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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 03:01:11 AM

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1  Jobs / Offering Paid Work / Unity Programmers wanted for iOS rewrite on: March 26, 2014, 12:44:46 PM
Looking to add a couple freelance programmers to a Unity project.
  • Rewrite of an existing native iOS game. Will be released on Android as well.
  • 12-16 weeks starting late April or early May.
  • 25 hours per week.
  • You'll need to have your own copy of Unity Pro 4.x.
  • Prefer that you work daytime hours on Central US time
  • I'll be the other programmer on the project.
  • We're using several mobile plugins (prime 31) and NGUI.
  • Get a project with actual artists, a growing userbase, and a focus on Juiciness in your portfolio

My company, Proof, helps startups with product and software development. You're welcome to join us in our office in Kansas City, but we expect you to be remote. The project is for a client of ours. Please reach out to me, and we can talk about more details of the project, as well as your experience and availability. Email is prefered over PM.

Art, sound, design and other assets are covered by other members on the team.

Paid work.

http://www.proofdev.com
[email protected]
www.linkedin.com/in/neightallen/
2  Developer / Business / Developers staying relevant in the Unity/UDK world on: December 06, 2011, 08:06:51 PM
Hey everybody,
In Kansas City, we have a very developer heavy community. Like 3 to 1 developers to artists. I want to have a conversation at our next meetup about how we can use that to our advantage. I try to always provide an article as a topic start at each meetup, and am looking for something on this topic. I feel like artists with a little technical knowledge make completely different games than programmers with a little art ability. A lot of the guys in our community write their own engines, which just seems a waste. Does anyone know where there are good discussions about what programmers should focus on in a world where a technical artist can make games without programmers?

I'm not sure I'm quite getting my question across, but thanks in advance for any input.

-N8
3  Developer / Playtesting / Re: Big Bang on: November 18, 2011, 06:08:37 PM
Sweet. PM me some contact info and we'll talk about it.
4  Developer / Playtesting / Re: Big Bang on: November 18, 2011, 05:12:53 PM
Yeah, also stole the textures Tongue. And if you get far enough, you'll notice I'm not even using textures anymore. I'm just hashing the name of the element and picking a color based on that.
I'm not actually sure what I'm doing about the art yet. Any collaborators?
5  Developer / Playtesting / Big Bang on: November 18, 2011, 04:09:37 PM
Would you like to play a puzzlesque game that is in super early development, has no instructions, and most likely broken? Then you've come to the right place! I've ripped off the mobile game Alchemy in an attempt to learn more about its mechanics and figure out if there's more of a game. Also to get better at Unity. So check it out:

http://vicinitygames.com/proto/bigbang/sandbox/2/

I've put in various metrics tracking, so just playing is enough, but feedback is welcome of course.

Sandbox instructions:
Add things to play by clicking them on the right
Grab things with the mouse
Smash them into each other!



Edit:Quick Bug fix and screenshot added
6  Developer / Playtesting / Papercraft - Dev Walkthrough on: April 06, 2011, 07:21:44 AM
Hey all. I haven't been on the forums for too long, and I feel a little greedy posting here, taking your time and your feedback, but I'm really proud of how our first game is coming along. We recorded a video last night of us playing the game with a few friends. I can't post a build of the game since its Xbox, but hoping you guys would look over the video.

The thing we need feedback on most to finish up the game is how to teach the mechanics to the player. I can see how that would be tough to do just watching the video. So I guess just comments on the look of the game, and if it looks like something you would play. If you wouldn't play it, is there a small thing missing, ya know, that we can add without any effort? Tongue





Gentleman
7  Developer / Design / Re: How to design games? No, really on: April 03, 2011, 08:59:14 PM
For strict "design," and maybe not the process, I've found these very helpful:

http://www.gamasutra.com/view/feature/6267/lifting_the_designers_curse.php
http://www.amazon.com/Art-Game-Design-book-lenses/dp/0123694965/

Sorry for more reading, but its good. I promise.
8  Developer / Business / Re: What would you do with Google Fiber? on: April 03, 2011, 08:43:06 PM
I hate UBB as much as the next guy but 1 Gigabit ≠ 1 Gigabyte
A gigabyte and a gigabit are generally used interchangeably when it comes to bandwidth. Regardless, there's only 70MB difference between a gigabyte and a gigabit, so you'd still be paying roughly $2 per second.

You're talking about the difference between a Gigabyte and a Gibibyte. That's about 74MB. There are 8 bits in a byte, so a 1Gbps (Gigabytes per second) is 128MBps (MegaBytes per second).

/Nerdrant Waaagh!
9  Developer / Business / Re: should I businessize or sell under my name? on: April 03, 2011, 08:37:33 PM
I really don't know that its worth it to register as a business until you're entering into contracts, and you want to separate yourself personally from some of the risk. We incorporated pretty early on (we still haven't released our first game) and I don't know if that was the best use of our money. We got to take a little bit of deductions on our taxes this year, and we were planning on spending the money to incorporate at some point anyway. BTW, it was $425 for us to pay a lawyer to start an S-Corp in Kansas.

