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381
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Developer / Technical / Re: What do I do with a FLA file?
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on: August 01, 2012, 01:06:04 PM
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when it is just the sponsor's intro/container it might be easier to embed your game as swf into the fla file and send it back to the sponsor so he can publish it. when you have to use resources from the fla you should ask your sponsor for swc/swf files.
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382
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Developer / Technical / Re: What do I do with a FLA file?
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on: August 01, 2012, 12:43:18 PM
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It would wonder me if you could decompile fla files, because they usually contain uncompiled data. The newer fla files are zip-compressed xml and binary media data (quite similar to docx). try to unzip the file to peek into it.
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384
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Player / Games / Re: DayZ
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on: August 01, 2012, 11:31:30 AM
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ARMA II and its predecessors have a painful history of being buggy, but it's hard to find a game that delivers such an entertaining "realistic" war feeling. A nice tactical guide for ARMA II, maybe applicable for DayZ (havent played it yet): http://ttp2.dslyecxi.com/
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387
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Feedback / DevLogs / Re: Buccaneer Bombardment
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on: July 25, 2012, 02:07:00 PM
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I think if you exploit women already, you should really exploit the topic and try to make money out of it (the only rational reason for doing so).
You should go as far as your morale allows it (and as far as the audience wants it). You should rename your game back to "Pirates and Boobies", "Pirating Boobies", "Lusty Sex Pirates Attack!" or "Boobie Defense" etc (so everybody who searches for boobies will find your game). If it is ok for the app store, you should add some happy boob flashing when you rescue a woman (maybe censored in a creative way to comply with app store rules, e.g. a sea gull flying over the screen at the same moment etc.) and similar stuff.
Holding back at this point is hypocritical and will lead to a half-baked game. Accept that you may influence culture in a potentially negative way (you have been warned already) and do your best to create an exploiting casual game for men who want some mildly erotic lowbrow entertainment.
Invest your creativity in the exploitation and keep the style as it is. I think the style looks decent and fits the game and the target group. Nobody here will praise you for doing this, but do you really aim for artistic and ethical approval?
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393
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Developer / Art / Re: Art
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on: July 01, 2012, 03:44:39 AM
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 (inspired by Cory Godbey) "The nose is wonderful."  I really like it.
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397
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Developer / Art / Re: Art
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on: June 20, 2012, 01:50:02 PM
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wonderful! I really like the strong yet very feminine figure of the woman.
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398
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Developer / Art / Re: 3D thread
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on: June 19, 2012, 10:01:05 AM
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@John: no worries, point holds that it's damn nice work  Say it's a parody and claim fair use.  Heh, maybe. Is it still fair use if it's more of a tribute? Should really learn this kinda stuff, but I'm not sure how much crossover there is between Australian and American copyright law anyway. I might just go for it regardless as a proper focussed "in breaks" project. I keep shifting the goalposts and outputting a bunch of assets for different things, then moving on. Anyway back to the 3d artiness, I'll post when I've got something to show  At least in Germany there is no fair use. There is a right to create parodies, but i think creating a real parody of a video game is not that interesting. When you are from USA you can create stuff under fair use, but it may lead to problems anyway. Fair use is a concept many companies do not understand. Since there is no copyright for basic game concepts you would have to clone parts of crysis in all detail to violate copyrights. Just doing a shooter on an isle with aliens or something like this should be totally ok. Wondeful stuff btw
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399
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Developer / Business / Re: Price of Sumerian Blood
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on: May 15, 2012, 01:12:23 AM
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I know you don't like this idea, but here are more thoughts on f2p. If you have a story mode, where you can aquire units, make some available for cash earlier than possible through normal gameplay. F2P features in singleplayer games are more or less cheats that cost money. I think it's a good way to sell games to curious people who can pay for games, but don't want to pay upfront. If you have a strong story and addictive gameplay with progression you might be able to go with a good demo like the developers of Defender's Quest did (look at http://www.gamasutra.com/blogs/LarsDoucet/20120123/90942/Defenders_Quest_Deployment_Strategy.php). A friend of mine (like you) also did a remake of a classic (pushover) for android. Sales are between 500-1000 now, installs of the free version are between 50,000 - 100,000. There might be some improvements to the demo to raise the conversion rate, but I think for games that are not really outstanding in fun and execution, a normal payment model doesn't work for mobile and browser games. If people don't want to pay money for your game in a specific way, but they would pay in another way, why don't offer them this way? Pay to win is only bad for multiplayer experiences. You can combine demo, premium and item selling too. Just look at Triple Town, I think it monetizes very well and has a way to pay for everyone.
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