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1411319 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

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141  Developer / Business / Re: How do I make a proper credits format? on: January 30, 2016, 04:27:51 AM
Credits are usually sorted by importance or pay grade. Producer first then all the way down to a thank you to the janitor's cat last.

Not sure what you mean by resources, but if you mean engines and middleware then that is usually stipulated in the licence agreement. Most require their logo on one of the opening splash screens.
142  Community / Creative / Re: Burnt out on project. What to do? on: January 25, 2016, 02:23:14 AM
Locally we have a playtesting day once a month for devs to come together and play each others stuff and give feedback. If your issues are of the design kind something like this might be of use. Is there any way for you to organise a playtesting session with devs in your area? They are more likely to be able to help you out of a design cul-de-sac than waiting to have a eureka moment yourself.

Definitely be proactive in trying to work through the games issues. In my experience putting games on ice doesn't work. I've known a few devs bring old projects back to life but mainly it signals a games death knell.
143  Developer / Business / Re: Google Play vs App Store revenue? on: January 24, 2016, 08:15:19 AM
Total Steam direct sales at the moment are 158,691 units. Of course that will include Steam sales/daily deals as there's no way to exclude them from Steam stats.
144  Player / General / Re: The hardest part of game development? on: January 23, 2016, 12:54:18 PM
I don't know if I'd say its the hardest part, but I often struggle to START a project. I know people talk about it feeling great to have a clean slate and to be filled with new ideas, but to me I feel uncertainty about where to start or what methodologies to use for my ideas. I feel a big part of this is not really planning ahead, so its hard to have momentum when you don't have two or three things sitting in the queue, ready to be worked on after you finish the current task. Things may have to be significantly changed later, but at the very least one actually has things to change in the first place.

But maybe that's just me. Shrug
Do a few 24/48 hour game jams and you'll soon lose this fear. There's nothing like only having a day to work on a game to make you forget about planning and methodologies.
145  Community / DevLogs / fig 1 on: January 22, 2016, 09:19:48 AM
146  Community / DevLogs / Project: ΑΩ on: January 22, 2016, 09:19:26 AM
Project: ΑΩ
                                                                                                   Visit mysterious planets, trade exotic goods, meet interesting aliens, and embark on exciting adventures. It's a tough time to be a human in space and things are only going to get tougher.                                                                                                    
147  Player / Games / Re: Jonathan Blow and The Witness on: January 21, 2016, 08:49:30 AM

If you can't generate $100 you don't have any business trying to sell your game - either your game cannot generate revenue on its own, or you don't have the resources to market it to make it viable.


What if it generates enough to home and feed your family, but not enough for you to plough spare cash into the business. Everyone is talking like $100 is pocket change. I am very pleased that some of you don't feel like $100 is a lot of money as it means you've led a comfortable life. I can assure you though that for many people $100 is a lot of money.
148  Player / Games / Re: Jonathan Blow and The Witness on: January 21, 2016, 03:48:24 AM
He once said that if you can't afford the Greenlight fee, you shouldn't be an indie developer.

jb does sound kinda like a dick but let's be real this is one is obviously true

This attitude really pisses me off. When I released my first game I didn't have $100 to my name, but luckily it was before Greenlight so I didn't have to pay $100. I was living hand to mouth out of a single room. I developed the game on a broken 5 year old laptop that I had to hold the power cable in a certain way or it would shut down. What are you saying? I shouldn't have bothered? Let's try something new and help people up instead of pushing them down.
149  Developer / Business / Re: Google Play vs App Store revenue? on: January 20, 2016, 08:47:05 AM
That is a huge number for Amazon! Did they simply choose your game randomly to feature or did you have some sort of partnership?
They contacted me and we worked together to create the promo media. I haven't made any attempt to promote the mobile version, as I see it as more of a desktop game, so I have no idea how they came to contact me. They ran the promotion in North America and Brazil first, then did a second run in Europe and a few other countries. They also featured the game in their Kindle Fire segment on QVC as part of the promo.
150  Developer / Business / Re: Google Play vs App Store revenue? on: January 20, 2016, 01:02:23 AM
Stats for my app Hack, Slash, Loot:

