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1096374 Posts in 45412 Topics- by 37198 Members - Latest Member: subtleorwhat

March 03, 2015, 08:33:57 AM
TIGSource ForumsRecent Posts
Pages: [1] 2 3 ... 10
 on: Today at 08:33:08 AM 
Started by Matthewdeargameaudio - Last post by Matthewdeargameaudio
An iOS game I did sound effects for was released last week! Check out the trailer here:


 on: Today at 08:33:01 AM 
Started by LittleCloud_Games - Last post by LittleCloud_Games
Yeah it seems so  Embarrassed . Corrected!  Who, Me?

 on: Today at 08:31:21 AM 
Started by Zizka - Last post by Zizka
Hello guys!  Gentleman

Every once in a while, I'll see someone looking for an HR person to promote their games for a Greenlight or a Kickstarter. It's very rare that people will talk about how that went and whether or not it was worth it. So I was wondering if anyone had hired a PR person and if it turned out to be a good experience. Perhaps providing a reference would be neat too.

Also, how much should a PR person be paid for? How does it work? Hourly wage? Flat rate to promote the project from beginning to end? How did you guys handle it?

Advertisement plays such a huge role in promoting a game, I want to make sure I won't miss the boat on this one.

 on: Today at 08:23:56 AM 
Started by Prinsessa - Last post by Zizka
I don't know that dude but that face falling in the water made me chuckle.  Giggle

I agree about the bubbles rising, would look better that way.

I look forward to the water surface "breaking" when the an object lands in it. Since water is such a fundamental part of your game, it'll be important to nail this one on the head.

Also, when the sub is idle, shouldn't the jelly fish tentacles "fall" downward instead of remaning straight?

Anyways, I like the atmosphere here. I hope things get really creepy or weird the deeper you go in the water.  Beg

 on: Today at 08:05:35 AM 
Started by Hectroid - Last post by Hectroid
New trailer here!:

 on: Today at 07:57:53 AM 
Started by Cakeprediction - Last post by Zizka
Wow, Sahand, well done.   Hand Thumbs Up Left Kiss Hand Thumbs Up Right

I like the shield mechanic, very intuitive. The explosion kill looks cool to. I dig the pixel art, expect perhaps for those monsters on the first screen which I can't identify. So much potential! I chuckled at the cage bashing attack, yeah, it is kind of cruel.  Big Laff

 on: Today at 07:57:49 AM 
Started by unknown3344 - Last post by unknown3344
Thanks for clarifying that ending the animation before the start of the next attack(combo) would be considered a bad game design.

I haven't implemented any combo systems before so I thought that the attack animation should finish before starting the next attack animation. However, if I would've implemented this I don't think it would be a problem as the sprites consists of 2-3 frames per attack animation.

 on: Today at 07:51:33 AM 
Started by The_Observer - Last post by deab
Great concept, and love the art style.

 on: Today at 07:44:20 AM 
Started by kidfingers - Last post by subtleorwhat
Hey there, this sounds pretty cool, and I definitely have the drive and ability to do this, having extensive knowledge with Allegro and C++ among other things. I am just not entirely sure what it is you want to do with Forth? Could you potentially expand on what it is you want to do specifically and how it relates to the other things you mentioned like Allegro and OpenGL.

Look forward to your response Smiley

 on: Today at 07:37:54 AM 
Started by Ultima Ratio Regum - Last post by RujiK
Wow! A world record. Are you going to be in the Guinness book of world records for games?

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