Saturday, January 30, 2016

Android indie game developer interview: Ben from Leda Entertainment

I haven't done any interviews in a while, but I met some extraordinary people at the Apps World conference in London and I decided that it would be great to share their experience with others. Today I'm happy to introduce to you Ben from Leda Entertainment, whose game - Bopscotch - I had a chance to play (against a girl who beat me as if I were a complete amateur). Ben talks about his tools and the game creation process, but what I found perhaps the most interesting is his general approach to the indie business - very fun oriented and not letting the financial side take away what's the most important. Without further ado, enjoy your read.





Bartek: Tell us something about yourself. Who are you? What do you do in life?

Ben: I'm Ben Pritchard, and I'm one of the two designer-developers that make up Leda Entertainment - the other being Paul Harman. I'd describe us as a "grass roots" studio - we believe that "Indie" has become an insanely broad term in recent times! We work on our games in our spare time around families and day jobs - I'm a web developer by trade - although it would certainly be both amazing and very challenging if we were able to go full time as game developers...

Bartek: When did your Android adventure start and how? Why did you decide to do it?

Ben: We started experimenting with Android in early 2013. Ironically it was Microsoft who pushed us down the Android route when they deprecated XNA - we had been pretty much exclusively Windows Phone until then, so we decided that whatever toolkit we chose to replace it should also allow us to take our games cross-platform.

Bartek: How did you learn how to create games?

Ben: We've been making games since the early 90s, so a lot of our theory of coding and creating games has evolved over many years. Obviously mobile has presented its own challenges, but normally a bit of dilligent web searching puts us on the right track - we've also had some great support from user groups and forum communities for the tools we use.

Bartek: What frameworks/engines do you use? Why did you choose them?

Ben: Our primary framework is Monogame, running on top of Xamarin for Android. Monogame ticked all our boxes in that not only does it run cross-platform, but being an open source implementation of XNA, all of our old XNA code and knowledge could be re-used - we did not have to effectively start over with a new toolkit.



Bartek: Where do you take game ideas from? How do you know if they have a chance to be successful?

Ben: Since we are not a full-time studio, we have a lot of freedom to be creative: we make the games we want to make simply for the enjoyment of making them. Unfortunately, the climate of "indie" games has changed greatly in the last few years - so "being successful" in a financial sense is incredibly challenging. On the other hand, taking your game to an expo and seeing people queueing up to play it does give a certain sense of satifaction...

Bartek: Where do you get resources from?

Ben: Almost all of our graphics are created in-house. Sounds and music depend very much on what style of game we are aiming for: a while back we made a series of simple retro-style games in tribute to the stand-up video arcade machines of our childhood (the Leda Arcade Collection), so we used tools like BFXR and Audacity to generate the sounds effects and tracker packages to make the music, while for more "polished" titles like Bopscotch, we use creative commons resources.

Bartek: What other programming tools do you use?

Ben: Xamarin software is the backbone of our development, as this allows us to develop in C# cross-platform, so we only have to maintain one core code base, with a few platform specifics round the edges - in-app purchase APIs and the like. We also use git for source control, and ANTS profiler for performance analysis.

Bartek: How long does is take you to make a single game?

Ben: It largely depends on the style of the game and the amount of content that needs to be generated. Bopscotch took over a year due to the sheer volume of levels that had to be created; on the other hand, Galaxy Raiders and Crack the Crypts (from the Leda Arcade Collection) have procedurally generated levels and were made in about ten weeks each.

Bartek: How do you test your games? What devices/tools do you use for it?

Ben: We attempt to test on device as much as possible - the standard Android emulator is horribly slow, and while there are others out there that are much better, we have yet to find anything that offers the performance needed to properly test a game! We have a number of test devices of our own and when we are at expos, we usually offer access to beta versions of our games in order to get feedback. We have also recently started looking at the Xamarin test cloud as an option, where we could potentially run scripted tests on over 1000 physical devices - but this is currently in its infancy for us.

Bartek: How much are you making on your games?

Ben: Not much! But then, that's not really what we're about...



Bartek: How do you monetize your games? What ad networks do you use if any? Do you have any advice on it for others?