Store
Units sold
iOS
922
Google Play
1,322
Kindle App Store
62,539

NOTE: The stats for the Kindle app store are a bit skewed as Amazon ran a lock screen feature promotion for the app. The other services have never run a feature promotion for the app.
151  Player / Games / Re: The Witness on: January 19, 2016, 02:47:11 PM
I loved Braid but there is nothing I've seen about The Witness that has remotely piqued my interest. I may review it for the PigIgnorant.com podcast but I'm not planning on going out of my way to try it.
152  Community / Creative / Re: Programmers and artists requested! on: January 14, 2016, 04:26:18 AM
Who's hating? I'm still waiting on the contracts, but if they look kosher I'm gonna code the shit out of Jacky's idea. I mean the coding, and art, and music, and sound, and writing, and level design, and all that boring shit is easy. It's the ideas that are hard to do. I mean I've been making games for 20 years now and I've only ever met a handle of people who have ideas. Literally non of my friends or associates pitch me game ideas constantly every day. So imagine my joy when Jacky appears here and he's all 'good with the ideas' and stuff. Your just jealous Joh because I got in there first and now this Jacky 'good with the ideas' guy is working with me.  Hand Money Left Tongue Hand Money Right
153  Community / Creative / Re: Programmers and artists requested! on: January 13, 2016, 09:01:08 AM
Hi Jacky, even though you have provided absolutely no information regarding what this project is about I am excited to work on it. As you are 'good with ideas' I'm sure it's going to be an awesome project. I'm good with code and my day rate is $400. If you could send over the contracts and NDA for me to sign we can get started immediately. Once the legal stuff is out of the way you can show me the design document and concept boards.
154  Community / Competitions / Re: Ludum Dare 34 (Dec 11th - 14th) on: January 05, 2016, 01:29:47 PM
I'm just glad that my entry got enough votes to be rated as it required a PlayStation Move controller in order to play.

155  Community / Townhall / Re: ANSWER ME on: January 02, 2016, 08:22:38 AM
I am trying to pm someone but he does not respond even though he is online, his name is happymonster.
I don't know why happymonster has not replied to you, but I will happily help you out. PM me your question instead, or just post it below, and I will answer it to the best of my ability.
156  Community / DevLogs / Re: Project Rain World on: December 28, 2015, 11:48:03 AM
It's a testament to the quality of Rain World updates that the only thing people can find fault with is the devlog numbering.

Those scavengers are really freaky btw. I'm amazed how good the new additions are each update. To keep the quality so high for so long is amazing.
157  Developer / Technical / Re: Can a console bring my idea to life? on: December 27, 2015, 11:48:09 AM
It's actually quite the opposite. I've seen far too many WannaBDev's try to start their dev career with a WoW beating game only to get disheartened quickly when they realise the enormity of the task and never be seen again. If you start small, baby steps if you will, then you have a greater chance of not becoming disheartened and progressing. You may never make it to that WoW beater, but you'll get a lot closer I guarantee it. Anyhow, good luck and welcome to the dev-ing world.
158  Developer / Technical / Re: Can a console bring my idea to life? on: December 27, 2015, 01:37:44 AM
By reading the questions in your post I can easily answer the question in the post title.

Can a console bring my idea to life?
No. Absolutely not.

I'm going to be really harsh here and tell you that if you need to ask these questions then you currently do not have any of the required skills to bring your 'idea to life' and simply targeting a console isn't going to help. In fact I doubt Sony would give you a dev kit. A 200 player Skyrim-esque game is not a first project. I would suggest start making smaller games for a while and when you have gathered the experience to answer all those questions yourself feel free to tackle a mammoth MMORPG.
159  Player / General / Re: Tips on how to make a good devlog? on: December 20, 2015, 01:19:11 PM
Yea, just make it interesting in some way. That can mean exciting visuals, unusual gameplay gifs, or anything really. If people find it interesting then they'll keep coming back to read more. It's that simple really.
160  Community / DevLogs / Re: NEW! High performance infinite block building game. on: December 19, 2015, 11:29:51 AM
My point is, just give some advice for the developer to move forward rather than squashing the idea. You never know what might become of the game. Even if the original intention was to be a ripoff, proper advice could inspire that desire to change.
I actually agree with you about Minecraft "clones" in general, but the second this guy asked me for $25 of my hard earned money I think I have the right to be critical and fully question his actions. That's the way you decide what to spend your money on, you assess what is being offered to you.

I could spend $25 on this, or I could buy Minecraft for $10.
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