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1076038 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:57:01 AM
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381  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: October 25, 2013, 10:27:37 AM
http://www.youtube.com/watch?v=9PH2jhx6Zes
382  Developer / Business / Re: How NOT to market your indie game (tips) on: October 25, 2013, 09:40:29 AM
If all they want to do is talk about games they heard from other websites and if they're too lazy to read press releases and/or search for interesting games by themselves, then they'd better find another job.
383  Player / Games / Re: Did Chillingo just rip off my game? on: October 25, 2013, 08:16:46 AM
It does look similar, but I'm not sure the idea is original enough to claim ownership over the concept.
Even if they did rip it off , they were at least gentleman enough to wait 2 years.
Game mechanics get ripped all the time, that's the nature of this business.
384  Feedback / DevLogs / Re: K.I.S.A Alpha (v4.8) [Download] on: October 22, 2013, 06:43:22 PM
the key from the bearded guard after escaping the prison
385  Developer / Art / Re: Doodles Thread on: October 22, 2013, 06:25:12 PM
get in the oven philtrum-people!
386  Feedback / DevLogs / Re: K.I.S.A Alpha (v4.8) [Download] on: October 22, 2013, 03:55:35 PM

doesn't launch
win XP
That was for version 4.8. Version 3.2 works great, here is my feedback:
-I love the style and it has a lot of potential for storytelling
-needs more dramatic art though (backgrounds?)
-too much jumping for the king
-slow down the characters, they run too fast and at that size, the fast scrolling is a bit dizzying
-combat is repetitive and I couldn't get the key (and got too bored to restart)

You might want to give more impotrance to the fool related talents in the game, but maybe it's already in your plans

good luck
387  Feedback / DevLogs / Re: K.I.S.A Alpha (v4.8) [Download] on: October 22, 2013, 03:05:22 PM
Quote
Error creating process <E:\DOCUME~1\lolo\LOCALS~1\Temp\IXP000.TMP\KISA.exe>.  Reason: E:\WINDOWS\system32\advpack.dll
doesn't launch
win XP
388  Developer / Offering Paid Work / Re: Artist needed to do title screen - €3.6 on: October 18, 2013, 04:24:36 AM
I'll do it for threee fiddy.
Hey , only three fiddy
389  Developer / Audio / Re: Soundtrack? on: October 17, 2013, 09:32:35 PM
I like this type of experimental music, it would be great for movie background
390  Developer / Business / Re: Free to Play? on: October 17, 2013, 08:22:15 AM
So I'm curious what people think of the free to play aspect of games that lets you play basic game mechanics but charges for other, more special, parts. I'm also wondering if there may be any times that it is appropriate or OK?

There is also another strategy, a bit newer to me, of making a player wait for things to be done in game. For things to be done instantly you have to use paid for ingame currency, what about that?

1-it makes for very shitty games. If you dev such a game you'll end up hating games. You'll spend more time coding administrative stuff than making an actual game.
2-it does seem to work for some games, apparently the dumbosphere is large enough that some of these games can get a very comfortable income
3-It is a very competitive market so don't bother if you are not at least a semi-pro studio with funding. It also requires perpetual maintenance and some server costs. Also: marketing. Bedroom devellopers have no chance
391  Feedback / DevLogs / Re: Rex Rocket [Wii U, XBLIG, PC, iOS, Linux, Mac] on: October 17, 2013, 05:03:27 AM
looks real cool in game
392  Community / Townhall / Re: Tool: Game Idea Machine on: October 14, 2013, 11:35:03 AM
the best randomizer I've seen so far, keep working on it Hand Thumbs Up Right
393  Player / General / Re: Movies on: October 13, 2013, 09:55:22 AM
steak is really bad
394  Feedback / DevLogs / Re: Wattles' many games on: October 12, 2013, 08:02:23 AM
it was in reference to the ship. I like this "grid-edges" style
395  Feedback / DevLogs / Re: Wattles' many games on: October 11, 2013, 03:05:03 PM
edges is the new pixel? interesting.
396  Community / Townhall / Re: TrapThem - RC on: October 10, 2013, 07:01:15 PM
Just don't waste all your ressources and money on the devellopment of trap them RC, just an idea
397  Feedback / DevLogs / Re: Sky Hawks Dev Log on: October 09, 2013, 09:43:28 PM




You should do the whole game in that perspective

Also : right now the light is coming straight down and only illuminates the top of buildings, make it come from an angle and cast shadows if possible
398  Developer / Audio / Re: Charging for work? How much? Sharing insights! on: October 09, 2013, 09:25:49 PM
Quote
Please understand yet again, I'm not suggesting $800/minute, that's just a number I have been offered before and a few friends of mine have been offered by indie companies(not individual persons).  They are usually a lot pickier than an individual would be, and will request the full rights of the music every single time...

Of course, maybe one day we'll all get lucky like Hans Zimmer and make it big and can get paid $150,000 to have blaring brass for 2 hours with the occasional subtle violin solo to express sincere drama or tension within a scene between two characters that we can hardly relate to. :]

I understood that, we are in agreement here.
I know that $100/minute is low for good music, Ideally I'd like to be able drop phat money like a boss and get great music in return, but most starting indies can't do that.
399  Developer / Audio / Re: Charging for work? How much? Sharing insights! on: October 09, 2013, 01:26:28 PM
$800/min

At this rate you would have to create just 5 minutes of music every month to receive a gross monthly revenue of $4000. I know that there are associated production costs, but let's suppose that's purely digital music (I'd expect more than $800/min for studio recording anyway), so in the case of digital music the cost must be low I suppose and most of that revenu would be yours.
As for the time required, for 5 minutes,I'd expect an intense week of work by a seasoned musician. That sounds reasonable to me.
If the 5 minutes are divided (let's say into 3 songs), that should still leaves some idle time.

While $800/min is acceptable if the indie dev has funding (like a kickstarter), most indies can't afford that. So what's a good price?
In my own estimation I think that $100/minutes seems like a fair entry indie rate for both parties.

Now I have seen many musicians offering $50/minutes (and sometimes much less) which is lower than my estimated "fair rate", but I can understand their logic. Because at $50/minutes it becomes almost an "impulse price". At this price it's difficult to justify NOT PAYING for a few minutes of music to kick your game prototype off the ground. Even if you have a low/no income, you can justify a couple hundred dollars of game music if you are serious about being a develloper.

As for copyright, I know that giving copyrights is a big thing, but devs need all the rights to protect their games. It would be unacceptable to ship a game on which you have licensing insecurities.
That said I would be perfectly fine with leaving the composer the option to sell the song by himself as a music album, for example in a compilation, as long as the name of the game is mentioned. That sounds like a good compromise IMO. They could also negociate a small percentage on the sales of the game, why not.


I have also seen musicians selling non-exclusive music at cheap rates and I think that this is also a good way to start earning money as a musician. I don't know how well this really works but I have heard that some of these guys do ship a lot of non-exclusive music for small games, cinematics (a cinematic should not require original music) or even TV/video production,etc...


I know that the prices I'm suggesting are not guaranteeing a living, and are far from what some profeszsional musicians are charging, but everybody is in the same sinking boat here and most indie games can't feed their devellopers.
As a dev, I'd prefer to pay a musician than to use free music, but the price should be affordable.
If every dev starts using some music in their game, maybe the industry will take off and solidify.
400  Feedback / DevLogs / Re: Super Metroid Tournament - Advanced Combat on: October 09, 2013, 01:14:06 PM

When you uninstall it. Big Laff

Did you actually play the game or are you just doing your usual smartass?
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