Ben: Our simpler titles (such as the Arcade Collection) use admob; we're considering expanding this to other networks. With Bopscotch, we tried the "premium" model ie: a free trial version with a single one-off payment to unlock the full game - however this has proved unsuccessful, to the point where will soon be switching to free-to-play. Considering that some 30 years ago, we used to spend £1.99 (approx 3USD) on a game, often with little more than a magazine review to recommend it, we find it very sad for the games industry as a whole that so many people are now unwilling to pay less than the price of a coffee for a game that someone has put a lot of time and effort into creating, and I would certainly recommend avoiding "premium" pricing to other developers unless they know their target market supports it.

Bartek: Which ones of your games were the biggest success and which ones were below expectations? Why?

Ben: Galaxy Raiders from the Arcade Collection was surprisingly successful, considering how long it took to make! And while financially, Bopscotch has not made the returns we were hoping for, having people queueing up to play it was certainly something we were not expecting! However, Bopscotch also gave us our biggest disappointment, in that it proved to us that the idea of paying a one-off price for a game was essentially dead...

Bartek: Do you use any marketing techniques or ASO to promote your games?

Ben: As a part-time studio, time and money are two resources in very limited supply for us! We have run a number of social media campaigns and post semi-regularly on Facebook, Twitter and the like, but at the moment, any large-scale marketing campaign is financially out of reach for us. We also believe in "hands-on" marketing - taking our games to expos and letting people play and get the feel for them.

Bartek: What are your favourite Android games?

Ben: I can't speak for Paul, but I am a huge Battleheart fan!

Bartek: What are your plans for the future? What do you want to create/achieve?

Ben: We are very keen on the idea of games that bring people together: the cross-platform phone-to-phone race mode in Bopscotch, for example, was created in order to let people play against each other in real-time regardless of what devices they had. We would like to extend this idea further, and we have another game in the planning stages which we hope will allow encourage the building of in-game communities. Ideally, we are also looking for partners who would be willing to assist us on the marketing side on a revenue-share basis, or some other means of working around our current resource limitations.



Bartek: What advice would you give to other developers (something that you wish you had known before yourself)?

Ben: The games market is incredibly tough at the moment, especially for mobile. Thousands of games hit the markets every month, so think long and hard about what you are trying to achieve by writing a game - if you are looking for commercial success, your game will have to be different enough to stand out, and you will have to be prepared to invest a lot more resource in marketing than in the actual development of the game.

Bartek: Where can people find you on the Internet?

Ben: Our website is www.ledaentertainment.com - we're also on Facebook (facebook.com/LedaEntertainment) and Twitter (@LedaEntertain), and our current Android catalogue can be found on Google Play:
The Leda Arcade Collection

Sunday, January 17, 2016

SVG on Android: Update

So I finally found some time to work on my apps. Hurray!

I updated my Milan Metro app, because the map was getting shamefully outdated and the app itself started losing users. Now it's on the right track once again. I'm also planning some enhancements for it, e.g. implementing stop search, but it's a subject for another time.

Today I wanted to share my latest experience concerning SVG images on Android. I already wrote a couple of posts about it (SVG on AndroidTransforming SVG images into Android Drawables), but things have changed since then and I want to shed a new light on some of the aspects of using vector graphics.

There's actually an interesting story that goes with it. At my new job at Wikia (yeah, I know it's hard to follow where I work) we have periodical hackathons, that is we are given two days to work on whatever we want as long as it is, at least vaguely, connected with the main project. As I had just started and I didn't have much knowledge about the company's services and APIs, I decided to do a research about image loading libraries such as Fresco and Glide, to see if they could be better than Picasso for the Wikia apps. The research itself didn't bring me a clear answer, leaving me with what I could already find on Github and Stack Overflow. However, browsing through the Glide's Github repository I noticed that they had a sample for SVG images. In other words, I discovered that using Glide you could load and cache SVG images with as much ease as regular bitmap images. Glide uses AndroidSVG library to parse and display SVG images, so if you don't need the downloading and caching part, you can just use that.

I immediately tested it with my metro map apps and it turned out that the image looked perfect. The only thing was that the parsing time was still significant. I didn't measure it precisely, but waiting for an image (~100kb) to load took around one second.

