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1075791 Posts in 44143 Topics- by 36116 Members - Latest Member: Bhuiya

December 29, 2014, 04:45:56 AM
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1721  Feedback / DevLogs / Re: Multiplayer Tactics Game - Telepath Tactics on: October 13, 2011, 07:53:14 AM
Artwork is beautiful!
1722  Developer / Business / Re: Font license on: October 12, 2011, 11:41:41 AM
It's in the comments.
http://www.dafont.com/font-comment.php?file=kitsu
1723  Feedback / Playtesting / Re: One and One Story on: October 12, 2011, 04:55:12 AM
Beautiful game, I liked it.
1724  Player / Games / Re: The Humble Frozen Synapse Bundle (Edit: now an actual bundle) on: October 11, 2011, 10:23:30 PM
I think the point of charities is that you donate out of your free will. Nobody force you to donate. So I find it hypocritical that somone tell you "You MUST donate to this good charity".
If I want to donate to the squirrel shelter and not donate to save human lives or whatever, I can do so. Don't tell people what to do with their money.
Point is, the right thing to happen is that the world fix those problem responsibley and not rely on the random kindness of people(especially not criticising people for not helping to fix problems that should have been fixed responsibley by governments or whatever).
Charities are asking help from working people where the governments have failed to do their job.
If the world was responsible, there was no need for charities.
1725  Developer / Business / Re: Font license on: October 11, 2011, 10:12:04 PM
I saw this in the comments, it's from 2010:

Quote
Furu|Jo7213  author of Kitsu  06-08-2010

 Well, for those who want to use this font: It's totally free, so you can use it however you want Smiley... but I'd like to see what you do with my font :B
1726  Developer / Business / Re: Releasing a demo long before the full version? on: October 11, 2011, 10:07:03 PM
If you don't mind about sales, which I don't know which direction it will affect sales, then I think releasing a demo would be good.
If you can make players play your game and give feedback, it is always priceless.
If you don't have anyone play your game besides yourself(the other end of the scale), then you have no idea what other people think about it.
1727  Developer / Business / Re: Free+Paid? on: October 11, 2011, 08:36:43 AM
Good idea Bishop,
I think I will start off with selling in an lpha state, maybe later I will add timed free versions.
1728  Developer / Art / Re: show us some of your pixel work on: October 08, 2011, 11:39:43 PM
Title pixel art for my game.

1729  Feedback / Playtesting / WIP teaser trailer for Fatal Wars 2 on: October 08, 2011, 01:31:27 PM
I would say this is the concept of the teaser trailer, and I would like to hear from you how to make it shine.
Basically a teaser trailer I made.

http://www.youtube.com/watch?v=yC80TShP_ms
1730  Feedback / Playtesting / Re: 3 different trailers - which looks best? on: October 07, 2011, 03:21:32 AM
Hmm, in my opinion the 3rd one is the best in terms of the movie\video perspective.
And I also have seen the 3rd one a while ago. But from the 3rd one I have no idea how the game plays because all the gameplay bits are so short and fast. The first two make it more clear how the gameplay will be.
Probably the 3rd one will attract more people. I guess you don't want to necessarely be informative in this kind of video.
1731  Developer / Audio / Re: Show us some of your music! on: October 07, 2011, 01:08:09 AM


I made a way slower song than I ever have successfully and it ended up pretty damn long, too.
Then I compressed it to mp3 and now it has funny artifacts so I should re-upload it at some point.
Man, this is so chill... That static in the background sounds like waves.

Yea I liked it too.

Here is something I did, for maybe the battle in my game. Not sure if I will use it. :/
http://soundcloud.com/pompipompi/battledark
1732  Feedback / DevLogs / Re: Saturated Dreamers on: October 06, 2011, 10:11:56 PM
Which is also why I was surprised you worked on it for 4 years, because I was sure I would have heard more about your game.

