Show Posts
|
|
Pages: 1 ... 4 5 [6] 7 8 ... 16
|
|
101
|
Developer / Playtesting / Re: Pampi-Pampi
|
on: June 11, 2013, 10:51:31 PM
|
Pinkie Pinkie, that's how he's called (the crazy wise old man), he's a nice dude, he's funny, he likes to say cool stuff, he's not from Palestina and he doesn't build bombs. Aside from that, let's have fun! 
|
|
|
|
|
104
|
Developer / Playtesting / Re: Pampi-Pampi
|
on: June 11, 2013, 10:51:15 AM
|
It looks like he thinks he's getting away with a really stealthy fart. The first part of the gif, he's farting. The second part, he feels relief. If your goal were to get money and girls, what of those would you pick first? A. Money B. Girls
|
|
|
|
|
105
|
Developer / Business / Re: Monster Loves You - by the numbers
|
on: June 11, 2013, 06:43:29 AM
|
|
Good idea! I have just done it!
Surprisingly, the game is a sequence of text describing what happens and a couple questions below, one of which should be clicked to go on. No dubbing, no animations (or just a few) in the first five minutes of gameplay, according to the let's play I've seen.
To me, this is totally an incredibly simple system that actually works! Congrats the guy who made it! And congrats all, seems that we can still read.
|
|
|
|
|
106
|
Developer / Business / Re: Monster Loves You - by the numbers
|
on: June 11, 2013, 12:20:40 AM
|
I got two questions for those who have played it, just in case you'd like to answer: - Is it a point'n'clcik adventire of some sort of illustrated-text adventure?
- Are the texts on screen of the game dubbed, or just text with music?
|
|
|
|
|
107
|
Developer / Business / Re: How much can an unknown who makes a decent game expect to realistically make?
|
on: June 10, 2013, 11:10:34 PM
|
There's a lot of knowledge on the latest post by Paul. To point out several things that come to my mind (I don't know if they are specifically valuable): - I prefer having a sales hit rather than making a "work of art" admired by a couple of pipe smoker art lovers, especially when there are hits which have been admired both by critic and public (a movies example: 'The Godfather')
- I think going viral is the best award an indie can achieve: It means free marketing and if we take a look at the most successful stuff of our time they all have a viral component (although they could have been properly published though) example: Harry Potter
- But of course there's another 'brick and mortar' way in which a combined use of advertising, developing force, connections and good practices can definitely lead us to an economic stable situation
|
|
|
|
|
108
|
Developer / Business / Re: How much can an unknown who makes a decent game expect to realistically make?
|
on: June 10, 2013, 06:44:53 AM
|
The money's in the shitty games  I'm perceiving a change in popular culture in which the shitty triumphs like a flying turd, examples are kitten videos on Youtube, Nyan Cat and Splash Kitty Artist (with all my respects to their creations and the creations mentioned but hey, those are quick and simple animations made on a spare half an hour). In games, some mentioned above and others. This is not necessarily bad, if we go into a World where we all respect each other and listen to each other and coexist pacefully. This axiom will bring you health on indie development games: The simpler, the better. The dumber, the better. The funnier, the best. 
|
|
|
|
|
109
|
Developer / Business / Re: How to gather attention to Kickstarters?
|
on: June 09, 2013, 11:27:14 PM
|
|
It is obvious that there are some Kickstarters that want to get noticed by submitting a turd to Kickstarter (I'm talking about the "nsp-changing-the-way-we-play-video-games" one).
To be constructive, I think $45,000 is a very high figure, if you read on Kickstarter they say that the most common stuff is $5,000.
|
|
|
|
|
110
|
Developer / Technical / Re: HTML 5
|
on: June 09, 2013, 06:45:23 AM
|
|
I see HTML5 (the compound of all surrounding web technologies) as starting to get mature. My last Flash game was summer 2012, now we are in 2013 and there are plenty of HTML5 examples, many of them on the Feedback section of these forums.
I have got to the conclusion that to me, it is the time to change to HTML5, although I don't know a word of Javascript. It's a programming language, it must not be that difficult.
