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1076040 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 04:05:12 AM
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881  Developer / Business / Re: Anyone has bad experience with IndieDB? on: January 09, 2013, 05:55:36 AM
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)

882  Developer / Business / Re: TShirts and Swag for Kickstarter Campaigns on: January 09, 2013, 05:51:27 AM
have you tried deviantart (deviantwear?) they have competitive prices on thier regular printing, so I assume it would be same goes for their clothes printing?

For a company I HAVE actually used, vista print have really good prices (relatively), I used them for business cards and stuff, they apparently do shirts as well,
link
http://www.vistaprint.com.au/t-shirts.aspx?pfid=372&txi=15176&xnid=AllProductsPage_Men%27s+T-Shirts+(linked+item)_T-Shirts_Clothing+%26+Accessories_All+Products&xnav=AllProductsPage
883  Feedback / Playtesting / Re: Stampede 3D! for iOS [BETA GOING LIVE] on: January 09, 2013, 05:29:43 AM
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



884  Developer / Technical / Re: How to make a downloader / patcher / updater / launcher / thing on: January 09, 2013, 04:02:41 AM
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?
885  Developer / Technical / How to make a downloader / patcher / updater / launcher / thing on: January 08, 2013, 05:02:36 PM
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.
886  Developer / Art / Re: a big RTS game in the making. on: January 07, 2013, 03:05:24 AM
So will the buildings actually smash like Jenga with physics simulation?
Or are you just teasing us?
887  Feedback / Playtesting / Re: If you like hard games, please tell me what you think of HARD LANDER. on: January 06, 2013, 04:25:42 AM
I beat 4 levels, this game made me very frustrated
888  Developer / Art / Re: All the images from conceptart.org on: January 05, 2013, 06:11:57 AM
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!
889  Feedback / Playtesting / Re: On a journey for a company game name on: January 05, 2013, 06:08:10 AM
"Wrideo games" sounds like the Russian pronunciation of "video games"
restless creations is pretty cool tho
890  Developer / Business / Re: Making a business plan on: January 04, 2013, 05:39:44 AM
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.  Smiley

Hope that helps
891  Feedback / Playtesting / Re: Prototype of a game inspired by Magic Carpet, with deformable spherical planet on: January 04, 2013, 05:29:50 AM
Wow! this is some really cool tech! And I love the flight physics, reminds me of Descent, classic  Smiley.
Really need to add mouse locking tho, it's very easy;
http://docs.unity3d.com/Documentation/ScriptReference/Screen-lockCursor.html

The way the sun/sky appears different depending on what side the the planet you sit is also really cool.
Keep it up, I'm sure this could quickly become a really addictive and fun game with more interesting/interactive enemies who have some AI and a point/story to it.
892  Feedback / Playtesting / Re: Name feedback on: January 04, 2013, 04:35:09 AM
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)

893  Feedback / Playtesting / Re: Altitude 0 - plane racing at height 0 on: January 04, 2013, 02:09:09 AM
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!
894  Player / Games / Re: iOS recommendations on: January 02, 2013, 05:26:48 AM
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)
895  Feedback / Playtesting / Re: a Fistful of Gun [3 player Co-op shooter - Freeware] on: January 02, 2013, 12:51:05 AM
Awesome! Having the sniper player as the mouse is very clever, love the concept
896  Player / Games / Re: Dream game sequel? on: December 31, 2012, 02:56:49 PM
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
897  Feedback / Playtesting / Re: Altitude 0 - plane racing at height 0 on: December 31, 2012, 07:40:08 AM
This game looks great fun! Cant wait to play it
I especially like the vapor trails, those are really well done
898  Developer / Design / Re: examples of interesting overworld/travelling mechanics on: December 29, 2012, 05:23:16 PM
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.
899  Feedback / Playtesting / Re: Rate my game-trailer plz! :) on: December 29, 2012, 05:12:59 PM
That's a big improvement, good work
900  Feedback / Playtesting / Re: Rate my game-trailer plz! :) on: December 28, 2012, 04:36:56 AM
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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