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1075755 Posts in 44140 Topics- by 36110 Members - Latest Member: kilsnus

December 28, 2014, 11:36:36 PM
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301  Feedback / DevLogs / Re: DUCK GAME! Ridiculously Fast Platformer Deathmatch™ on: March 09, 2014, 08:11:58 PM
You could make the camera instead focus on the spot center between all ducks maybe. Your current way looks good too though. Also, thank you! Smiley
302  Player / Games / Re: Dark Souls and Dark Souls II on: March 09, 2014, 08:09:44 PM
Thanks! I think I'll just start with Dark Souls 2 then.
303  Player / Games / Re: Dark Souls and Dark Souls II on: March 09, 2014, 06:43:40 PM
I've never played Dark Souls or Demon Souls. Is the story good/important? Could I just start with Dark Souls 2? What is Demon Souls to Dark Souls?
304  Feedback / DevLogs / Re: Timespinner on: March 09, 2014, 06:42:48 PM
I don't know why reminds me so much of the action parts of Act Raiser. I love it.
305  Feedback / DevLogs / Re: Ethereal - A Ghostly Puzzle Platformer on: March 09, 2014, 06:41:49 PM
So, I've decided that I'm going to start showing gameplay gifs. They'll be mostly placeholder art at first, but currently I haven't given you guys much proof that I've done any real programming (I've done a lot, don't worry). So look forward to a new gameplay gif atleast once or twice a week from now on!
306  Feedback / DevLogs / Re: DUCK GAME! Ridiculously Fast Platformer Deathmatch™ on: March 09, 2014, 06:38:58 PM
I've always dreamed of being a duck and killing other ducks. Also, I love the art and the SSB style arenas.
307  Feedback / DevLogs / Re: Screenshot Saturday on: March 09, 2014, 02:46:30 AM
Working on a level exit/portal effect:


I really, really love the portal animations. Looks like a time warp or something. It's beautiful. One complaint though: It's a huge pet peeve of mine when a game has text type out, but it doesn't go to the next line until its half way through a word. In your case its the word "Hard". It types "Ha" then moves to the next line.
308  Feedback / DevLogs / Re: Ethereal - A Ghostly Puzzle Platformer on: March 07, 2014, 12:34:06 PM
Love it! The game is looking sweet

Thank you, I love the title art. Smiley
Also your game is looking more awesome by the day. Love the parallax backgrounds.
309  Feedback / DevLogs / Re: FROG SORD on: March 07, 2014, 12:33:05 PM
It confuses me how many games look so good and have so much potential just to be randomly abandoned for unknown reasons.
310  Feedback / DevLogs / Re: Heart & Slash - [Kickstarting] NEW ALPHA on: March 07, 2014, 12:29:51 PM
I knew you guys could do it. Congrats!
311  Developer / Art / Re: GIFs of games being worked on on: March 06, 2014, 09:44:26 PM
hur hur hur dur hur dhur hur
I can't tell if he's teleporting or if the gif is just cutting from one part to another. If the character's teleporting then you guys might want to make the camera follow the player more loosely so its not so jarring.

EDIT: Er... I guess the camera doesn't follow the player, but you get what I mean.
312  Player / Games / Re: What are you playing? on: March 06, 2014, 03:47:20 PM
vidgamdinkle
313  Developer / Business / Re: Funding Options on: March 06, 2014, 03:46:11 PM
There is nothing lost by attempting a KS and failing. Same goes for Greenlight
I disagree. If I were a publisher and a company wanted me to publish their game and I saw that their kickstarter attempt had failed, I'd feel pretty confident that obviously the demand is not there for the game. Why would I want to publish a game that doesn't have any demand?

And if you already have interest from publishers why not just use them?
You might think their cuts are high, but the truth is, cuts will always be high, publisher or not.
What kind of share are they wanting?
I've had to give more than 50% of my sales money away to various people/organisations and we have no publisher.
Going full indie mode can be just as expensive as having a publisher, in my experience
I'd rather not talk about specifics just so it doesn't bite me in the ass somewhere down the line, but it's much more than 50% of overall sales. I also don't have to pay nearly that your 30% in taxes, don't have to pay any engine royalties. So if I managed to fund it myself, the amount I get after all other costs would likely be almost twice that I would get with a publisher. However, then I'd have to publish it myself. If I had a publisher I'd be able to get my game seen by more people, I'm sure. Most likely, I'll end up using the interested publishers in some form or another. However, if I manage to fund the project myself, then their cut would be much, much less. So it's more about how I should fund the game.

1. Yes your game could be kickstarted, your money aims are reasonable and its got nice style to it. But you need to plan your kickstarter campaign well, it is a task in itself! Treat it like a full time milestone in your development, take your time, build up a loyal following of fans by promoting your game with trailers and updating your dev log, get in touch with press that might like your game and try to get some publicity BEFORE you Kickstart...
Thank you! Yeah, I've actually already planned out the whole kickstarter just in case I decide to do it and I plan on making a teaser trailer I could include. I'm not just entirely convinced it'd succeed and I don't want to risk it. I'm thinking maybe I'll do kickstarter as my last resort.

