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Jobs / Collaborations / Pixel Art For Kids Game
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on: September 20, 2021, 05:20:12 PM
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Hello. I'm making a kids game and need some pixel art. 32x32 characters/tiles. It's not a huge job. I need a character (2-3 frames walk cycle, and a couple more short animations) a few scenery features, a couple simple animals and a few other items. Also need a logo and some button designs. Then I need some art for mini games. You collect items (I can explain) and spend them to play mini games.
It will hopefully be released next Spring. Thanks.
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Community / DevLogs / Tower To Heaven
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on: September 18, 2021, 04:16:42 AM
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I'm normally making RPGs that take a few years to develop but I recently finished a much simpler JRPG called Tower To Heaven ( https://b1stable.com/tth.) I used the engine I made for my previous game, Dog-O ( https://nooskewl.com/dog-o) but changed it quite a bit. The fundamentals are still pretty similar though. The engine is made in C++ with SDL2. It's a fairly capable JRPG engine but TTH is designed to be extremely simple. I find the game relaxing as it's easy to play and easy to beat.   A few people from Discord made the graphics and I made the music (FL Studio) and code (Vim.) The game has a religious theme but there's nothing religious in the game, it's actually silly. It's wishlistable on Steam here: https://store.steampowered.com/app/1759580/Tower_To_Heaven/
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Jobs / Collaborations / Music needed for JRPG [Revenue Share, Game Finished]
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on: September 16, 2021, 02:57:40 PM
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Hello. I have a simple JRPG that I need good music for. Short looping tracks. Here's what I need: battle 1:00 credits 0:30 end 0:30 gameover 0:30 level 1:00 title 1:00 trailer 1:00 Some images of the game can be seen here: https://imgur.com/a/r7BLhxkLooking for something upbeat. The game will be on Steam soon. I will send you a copy. I'm looking to give someone 50% for 1 year but we can negotiate. Thanks.
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Developer / Business / Re: How to avoid annoying people with a "full game" unlock?
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on: November 03, 2019, 02:02:44 PM
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I've had the same reaction to one of my games. The first store I put it on I made it free with an IAP to unlock (everything works except saving.) Got people bitching about it. My advice (probably too late now) is to just charge $2 for it upfront - I've had maybe a dozen or so sales of the game where it's free+unlock over 5 years (with thousands of free downloads.) On other stores it has sold more than that upfront.
What I'd do now that it's too late to charge upfront is label it clearly as a "demo" as ProgramGamer said.
Sadly people are conditioned to prefer a game full of ads/IAP for coins etc rather than a full unlock. Pretty stupid IMO but that's the way it is. When I made my game that way in my mind I was doing something positive for people but...
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Jobs / Offering Paid Work / Re: [PAID] SDL2 on Android Consulting
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on: November 01, 2019, 08:15:01 PM
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I don't develop for Android on a Mac, but I do develop SDL2 + Android + Android Studio on a PC, and develop for iOS + macOS + tvOS on a Mac (also SDL2) so I'm quite familiar with most of this and the rest should be simple (I don't use SDL_mixer for example, but it shouldn't be a problem.) Feel free to send me a PM with a $ amount as a lump sum.
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Player / Games / Re: How do you make games in 2019?
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on: November 01, 2019, 07:57:49 PM
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Well I've made about a couple dozen games and I've made a new engine for each one. Except the one I'm making now which I reused some of the previous one. If you don't care about the technical stuff (players don't, at all) then I'd say pick an existing engine. If you're some kind of perfectionist sure, make your own but you'll be doing it for yourself because nobody cares about this.
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Community / DevLogs / Re: Screenshot ▸Saturday◂
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on: August 17, 2019, 04:58:19 PM
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I'm working on some enemies for the current level of Dog-O this week/next week. I know it's not much but I'm happy with the way these guys came out. Might be one of my fav pieces of pixel art I've done (started of mainly as a programmer for a long time. Only been doing pixel art seriously for a couple years.) 
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Player / Games / Re: Factorio: Are you playing?
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on: December 22, 2018, 12:41:13 AM
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Well, we did try very hard to support all use cases and pitfalls, but at the point you're pushing with some games you may need something custom.
I remember one time they came to the Allegro mailing list with a fix for slow bitmap destruction (I rejected their fix and someone then made a proper one.) Anyway, they were creating hundreds of thousands or millions of bitmaps which most games would never do, so freeing up all those resources was taking a few seconds, but the fix made it better.
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Player / Games / Re: Factorio: Are you playing?
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on: November 21, 2018, 04:14:50 PM
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Dang, that's rough. What was the rationale behind not requiring attribution?
Allegro was originally made by 1 guy back in the 90s. The license was basically, "if you like it, feel free to send me a gift. Here's my address:" That license didn't make sense anymore because the original author no longer worked on it and there were a few developers so who would get the gifts? So we just picked the friendliest license without thinking too much about it, and that is ZLIB, which says, while attribution would be nice, it's not required. SDL2 went with the same license so we're not alone.
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Player / Games / Re: Factorio: Are you playing?
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on: November 21, 2018, 02:36:15 PM
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Please elaborate
Factorio uses Allegro 5. The Factorio developers posted for help several times to the Allegro mailing lists, as well as posting early versions of the game on the Allegro forums. I worked on Allegro from 2006 until last year when I decided to focus on my own stuff, but I was part of the team that created Allegro version 5 from the ground up, and when I stopped working on it it was complete and stable. There are several games out there that uses A5, but probably most of them we'll never know about because the license doesn't require attribution.
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Player / Games / Re: Factorio: Are you playing?
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on: November 21, 2018, 02:00:02 PM
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I haven't played it, but I wrote about 150K lines of code it uses. So my most successful creation has earned me $0, the joys of open source.
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Jobs / Portfolios / Programmer looking for jobs
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on: November 10, 2018, 10:05:08 PM
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I've been a game programmer for over 20 years now. I've finished a number of projects. Here is a quick summary off the top of my head. Frameworks - Formerly one of the top contributors to Allegro 5, used by games such as Factorio and hundreds of others. I've since started focussing on my own projects and for my last game I switched to SDL2. Engines - I've made a custom engine for each game I've finished. So probably 10-15 finished games. I like doing things efficiently, and my last game is about a 2 MB download for an RPG. Games - I've made a lot of games, many of them were simple and I don't have them up for download anymore. The ones that I still care about are available at nooskewl.ca. There are 4 finished RPGs there (3 JRPG and one action RPG.) Tools - I've made lots of tools such as tile based level editors, isometric level editors, skeletal animation systems etc. Etc - If it has to do with games I've probably dabbled with it a bit. I do normally stick to C++ code and write everything from scratch though, but I've written plenty of C, C#, Java, Lua, Objective C/C++ and so on. So right now I'm looking for stuff to do. Preferences go to paid projects but with the right project, I'd do a revenue share. I've started a new game of my own, so I'll throw out there the possibility of finding a graphics artist for that. It's kind of a JRPG but with a big twist, something unique in the battle system. So if you need a programmer for anything get in touch. Thanks.
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Player / General / Re: Tales from the Crunch
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on: October 31, 2018, 12:56:24 PM
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Aye. I love my job and I consistently work 50+ hour weeks (would do more if they let me), I have no idea what to make of people when they complain about " crunch". I wasn't trying to say it's OK. Heed the post above this one. I was the same at one point but it will destroy you and it's not worth it or necessary.
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