My next games are gonna be webbaps.
|
|
|
|
|
111
|
Developer / Workshop / Pliski Games Art: Advice and suggestions
|
on: June 08, 2013, 11:35:13 PM
|
So I'm merging three of my webapp games into one single platform that will be called Pliski Games (I own domain Pliski.com). One of them is "Runes of Kandar", showing you art here, another one is "King of the Mountain", showing art here; these both two games are finished, I'm gonna simply merge them on the same 'social gaming' platform, through a Facebook/G+ login (initially just Facebook). The last game, PinkiePinkie, has not been made but it is on its way. I'm showing you artworks here so you can give some advice, thanks! "Runes of Kandar main art"  "King of the Mountain main art"  In a 'post indie development' world, there's one mountain and many indies, and all of them want to be seen on top of the mountain, so there is a fierce fight among them to see who can stand more time on top of the mountain. Once you're up, your pals are going to let you down! "Pinkie Pinkie" 
|
|
|
|
|
112
|
Developer / Playtesting / Re: Pampi-Pampi
|
on: June 07, 2013, 09:12:54 PM
|
The actual problem of the setting of the game is that I have to look for questions which: - Are funny
- Are a bit dumb
- Are clever or wise
- Answer can't be easily found on Google
And with those images it tends to be dumb and not too wise... But it comes to my mind the dialog fights that appeared on The Secret of Monkey Island... I don't want the game look so dumb people don't understand it but it's gonna be difficult... 
|
|
|
|
|
114
|
Developer / Business / Re: How much can an unknown who makes a decent game expect to realistically make?
|
on: June 07, 2013, 12:09:53 PM
|
I can list you some indies who have become millionaires overnight and they weren't known. In my opinion, all of them have a game which led them to success and then they learnt how to market their other games (or they had money to do it): Bloons (Flash Game from Ninja Kiwi, date of success 2007) Doodle Jump (iPhone game from Lima Sky, two brothers, date of success 2009) Angry Birds (iPhone game from Rovio Ent, date of success 2010) Minecraft (PC game from Mojang, date of success 2011) Temple Run (iPhone game from Imangi, date of success 2011) These all games have been developed by unknown indie studios  And there are many more 
|
|
|
|
|
117
|
Developer / Playtesting / Re: Pampi-Pampi
|
on: June 07, 2013, 09:08:16 AM
|
I must say that my mind might have been influenced by that name, PompiPompi, to get to that other game, PampiPampi. I'll look for another name, it is just one name out of trillions out there. But what about the GIF? Do you like it? Do you find it promising? It's about a kind of wise old man who asks you questions with a littlebit of fun, dumb, wise and crazy components.
|
|
|
|
|
118
|
Developer / Business / Re: How much can an unknown who makes a decent game expect to realistically make?
|
on: June 07, 2013, 09:00:36 AM
|
|
1000 Youtube views: ~$4. 1000000 Youtube views: ~$400. 1000 MochiAds (games) views: ~$3. 1000000 MochiAds views: ~$300.
This means that if you want to live out of free Flash games you have to be a youtuber of the games, release many and gather many views. This was possible in the past, even a bad game got its 10k views sometimes, but today I don't know how that market will be. I must say that Flash games was the most saturated market I had ever seen excepting Youtube, it was so easy to make a game, there were many many developers making it. Flash games are still a good starting point as they are easy to build and they drive traffic to your site, you don't have to drive traffic to them. If anyone plays Flash games today. If not, HTML5 would be a better solution if it wasn't that clunky.
|
|
|
|
|
120
|
Developer / Business / Re: How much can an unknown who makes a decent game expect to realistically make?
|
on: June 06, 2013, 11:56:28 PM
|
When I was making free Flash games for the net, there was one who had an unusual high amount of views (and advertising views either!). I suggest taking slow steps to avoid making mistakes. That game was distributed once without ads, I made a mistake on distribution, and I lost lots of money. Today, most of the versions of that Flash game on the net are running without ads  the game is called Smileys Invasion 2. It has achieved more than a million views overall. My advice is: If you perceive that you are "onto something" then learn to value it and don't give it away for free.
|
|
|
|
|