2. Publishers if they are funding it will either take percentage ownership of the IP or they will want a massive cut since they have to recoup their expenses and make profit. What would be in it for them doing loads of work and funding it if they weren't getting good returns. - they might take a smaller cut for just marketing a finished game, but you still end up paying..
Well publishers tend to take 100% of the earnings until their investment is recouped. After that they take their normal cut so they're making a profit. The problem is that a lot of publishers take massive cuts because they know they have the upper hand in negotiations. That's not necessarily evil. It's just business. I know there are some publishers out there though that specifically want to help indie developers, so they fund the game and take small cut. Basically they're an angel investor like you talked about below.

3. You could look for an angel investor but they will want a percentage of the business and profits, which might sound bad but a good business partner if the deal is right can be really good for you, I mean if your new business arrangement means you finish the game and get lots of publicity and a partner who will help with business stuff now and in the future, who is invested in seeing you succeed can be pretty damn good. so dont rule it out if the deal could be good just do everything properly and with lawyers.
Yeah, that's definitely something I'd be willing to do. The problem is finding connections. I was hoping there was some convenient website where you can get connected with investors interested in your type of project.
If you go to publisher, you have to be carful of the publisher and the deal.
A publisher take a bigger cut, but you need to be sure:
- He gives you some fund.
or He invest something (marketing). Everything in the contract, don't believe them Smiley

There is more and more publisher that only signed you and don't do anything (I've heard two or three story like that).
They just take their cut... and nothing else.
"Old publisher" use to fully fund you but without giving you any royalty (or when sales are higher than a threshold). So 0% for you.
So don't be afraid of a high pourcentage if they have some kind of commitement (funding/marketing etc...).
Yeah, my composer was wary of publishers because apparently where he lives that's pretty much all they do is take a cut and do nothing. Luckily the publishers I've been talking to are much better. They've shown in their previous work that they are good publishers.

Thanks for all the feedback guys, keep it coming!
My main thing is that this is my first game. I don't want to sign any deals and then find out there was a much better way of doing it. I'd rather ask around and research and find out the best, most viable path to take before walking down the wrong road.
314  Feedback / DevLogs / Re: XenoRaptor [New demo: 03/03] on: March 05, 2014, 04:47:01 PM
The grainy cloud filter you have going on constantly makes me not want to play this. It just looks like it shouldn't be there. I mean this is in space right? How do you have clouds or fog in space? Maybe make it an option to have it off at least.  

...gas and dust.
315  Developer / Business / Funding Options on: March 05, 2014, 04:38:07 PM
Hey guys, I've been working on a game called Ethereal for about 4-5 months now. I have a dedicated composer and artist, but we're currently working without any pay. We'd like to start working on the game full time, but for that we need funding. The options I know of are crowdfunding and publishers. There are a couple publishers interested in the project but publisher cuts can be really high. I would like to be able to release the game and make enough money that I can self-fund my next game. So, there's kickstarter... but the thing is... if I put it up on kickstarter and the project fails... I'm pretty much doomed as far as I can tell. I doubt anyone would want to publish the game if it failed on kickstarter because that shows a lack of consumer interest.

So my questions to you guys are:
1. Do you think my game could succeed on Kickstarter? My goal would likely be about 30k. My budget is 25k, but I'd need money for fees and rewards.
2. Does anyone know of any indie game publishers who fund projects but take smaller cuts than most publishers? By publish, I mean they would fund the project (and maybe do sales admin and marketing) but they would not own the IP or have control over it.
3. Is there another funding option? I've looked up grants, but I don't think there are any I'd qualify for. I live in America. Is there a convenient system for getting into talks with private investors?
316  Feedback / DevLogs / Re: The 7 towers. Pixel side scrolling Gothic adventure. on: March 05, 2014, 02:56:04 PM
Oh  it's men't to be half human, so the back legs are not dog legs...giving it more of a creepy look I hope. SO it's not really a pure wolf statue. more of a monster.

hopefully it will make more sense after you have fought a few of them.

but ty for input

Mrawolf
Ah okay, that makes a lot more sense.
317  Developer / Art / Re: show us some of your pixel work on: March 05, 2014, 01:46:04 PM
Thomas Finch, that animation looks great. So smooth.

Here are some animation for the main protagonist of my project.

Cheers

Thanks, yours are great too! That running animation is adorable.
318  Developer / Art / Re: GIFs of games being worked on on: March 05, 2014, 01:39:49 PM
319  Feedback / DevLogs / Re: Ethereal - A Ghostly Puzzle Platformer on: March 05, 2014, 01:32:05 PM
Devlog Update #38 - 03/05/14

This is the animation for when the player "dies":

320  Developer / Art / Re: show us some of your pixel work on: March 05, 2014, 01:31:21 PM
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