Then I remembered that a guy wrote to me some time ago asking me for permission to use my idea to parse SVG files to Android Drawables (see this post for a more extensive explanation). This way you didn't have to use any additional libraries in your code and images were loading in a blink of an eye. I finally took a closer look at what Almos had created so far - android-svg-code-renderer. His projects forks the AndroidSVG library and adds Drawable creation to it. I must say that it works pretty well, although there are still things that could be done better. The generated code is not optimal and could be much shorter. Also, repeated symbols (used a lot in my maps) are inlined instead of being put in functions, which makes the output unnecessarily long and less readable. In general, however, the tool is very useful and I would still recommend it over SVG parsing libraries, which are slow.

In the end, I used my own old SVG to Drawable transformation tool, which I enhanced a bit to work even better and produce cleaner results. Although it's based on an older SVG library (svg-android), it still works surprisingly well and fulfills my needs. I'm aware that it's a temporary solution, but hopefully in the near future Almos or someone else will come up with an even more efficient SVG loading method.

Whoa, this post got a little technical, but I'm sure some people will find it useful. If you have a better SVG handling solution, please let me know. If something's not clear enough, I'll be happy to help you more in the comments section.


Sunday, December 13, 2015

Apps World

At the end of November I went to Apps World in London to represent my (currently former) company - STX Next. There were presentations on various technical things (which I couldn't really attend, because of my stand duties), but also hundreds of exhibitors showing what they were working on. In my spare time I managed to walk around a bit and talk to the ones that seemed the most interesting. I took their cards as well, so I'll try to follow up with them and ask some questions. Expect new interviews on the blog soon.

As to my new job, I'd like to write more on it in the near future, but perhaps when I get a better grasp on what it's like in there.

Unfortunately, my Blobby Volley Unity remake got stuck because I don't have enough time for it. What I want to do first is update my Milan Metro app, because it brings in the most income and the map is getting more and more out of date. I'm also losing track of my earnings, so perhaps it's time I reviewed them and posted another income report.

I really need to find a way to work on my Android projects more, but I find it very difficult. It's not that I'm procrastinating or anything, but I want to be able to do non computer related stuff as well (like my Italian lessons or sports). I also travel a lot or visit my friends/family in the weekends quite often. This leaves me around 10h/week of available time, which is very little, and I'm usually almost too tired to think anyway. Perhaps I'm trying to do too many things at a time?

What's your view on it? How are you managing to squeeze in extra time for your own projects? Is it even possible with a full time job and extra activities? Should I give up on something? I don't know what to think any more...

Wednesday, August 5, 2015

Blobby Volley Unity remake part I

I invited over my friend who knows Unity and she helped me start out with my Blobby Volley remake. We worked for about 2h - me typing and her assisting me with stuff I didn't know how to do. In the end we managed to create a playable two-player prototype. I'm amazed at how easy it was and how much faster than with the other game engines I've worked with in the past (AndEngine and libGDX). Seriously, if you haven't tried Unity and are still using one of the low-level engines then make yourself a favor and give it a go.

You can download the current desktop version of the game here.


Friday, June 12, 2015

I'm not dead - just busy

There are periods in life which overwhelm you totally and do not leave you any space to breathe. That's what's been happening to me for the last three months. A new city, a new job, business trips, new freelance contracts, knee problems, a short sailing vacation, being a best man at a friend's wedding - that's just a short list of things circling over my head lately. But hopefully, this period is almost over and I'm ready to move on to new projects and challenges... But before I get to it, let me just mention some things I've been occupied with all this time.


Guys from Mobartis asked to me localize their game, Fruit Worm Bubble, that I've been working on, into seven more languages: French, German, Italian, Polish, Spanish, Portugese, and Chinese. Of course, I'm not doing the translations myself, but the task is still quite demanding. Text in different languages has different dimensions and often overlaps other UI elements, goes off screen or stops being centered correctly. The whole project grew in size as well, since there are several new textures to store and load. I'm quite happy with the result though. After some small improvements that I'm still working on, I hope you'll be able to judge the new game version yourselves soon.


Other than the game, I got a third-in-a-row Elance contract from an appreneur who wants to create an interesting productivity app. I probably shouldn't tell you too much about it, because of the NDA, but let me just mention that it's getting very close to a releasable version and I expect it to be published in the not-so-far future. In the meantime my Elance profile got richer in experience, earnings and reviews, which is always a great thing.


