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881
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Developer / Business / Re: Anyone has bad experience with IndieDB?
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on: January 09, 2013, 05:55:36 AM
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I'm never going to complain about moddb, it has always been awesome to me, but I have often thought it would be good if developers accounts had a kind of 'trust' measure.
So users who have submitted game pages that they regularly post updates for (which have been approved countless times before) could become 'trusted' and their posts be automatically approved forever (or until their 'trusted' status is removed by being flagged, down-voted, whatever)
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883
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Feedback / Playtesting / Re: Stampede 3D! for iOS [BETA GOING LIVE]
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on: January 09, 2013, 05:29:43 AM
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Alright, The cycle of test and fix and spun it's course a few times now, and we gotta just get this thing out there on the digital shelves. So today I hit the big red button and fired the latest build over to apple Thanks everyone who ended up playing the beta, it really means a lot to have people care enough to help out like that.Now I just wait for apple to approve it maybe, and then I can start the joys of self-promoion, emailing every game website ever and all the other monotonous release tasks that run on human spirit 
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884
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Developer / Technical / Re: How to make a downloader / patcher / updater / launcher / thing
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on: January 09, 2013, 04:02:41 AM
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Ultimately I really hope to be on Steam somehow, so hopefully, if that happens, this intense security work might not be necessary, but in the mean time I think we will code a simpler and safer exe just to make distribution of the latest version easier for alpha testers.
I think we'll try and make a tool that simply checks our webserver for a newer version of the game that is installed, and if it finds one, prompts the user to download the entire install er for that version through a browser. (no write access of it's own)
Does that seem like a good idea?
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885
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Developer / Technical / How to make a downloader / patcher / updater / launcher / thing
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on: January 08, 2013, 05:02:36 PM
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I'm currently working on a multiplayer game, which means all clients need to be on the same build in order to compete with one another.
I'm wondering if anyone here has any idea as to how I would make my own launcher program which would check a server for a newer build than their current version and update etc.
If this is something that everyone has to build from scratch for themselves that's fine, I just want to check and make sure I'm not missing an easier pre-made alternative somewhere.
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888
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Developer / Art / Re: All the images from conceptart.org
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on: January 05, 2013, 06:11:57 AM
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Thank you for making this, I've visited conceptart.org a few times trying to browse some inspiring work only to find myself giving up in frustration within minutes due to the terrible navigation! You've fixed conceptart.org!
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890
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Developer / Business / Re: Making a business plan
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on: January 04, 2013, 05:39:44 AM
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I had to write a business plan once, and making sales forecasts for games was the most annoying part of it. In the film industry, box office sales are figures made available to the public, in the case of almost any movie you'd be able to see at the cinemas. In the music industry, sales can be determined by the amount of blow found on an artists groupies In games however sales figures for successful or unsuccessful titles are rarely every disclosed/published and even if they where it wouldn't mean anything. Since your game could be similar to another in almost every way and yet it wouldn't necessarily mean it will sell anything like that. In the end, after some degree of resignation, I resorted to doing all that I could, hunt down what figures you can, even really vague sales data like "has sold over 10 million copies", quote those figures, make up unfounded yet "realistic" estimates of your own sales and then attempt to somehow justify the connection between that estimate and your vague collection of industry figures.  Hope that helps
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892
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Feedback / Playtesting / Re: Name feedback
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on: January 04, 2013, 04:35:09 AM
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If you have to choose from that list, I think Akranios sounds the best.
BUT I think for your game name you should consider thing following:
1 -If you tell someone the name of your game at a party, conference, meeting, etc. will they be able to spell it into google when they get home?
2 -Will anyone be able to remember the name? (If it's not made up of english words then probably not)
3 -Does it describe in any way what your game is about or is like, a games name is it's title, it's heading, and should, in some small way, give people an idea of what to expect when they open the box (so to speak)
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893
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Feedback / Playtesting / Re: Altitude 0 - plane racing at height 0
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on: January 04, 2013, 02:09:09 AM
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I plade the beta! In terms of polish, graphics, sound, effects, etc. everything is top notch. It might be just a matter of familiarity, but I found myself being terrible at this game. The flight physics didn't feel natural to me, and not because I don't play many aeroplane games, I used to play MS Flight sim as a kid and consider myself somewhat of an ace in Battlefield 2 and 3, I just never got comfotable with the flight physics of Altitude0
It's hard to put my finger on why, but I think it's because of a couple of things 1. Changes are quite slow. to roll the plane over from one side to other has quite a long minimum amount of time to perform. I often found myself crashing just because the plane wouldn't respond to controls fast enough.
2. There is no momentum/weight/acceleration to the yaw/pitch/roll of the plane. In most games, as you roll the plane it's rate of roll will accelerate and when you let go of the controls the plane will still have rolling momentum, it wont stop immediately. In contrast the physics of the aircraft in Alt0 feel much more rigid/predictable/mechanical, It might just be my personal taste but I don't dig that feel.
Anyway, if you were looking for a chunk of feedback on your flight physics, there is some. Otherwise the game is looking great, keep up the good work!
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894
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Player / Games / Re: iOS recommendations
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on: January 02, 2013, 05:26:48 AM
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space team! you need a friend or 3 to play it with (physical people in the room with you), but it's very fun! (PS. it's free)
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896
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Player / Games / Re: Dream game sequel?
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on: December 31, 2012, 02:56:49 PM
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I know I'm probably alone in this here, but I'd love to see Jedi Knight 3. Jedi Academy was the best lightsaber experience I had, spent so much time playing duels with my friend, trying out all those great maps made by the community.
You are not alone sir, JK2 was the shit
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898
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Developer / Design / Re: examples of interesting overworld/travelling mechanics
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on: December 29, 2012, 05:23:16 PM
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This probably isn't totally on track of what you're asking, but i really liked what Prince of Persia: Warrior Within did, There where time portals around the map which would shift the time back to when things where in tact or to the future where things are ruined.
Sometimes, to get into the next part of the map you needed the way to be in ruins so you had things to climb, other times you needed that part of the map to be in tact so that you could simply cross a bridge etc.
Even though it's purpose was something else entirely I still thought it made traveling across the map much more interesting, having to switch between times, fun.
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900
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Feedback / Playtesting / Re: Rate my game-trailer plz! :)
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on: December 28, 2012, 04:36:56 AM
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Cons: Too long, and "yo momma" jokes aren't funny Pros: nice music, game looks enjoyable
because of how long the trailer goes on the music gets repetitive and the game starts looking limited, which makes me second guess wanting to buy, if the trailer simply got me excited with the nice polished menus, music and a gameplay then stopped there with a prompt to buy it would be much more successful than if it bores the viewer by making them watch someone else play so much of the game they already feel tired of it.
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