their movies."

There's no exact release date as of yet, but Valve say it'll be out "in the next week or so."

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<![CDATA[Apple Has Democratized Platform-Specific Game Design]]> In all of the major announcements that hit during Apple's software development kit (SDK) meeting today, it's easy to overlook what may have been the most important aspect—the SDK itself. Formerly Apple's internal development tools, the software package is being released to the entire public for no charge starting today. It doesn't need an expensive or hard to acquire development kit. You don't need to pitch Sony on why you're worthy for a dev kit during times of shortages.

Hell, you don't even need an iPhone (though it's recommended). All you need is an OSX based Mac and, you know, a bit of genius and a lot of work ethic. (Apparently you can actually develop right on the iPhone as well...but who knows how well that'll work.)

So you're thinking, "But I want to sell my product on their Apple Store. That'll cost me a ton and be impossible." Nope, it won't be either of those things.

$99 per year is all it costs for a developer to post an unlimited number of titles to iTunes on their own schedule. (Internal business programming runs up to $299 per year). If developers feel like setting a price for their content, Apple takes 30% of the sales. (Boy, that number sounds vaguely reminiscent of Microsoft's deal for XBLA developers before they were rumored to hike their cut).

While we're talking money, Apple has a $100,000,000 iFund. Think of it as grants that will go to seed software development products. Surely, at least a small chunk of that will entice up and coming game designers.

As for Apple's screening process, so far it only seems that extreme content (like porn) will be banned from the applications store. Obviously there are implications here—how violent/graphic can game developers make their content?

To that, we still have no answer.

But so far, we really like what we're hearing. Because today, Apple has made ever developer into a publisher for the most buzzed about products in the consumer electronics industry.

iPhone SDK Available Today for Free, $99 to Publish Your Apps
[Gizmodo]

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<![CDATA[SEGA's First iPhone SDK Title - Super Monkey Ball]]> As Apple's software development kit (SDK) presentation continues, SEGA reveals what they've had up their sleeve—Super Monkey Ball. Boasting an excellent framerate, the developers claim:

This is not a cellphone game. This is a full console game. And we underestimated the power of the device. We had to fly in a developer to upscale the art for the iPhone.
Bonus shot after the jump.

iphonesdka293.jpgHot. Once again, no confirmation as to whether or not this game is actually going on sale.

UPDATE: It looks like this is planned for commercial distribution as well, given that Sega of America president Simon Jeffery explained, "The iPhone OS is a robust development platform that will allow Sega to deliver mobile gaming experiences that are truly compelling. Using the iPhone's accelerometer to power a tilt control feature adds a whole new dimension to Super Monkey Ball, and we can't wait for gamers to try it."

Gizmodo Liveblog [Gizmodo]

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<![CDATA[Final Enemy Territory: Quake Wars SDK Available Now]]> Good news software enthusiasts! The final version of the Enemy Territory: Quake Wars software development kit is available on the Quake Wars community site. Along with the now complete SDK, players can download the MegaTexture Media Pack to create new in-game surfaces.

Even if you aren't the crazy, self-sacrificing DIY programmer type, any ETQW fan can appreciate that a full SDK means new, full maps and mods are on their way. Now if only those crazy, self-sacrificing DIY programmer types would get off their asses and do some coding...

Final ETQW Software Development Kit Released [etqw]

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<![CDATA[Sony Adds New Features To PS3 SDK, Lowers Memory Requirements]]> According to developer blog Inner Bits, Sony has pushed out the 1.80 version of its PLAYSTATION 3 software development kit, adding a trio of handy new features for programmers. In addition to those new treats, Sony has decreased the memory footprint of the operating system on the PS3's main and graphics RAM. What once required 96MB of the PS3's 512MB of RAM now only demands 72MB of RAM. That should hopefully lead to better looking games that require less loading from disk.

That's still high compared to the Xbox 360's 32MB of system utility dedicated RAM, but a sizable improvement.

Inner Bits also reveals that developers now have access to built in utilities that will allow them to save screen shots to player's profiles, stream custom soundtracks, and also use the PlayStation Portable as a secondary display. All of these new features, should developers choose to use them, will require an additional memory hit, but seem to be steps in the right direction.

More detail on the news is available at Inner Bits in depth report.

PS3 1.80 SDK [Inner Bits]

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