I had some time to work on my own apps as well. I created Rome Metro, which is basically a clone of Milan Metro, but for a different city. Well, guess why I'm mentioning it now and not earlier. The app is doing quite badly, with only around fifty active users three months after getting published. I still don't understand why one app can have above 15k active users and another almost none. Perhaps it's because I didn't have so many good reviews from the start or because I used new ad networks which required more permissions. We'll see, perhaps it will become more popular eventually.


But I started talking about ad networks... I integrated StartApp banners and Ogury interstitials into both my metro apps. I got fed up with stupid "virus found" banners offered by AdMob and others. StartApp was doing fine in the beginning, reaching the CPM of up to $0.60. Unfortunately, it started getting worse and worse, and now it oscilates around $0.10-$0.30, which is not even as good as AdMob was doing earlier. Ogury, on the other hand, has been a pleasant surprise. It has a guaranteed CPM of $15 to $25, which is great compared to other ad networks. It earned me almost $120 in the last 30 days and keeps going up. The bad thing is that it has rather low fill rates and that it works so well only in specific countries: Italy, France, and England. As my metro apps are mostly for Italians and the income is high despite the low fill rate, I'm certainly going to stick with Ogury for a longer period of time.


Before trying StartApp I wanted to implement Airpush banners. Unfortunately, they used to force a dialog asking users to accept an EULA, which made me change my mind. However, recently they've removed it, so I might switch to their services some time in the future. Their 360 banner looks very promising and I haven't had a chance to experiment with it yet.


To close up the subject, it's worth mentioning that a friend of mine recommended to me Chartboost. I read their informational materials and signed up for the newsletter, and I have to say that I'm pretty impressed. Too bad you can only use it in games...


Now a short show off break. I managed to complete a 10-week Machine Learning course on Coursera with a score of 100%. It might have been the most interesting course I've done on that e-learning site and perhaps also one of the most demanding. Definitely check it out if you're interested in how computers learn, self-driving cars, recommender systems (e.g. the one built by Netflix or YouTube), image processing, OCR (text recognition), etc.


Finally, let's talk about plans for the near future. I've finished one Unity tutorial so far: a 2D Roguelike game. I'm amazed by the engine's capabilities and ease of use. I'll try to learn more, perhaps by rewriting my Blobby Volley game and adding in some new features. Sadly, I can't spend as much time on this project as I'd like, but I'll try to squeeze in and hour or two here and there. I'll be also trying to post new updates on the blog at least once two or three weeks. I might even upload a playable version of the current state of the game with each update. Stay tuned and don't give up on me just yet.

Friday, March 6, 2015

What I've been up to lately

Hi! It's been a while since I posted something and I wanted to let you know what I've been doing throughout all this time and what my plans are for the near future.


First of all, the game I was working on, Fruit Worm Bubble, is already done and published on the Google Play Store. Although the idea wasn't mine and most of the code hasn't been written by me (I made it for an outside company - Mobartis), I'm still quite proud of it. It has great graphics, pleasant sounds and music, and some interesting gameplay mechanics. Make sure to check it out and if you're interested in more development details, take a look at my previous post about it.


I'm still cooperating on the game with Mobartis - fixing bugs and adding alternative ad networks and in-app payments. Later in the future I'm hoping to share with you some data concerning ad network efficiency and promotion techniques they used (of course if they let me do it...).


My second big project was Blinq. They hired me through TopTal to implement various animations, so now, when you open the app, the splash screen and the onboarding process have been brought to life by me. I was complaining earlier that TopTal wasn't really working that well since it was difficult to get a job there. Well, it turns out that it's possible, although I still claim that it isn't easy...


When it comes to the app itself, it provides users with information from social media about people they message with using Facebook Messenger, WhatsApp, Hangouts, Skype and SMS. Basically, whenever someone writes to you, you see a window showing what they've been posting on their Facebook, Twitter, LinkedIn, etc. This way you can stay in touch with the latest events concerning people you care about. Blinq has been featured by TechCrunch and Silicon Valley Business Journal and I suggest you give it a try as well.


Apart from the big projects, I've been working on smaller ones as well. I managed to get a couple of Elance jobs. I've done five of them so far and I have to say that I'm quite satisfied with the site overall. If you get some practice, it's not so hard to find there interesting work that pays relatively well.

To boast a little bit, here's my profile:
https://www.elance.com/s/bartekwesolowski/?rid=3I6PX
I've had three clients so far and they all gave me a five-star rating. I've earned $1,384 in total. Perhaps, if you have some Android work to do, you can consider hiring me as well, haha. I'm quite busy at the moment though.