How long a game has been in development doesn't really map in any meaningful way to how well known it should be at it's current point (especially for indies who often can't pick a targeted release date that far out). In fact, you wouldn't want to be promoting your game for that long because consumer fatigue would set in eventually. Most of the hype/marketing should probably be saved until the last few months of development so you can get your player base hyped, then feed them the product while the hype is at it's peak, which would be very difficult if you were putting it out there well before it's done.
Good point.
1733  Feedback / DevLogs / Re: Saturated Dreamers on: October 06, 2011, 08:38:54 PM
I think for promotion you need to do something that will be memorable.
If you take super meat boy for instance, you probably remember that video where they made this guy with big twisted teeth eat super meat boy.
This video doesn't show any gameplay, you don't even know what the game is about, but it's memorable.
So the next time someone talked about super meat boy, you were already aware of the game. Even if you didn't know what it is about.
I think on games looking for large scale success(not within my reach currently) they need to think about public awareness.
People need to instantly recognize your game whenever it is mentioned.
I think what I was trying to say before is that I wasn't quite aware of your game. I don't know how many places your game have been talked about, but the fact is I didn't even remember your game eventhough I saw it's screenshots before.
It's not that your game was unknown, I am just talking about my personal experience. Which is also why I was surprised you worked on it for 4 years, because I was sure I would have heard more about your game.
1734  Feedback / DevLogs / Re: Saturated Dreamers on: October 06, 2011, 01:40:34 PM
I guess I ran into this conclusion because I thought the poll you talked about was at TIGSource.
And yea, I actually know you are successful(unlike me, heh), but I thought maybe I could contribute something. Better safe than sorry. Smiley
1735  Feedback / Finished / Re: Fatal Wars 2 on: October 06, 2011, 01:36:11 PM
Oh yea, heh.
I planned on making the board "persist" a few moments after one of the character dies. Which also allows a case of both characters die in battle. Just not implemented yet.
And a dying animation could be nice. I might go for something more lazy like making it poof into air or explode. Not sure. Havn'g thought about it yet.

Also, I forgot to mention that I want to work on a Meta-Server, so player could find matchs online and also so I can see how many people actually play. Tongue
1736  Feedback / Finished / Re: Fatal Wars 2 on: October 06, 2011, 01:29:34 PM
A new version is available to the "early adopters" drawing challange attenders. You can find it at the same place the previous version was.

I have made some progress with Fatal Wars 2, although a lot of it was refactoring, adding SFML support(optional alternative to DX9) and fixing some bugs.
I also added a lot of other little things, balancing a bit the pieces(although not extensive) and the game plays nicer. Especially online.

I have made a list of things to do, not sure it's such an accurate list but it will guide in the following days.

  • Fixing (0, 0) start bug in online mode
  • Improving Area attacks, without stalling
  • Damage persist after the battle
  • 6 different areas for 6 different colors
  • Changing colors of the "middle" squares
  • Life bonouses according to square color
  • Maybe tweaking walking speeds of pieces
  • Power points
  • Power points healing
  • Obstacles in battle area
  • x360 controller support
  • Sound FX
That's enough.

Also, take a look at an online game I played against a friend.
http://www.youtube.com/watch?v=aETH33fyTGw
1737  Feedback / DevLogs / Re: Saturated Dreamers on: October 06, 2011, 12:31:22 PM
there's quite a lot of content yes -- ~1000 areas (each 1600x1200), ~50 types of creatures, ~10 ship functions to collect, ~12 "bosses", about two and a half hours of music in the soundtrack, about 200 pages of dialogue; the game should be around 200-300mb in size. completion time will vary widely since most of that content is optional and the game is non-linear, but 20-30 hours to "see everything" is probably a good estimate

but the main reason it's taking so long is *not* only the content, most of the content is done, and has been for two years. it's also the mechanics and level design and secrets and pacing and balancing and so on that is taking a while. and also that i'm a perfectionist. when the game's out it'll probably have taken between 4.5 and 5 years. but a lot of games take that long. cave story took 5 years, for example. so did ocarina of time. iji and glum buster took 4 years.

i'm surprised you haven't heard more about it though! i guess i need to work more on promoting it. but it did come in 5th or so (i haven't checked its current placement) in the 'most anticipated indie games' poll, so it's not entirely unknown

Well, you need to make sure people outside of TIGSource know about your game. Don't forget people who visit TIGSource are not all the people who play indie games. Smiley
1738  Developer / Art / Re: Finding an Icon developer for my game on: October 06, 2011, 12:22:27 PM
Err, you don't "Develop" icons, you draw\design them.
If you can't do it on your own, then yea, either buy a stack of them from some sort of place that sells icon(never looked for that) or pay for an artist.
An artist will probably give you the best quality(assuming you hired a good artist), but will probably be more expensive.
So it's up to you how much time\money\quality you need and want to invest.
We can't tell you what you need.
I would suggest thinking of those three things(time\money\quality) and after you know their quanteties you can look for solutions.
1739  Feedback / DevLogs / Re: Arcanarena Gaiden - New and Updated - 10/4 on: October 05, 2011, 08:56:23 PM
This is looking nice. I guess this is ment for a mobile phone?
Also, maybe I missed something, but I didn't understand how the "fighting the monsters" will be?
Kind of like plants and zombies?
Maybe you can describe how a battle will go?
1740  Developer / Technical / Re: Dealing with Stuttering - Java and Game Maker considered on: October 04, 2011, 12:26:09 PM
I am afraid stuttering is not that straight forward to deal with. It can be quite complicated.
For instance, you might have "bursts" of CPU usage eventhough your overall CPU usage is well bellow 100% if you look at the task manager.
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