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1076038 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:57:12 AM
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381  Developer / Technical / Re: What do I do with a FLA file? on: August 01, 2012, 01:06:04 PM
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.
382  Developer / Technical / Re: What do I do with a FLA file? on: August 01, 2012, 12:43:18 PM
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.
383  Developer / Art / Re: Ninja sprite - feedback wanted on: August 01, 2012, 12:17:50 PM
For a ninja vibe you may want to make use of Airplane Arms / Ninja Run.
384  Player / Games / Re: DayZ on: August 01, 2012, 11:31:30 AM
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/
385  Developer / Design / Re: Turn-Based Zelda Homework on: July 25, 2012, 02:30:08 PM
http://www.zsnes.com/ (mac version http://www.vg-network.com/ed/zsnes-macos/ ? [beware, just found via google]) + The Legend of Zelda: A Link to the Past (also available for wii virtual console).

Pitman (a nice recent rogue like) might interest you (http://pitman.ratking.de/ bundle with pitman -> https://gamedevbundle.com/).
386  Developer / Design / Re: GPS Based Zombie chase, Multiplayer game idea on: July 25, 2012, 02:23:01 PM
I guess there are already some games like this (search for location based games, e.g. http://pleasestaycalm.com/ [afaik only cooperative play]). You should analyze some to check if your ideas work and how much fun it would be.
387  Feedback / DevLogs / Re: Buccaneer Bombardment on: July 25, 2012, 02:07:00 PM
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?
388  Player / General / Re: All Purpose Animu Discussion on: July 22, 2012, 05:35:18 AM
some nice (new) entertainment: Sword Art Online
imo the main char is a bit too passive...
389  Player / General / Re: All Purpose Animu Discussion on: July 18, 2012, 07:05:46 AM
If you want awesome artstyle with great story;

http://www.youtube.com/watch?v=AVEFYOZbXO0
4th ep and i am loving it! thx for the recommendation.
390  Feedback / DevLogs / Re: Stella-111: A Cosmic Voyage on: July 10, 2012, 08:55:54 AM
superb!
391  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: July 08, 2012, 10:39:36 AM
I like it, but I think these guys with caps look too small.
392  Feedback / DevLogs / Re: Stella-111: A Cosmic Voyage on: July 04, 2012, 02:32:09 AM
wonderful! Beer!
*subscribes to this topic*
393  Developer / Art / Re: Art on: July 01, 2012, 03:44:39 AM

(inspired by Cory Godbey)
"The nose is wonderful."


I really like it.
394  Developer / Art / Re: Inspiration for weird enemies on: June 23, 2012, 06:58:35 AM
yeah, nature!






folklore is also very inspiring
http://www.matthewmeyer.net/blog/tags/a-yokai-a-day
many deadlinks Sad http://home.comcast.net/~chris.s/myth.html
http://www.pantheon.org/
http://www.obakemono.com/
wikipedia...

edit:
First off these look amazing.
Second, is there any reason you couldnt use multiple pallets for enemys too match the mood of the current area?
I second this (forward quoting Wizard)

edit2:
your enemies remind me of the enemies in the game "Heart of Darkness "
395  Developer / Technical / Re: Matchmaking Server on: June 22, 2012, 02:05:18 PM
Interesting talk about the match making server architecture of LoL http://www.infoq.com/presentations/League-of-Legends

Many commercial game server systems offer lobby functionality or tutorials for this, maybe you can find some tutorials about matchmaking too. you might want to look at smartfox or photon server. photon has an offer with hosting (it's called photon cloud).
396  Developer / Technical / Re: Distributing user-created levels on: June 22, 2012, 01:53:21 PM
maybe a compressed level as base91-string (http://base91.sourceforge.net/) (or even more characters via utf-8?) to copy/paste via instant messengers? use some sort of signing/hashing to ensure that the complete level is pasted.

edit: the text might get too big. maybe you need a really good compression algorithm like the ones they use for demos. http://code4k.blogspot.de/2010/12/crinkler-secrets-4k-intro-executable.html (which links to http://mattmahoney.net/dc/paq.html#paq8 also looks interesting)

edit2: http://eeemo.net/ shows a neat way to visually compress big data with utf-8 (Unicode subscripts and superscripts). the question is which instant messengers have restrictions on this kind of text and in general restrictions on text length.
397  Developer / Art / Re: Art on: June 20, 2012, 01:50:02 PM
wonderful! I really like the strong yet very feminine figure of the woman.
398  Developer / Art / Re: 3D thread on: June 19, 2012, 10:01:05 AM
@John: no worries, point holds that it's damn nice work Wink
Say it's a parody and claim fair use. Durr...?
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 Smiley
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
399  Developer / Business / Re: Price of Sumerian Blood on: May 15, 2012, 01:12:23 AM
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.
400  Developer / Business / Re: Price of Sumerian Blood on: May 13, 2012, 06:50:03 AM
maybe a monetization method like you can find in triple town would be a good idea.

btw i think you should be worried. getting money from indie games in a traditional manner is very hard. you should think about ads and virtual item selling.

you might want to look at http://openfeint.com/developers/f2p#sell and smilar services...
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