If the above weren't enough, I moved to another city once again - Poznań - where I used to live before 2013. My girlfriend got a job here and after a long discussion we decided that we were ready to leave Cracow (after less than half a year of me living there). So I quit my job - Infusion - and found myself another one - STX Next - where I'm a full-time Android developer now. Time will tell how long we'll stay here...


Not to make this post unbearably long, I want to give you a sneak peak of what I'm planning to do next. First of all, I have another of my metro map apps almost ready to be published. It just needs some final corrections and Google Play Store graphics/screenshots. Other than that, I started using two new ad networks and I'm curious to find out how well they'll perform. I also want to experiment with CodeCanyon and see if I can make some money there. Finally, if I can find any more free time, I'd like to learn some Unity. Perhaps I could make a very simple game using it or rewrite my Blobby Volley.


Until next time. Don't forget to visit me again and see how I'm doing. Peace.

Monday, January 19, 2015

Android indie developer interview: Matey Nenov (2)

I'm not sure if you remember but back in November 2013 I interviewed an interesting developer - Matey Nenov. He had a blog on which he regularly reported his income and he was making around $300/month. Well, more than a year has passed since then. He's just released a brand new game, Follow the Line 2D Deluxe, and he made over $1500 just in the past December. I asked him to answer some questions regarding his recent work and he kindly agreed. I hope you'll enjoy what Matey says as much as I did.


Bartek: I played your new game and it looks amazng. Can you tell me something about it? Why did you decide to implement this specific idea? What tools were you using? Did you make the graphics yourself?

Matey: The game idea is old. I played a game like this in the nineties. I saw then the "original" Follow the Line. It was very popular but actually implemented pretty badly. There are lots of clones on Google Play, but they are even worse than the "original". The game looked simple enough, so I decided to implement it better.
I use Unity, so it is relatively easy to implement special effects. I did the graphics by myself and hired on Fiverr someone to do some of the audio effects (the female voice). I also hired someone for the video.
For the graphics I used Inkscape and Gimp, for the audio effects - Audicity.

Bartek: When did you switch from libGDX to Unity? Why did you do it? How long did it take you to learn it? Was it a good decision?

Matey: libGDX is a hobby tool. Unity is a professional game engine (2D and 3D). It is very easy to use and makes game development much much easier. Porting the game to different platforms is also very easy. I made my last 3 games with Unity and I will continue to do so. There are also lots of video tutorials on the Unity main page, so learning it is actually a matter of hours.

Bartek: How long did it take you to implement the game? Are you working on your projects full time now?

Matey: It took me 3 months of my spare time. I also have a family, so I don't really have much time for my projects. I have a regular job and mobile apps are still only a hobby... I live in Germany and my income from mobile apps is too low to make a living...

Bartek: Is your regular job Android related?

Matey: No, I am a Scrum Master in a JEE project. I don't develop software by myself anymore (only as a hobby).

Bartek: Did you port your game to other platforms as well?

Matey: Unity supports many platforms, so it is no problem to compile for any platform you desire. At the moment, I make games only for Android and iOS because they are the most used platforms. I was thinking of porting my games to Windows Phone as well, but the Windows Phone market is still to small to be relevant...

Bartek: What's the revenue share between the platforms? On which do you earn more?

Matey: I only have my last three games on iOS. Two of them don't earn much on Android or iOS. I plan to release a free version of Follow the Line on iOS in February, so for now Android makes almost all the money I earn. However, I sold over 100 copies of Follow the Line for iOS in December. I think that in the future (as I read on other developers' blogs) iOS will be more profitable.

Bartek: Why did you decide to use Fiverr? Was it easy to find someone reliable? Did you try other freelancing portals as well?

Matey: It was very easy to use and there were people who offered exactly what I needed with examples that showed what the final product could look like. In the past I used Elance, but it seems to be for more complex stuff. I also used Odesk. It is comaparable to Elance.

Bartek: Do you have a paid license for Unity? Can you explain how its licensing works?

Matey: I use the free version. It has some limits, but for now it is sufficient. You can use the free version for any platform until your company makes $100k in one fiscal year, then you must switch to the paid version. Unfortunately, I am still far away from that point...