So yeah, if you're serious about growth, or your going to have expenses/contracts, go for it. If you just want to make games by yourself and get money for them, don't bother.
10  Developer / Business / Re: What would you do with Google Fiber? on: April 03, 2011, 07:44:11 PM
i can already do that on my cable connection -- youtube 1080p videos run fine for me, without buffering -- and i only get about 1.1 mb/sec
The video raises an interesting point though. We would be able to receive video streams from a high number of players at once. Everyone's avatars could have a live webcam feed for their faces. The Chat Roulette MMO! No No NO

It doesn't actually have to be webcam video. Maybe screen capture. Like the onlive arena, where you can watch any game being played on the service, and there's even a screen where they've composited a bunch of them. Again, not sure what I'd do with it, but we're getting somewhere.
11  Developer / Business / Re: What would you do with Google Fiber? on: April 01, 2011, 09:42:12 AM
I'm really kind of interested in services like Playtomic. I'd like to see services like this expanded to other platforms and aspects of gaming.

So these speeds aren't unheard of. They exist. The two advantages this affords us are cost and physical access to our servers.  So maybe the trick is hooking up something other than rack servers to the internet.  I haven't figured it out yet. That's why I'm here.  Wink

For those who find this real world situation too restrictive, Google does plan on expanding the service to other cities.  And I think the hope is that other services will have to step up their bandwidth.  So I'll ask a more fantastic question: What would you do if Everyone had Google fiber?
12  Developer / Business / What would you do with Google Fiber? on: April 01, 2011, 06:15:51 AM
Google is coming to my town (Kansas City) and installing reasonably priced Gigabit internet (1000 Mbit up and down).  Since we're the only game company in the metro area, we have to represent. What game or service would you make if you had access to this kind of bandwidth?



13  Developer / Business / Re: Video Games as a Tax Write-off? on: March 18, 2011, 08:48:36 AM
Actually Paul, it's perfectly fine if you work a day job and run a side business.  Assuming the side business is a legitimate business, it will qualify like any other business for legitimate tax deductions.

Yes, we have our own company, and we asked our accountant (Tax Professional) and he said that's fine. We write off video game purchases, and we keep a semi documented log of things we like or don't like or are relevant to our games from those game, just in case we were ever audited. But if you're just filing personal taxes, and you're not itemizing, it wouldn't make a difference anyway.
14  Community / Townhall / Re: MoaCube - I'm going full-time indie on: March 17, 2011, 12:02:49 PM
Best of luck to you guys. Based on what I've seen so far, you'll excel and grow fat, old and happy.

I had Vicinity Games like your page, and that didn't actually add to your like count, so I liked it myself too  Smiley

Speaking of.. Vicinity Games' page could use some more likes.  Blink Blink
15  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: March 17, 2011, 11:50:01 AM
Hi everyone! I'm Nate.

I've always been a gamer and I've always loved to make things, mostly digital. Only in the past few years have I figured out that I want to try to make a living making video games. I like that video games can incorporate so many different skills that I figure I can't get bored making them. I'm probably a geezer at 25.

I'm intimidated by a lot of the talent that I've seen here, and from what I can tell, everyone who makes games is cool. I'm still battling with my first video game, and it makes me feel pretty inadequate, but hopefully I can still hang with you guys until I'm published.

That's probably enough.
16  Developer / Business / Re: Your name or game? on: March 16, 2011, 06:45:24 PM
People will be curious to know who you are ONLY when they played your game, a lot of times, and want to find out WHO the heck is that individual that made this fresh and original game. I wanted to know who made They need to be fed, because THAT is GOOD GAME. And marketing is important if you want to people know that there is somewhere a game that is worth of playing.

I personally will go to great lengths to find out more about the people behind the things I experience. But I figure most people are not that interested. Sure, there will be people that play my game and want to find out more about me and my company, and I'll make it as easy as possible for them. But how many are we talking? 1%? 1/2%?
17  Developer / Business / Re: What does your physical workspace look like? on: March 16, 2011, 06:23:48 PM
I posted mine to twitpic a while ago, and I'm just too lazy to host it anywhere right now. Anyway, for those willing to click once, here you are:

http://twitpic.com/3ak9l5/full
18  Player / General / Re: Katamari Damacy on the Browser on: March 16, 2011, 06:16:16 PM
I went with dealextreme.com. I figured that was the most junk ridden site I could think of.
19  Player / General / Re: Tigsource Weight-Loss Challenge on: March 16, 2011, 06:09:32 PM
Gain or lose, I'd check out the 4 hour body book by Tim Ferriss. I've been doing the weight loss plan for the last 6 weeks and I'm down about 16 pounds. Since I'm in the routine and I'm consistently losing 2lbs per week, I'm gonna say 10lbs by the next weight in. Round up for good measure.

http://www.fourhourbody.com/
http://www.amazon.com/4-Hour-Body-Uncommon-Incredible-Superhuman/dp/030746363X
20  Community / Writing / Re: ITT: Possible Game Stories on: March 13, 2011, 09:11:59 PM
If we're getting weird with it:

You're a cop, on a special task force in a city in Kansas. Your main responsibility is to take down a sudden outbreak of 'Mad Scientists'. Lunatics with a sudden and inexplicable grasp of complicated science and engineering principles and no apparent connection to one another.

That's probably us, since we're in a city in Kansas, and we're pretty mad. Thanks for the heads up that they're out to get us.  Blink Blink
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