Bartek: Are you planning your next game?

Matey: I am already working on it, but it is too early to say anything else...

Bartek: What would you say was the most important factor that helped you get to the income level that you have reached?

Matey: Not giving up :) and trying to make every next game a little bit better.

Bartek: Were you considering making regular apps instead of just games?

Matey: I considered regular apps, but I have no ideas what to make and how to market it.

Bartek: Are you learning anything new right now or just using your current knowledge?

Matey: I'm always learning something new. I first decide what I want to do/achieve and then learn the needed skills to do it... At the moment, I'm mostly learning how to market games. To make the things more difficult, the Apple App Store and the Google Play work very differently and Android marketing strategies don't apply to the App Store. Now I have time until February to run a good marketing campaign. Nowadays good marketing is the difference between success and failure.

Bartek: How do you promote your games? Why do you think marketing Android games is different than marketing iOS games?

Matey: Because the stores function very differently. On the Play Store the first 30 days are very important to kick start the app as are all the ratings (from the beginning). You can update your app very quickly, so you need to monitor how the apps perform and how people react and make changes/fixes accordingly as fast as possible.
On the other hand, the App Store functions very differently. You can't make quick changes, because there is at least a one week wating period for an app to be aproved by Apple. I also read that not all reviews are being taken into account for the final rating. If you fix a problem the negative reviews caused by the bug will not affect the ratings as much as on Android... There is also no "new" section for apps less than 30 days old, so you can market whenever you want... although I am not entirely sure about all this. That's why I am trying now to gather as much information on the subject as possible, e.g. the Android paid version was number 1 in the top new casual paid games and I was getting about 3 to 5 sells a day. After 30 days the sells dropped to around 3 per week. On iOS I am still getting around 3 sells a day... and I didn't do any marketing there...

Bartek: So you just try to fix any bugs that arise and reply to comments? Do you do anything else?

Matey: I did CPI campaign in the first 30 days. Now I'm just fixing bugs and replying to comments. For iOS I'm planning to do something like this as well, although I am still not sure what it will be.

Bartek: So how much did you pay for such a campaign and was it really worth it?

Matey: Yes it was worth it. I am not an expert and it was the first time I made a campaign. My plan was to concentrate on a small region and try to push the game there to the top new lists and I succeeded. I invested around $850 and I already got it all back (as you can see in my income report for December).

Bartek: Do you use any analytics in your games?

Matey: I always implement Google Analytics in my games.

Bartek: What are you measuring? Have you tried other analytics libraries as well? I find Google Analytics a bit confusing.

Matey: I find it very easy to use and very useful. It is integrated in the Google Play Services, so you don't need any extra libraries. The official Google Play Services Unity plugin has analytics integrated...

Bartek: How are you monetizing your games?

Matey: For monetization I mostly use interstitial ads. In my new game I also have banners, but they are not very effective. I don't use AdMob any more. I started using StartApp.

Bartek: Why? Is their CPM better?

Matey: Yes.

Bartek: What CPMs are you getting?

Matey: $2.8 to $4.

Bartek: How many installs and active installs does your game have right now?

Matey: Now my game has around 60k installs, 20k active installs, and around 8 minutes of average session length. I think this is also a very important metric.

Bartek: When are you showing the ads? Have you tried video ads?

Matey: I show interstitial ads after the game is over (but not every time) and banner ads on pause. I have video ads in my other games and they are very effective, but I don't think that they are well suited for this game (play time is probably too short to show long video ads).

Bartek: Are you planning on outsourcing more of your work in the future (like graphics, music, and perhaps even programming)?

Matey: I want to, but it is hard to imagine how to outsource game programming... Graphics and music are probably easier...

Bartek: Where did you get the music from for the Follow the Line 2D Deluxe game?

Matey: I got the music from incompetech. They have lots of great stuff with the CC license.

Bartek: How many different obstacle types are there in the game?

Matey: The obstacles are divided into two categories: moving and static. The moving ones are mostly rotational, but there are also some with other kinds of movement. I created around 30 different obstacle types. The game starts with just one and then every level another one is unlocked.


Unfortunately, the interview ended here, because Matey had to go feed one of his kids. Nevertheless, he managed to share a lot of extremely useful information. I hope you found it as inspiring as I did. If you'd like to ask him something else, let me know or just ping him on his blog: nenoff.com