For the next 96 hours Metagolf a platform action/puzzle game for 1 to 4 players, is available as a Pay What You Want deal on https://indiegamestand.com/deal/
I choose to donate 10% of all proceeds from this sale to Médecins Sans Frontières (Doctors without Borders).
I would be very grateful if you could help me spread the word!
For those of you who are still interested and where eventually facing sounds problems under Linux (and only Linux), let me inform you that in the last update of Metagolf I added an experimental ALSA support along with the original PulseAudio driver support.
You will find a second version of the executable next to the original one but I recall : this is experimental, it's always better to simply install the PulseAudio driver.
BlitzMax (the programming language used to create Metagolf) being silently discontinued, it's getting harder to support every Linux decision changes about drivers.
I also fixed every images in the thread because for some reasons they just disappeared
If I make the doors and structures accommodate 4 vertical units then MM now seems small again.
I don't find MM that small but I see what you mean. If you're crazy enough to add a state for ducking (which is an excellent idea btw ) then why not trying to make it crawl ? It would certainly give you more work but may strengthen the sense of narrowness.
I guess it's a bit too late to split the size unit in 2 to keep both of the idea ?
I also love the magic staff burning effect !
In any cases the MM verse seems quite rich and graphically very interesting to me. Chapeau mate
Oh I was just thinking yesterday about tweeting you to see how the game was going. The trailer looks great and a lot of fun. Well done!
I don't go very often on Tweeter (yeah I know I shoud...) so I hope you will post your thoughts about GDC when it's over. I am very interested to know how it goes compared to IGF. I wish you all the best for Moonman !
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Wow, with a "graphical upgrade" this would really be an amazing game. Looking forward to seeing more from it. Smiley
GFX Upgrade and a final tuning as well. I never was very fond of the controls because of the involved physic system but I did my best. Let see how this release goes. I so much want to start a new project but unfortunately this time I will need a budget and maybe some help so I don't know how it will turn out. Of course if people are interest I will continue to work on it
Thanks for the tips. I feel a bit the same about the exclusivity clauses.
@Christian It's not really that I absolutely need a distributor (I already have my own store and partners) but one came to me with an offer and I like to study any opportunities. I also prefer working on making games & updates rather than spending time on Marketing. That's pretty much all the reasons
I would like to ask you some advises on dealing with a Distributor (not a publisher). I looked at the How to Start an Indie Game Business and some other threads but couldn't find any relevant information on this.
1. What ratio of the net receipts is commonly asked for both novice and professional?
2. Does Distributors pay royalties?
3. If YES, I guess we should deal with both separately? (meaning royalties are not included in the net receipts, acting as a regular income)
4. Does Distributors asking a disadvantageous big ratio AND the exclusivity (except for your website) is still fair even if it's a big company?
5. Any advises I should be aware of before signing anything?
Thanks for your help. I may be okay in making games but don't know much about distribution
You get most games (7 precisely) for 15$ only and 2 more at 20$. We didn't manage to put everyone on the smallest deal, that's probably why it feels confusing.
Some say it's too high for a bundle, some say it's too low for a Kickstarter. Both are probably right but who cares The most important for me was to be generous.
It's really rewarding when you figure out a way to save a stroke. Shooting is a little tough, though. It's tricky to gauge how hard to hit to get the right arc.
Yeah you right. I guess this is because we are less used to real physics gravity in games and that most of them let you reach your target simply because you "pointing it".
I was used to make my websites from scratch but since I can't work full time on this I taken the easy path and build my template from Wordpress. I must admit there is a few things here and there that need to be rethink, but oh well
I have added a few multiplayer Levels in the last Public Beta version of Metagolf (8 to be exact, expect 12 in the final version). Some are using splitscreen for each player as usual while some others (like the 2 above) only use a single zoomed-out camera (just because it's possible).
There is now a new Clone shortcut (select an object then ALT + Right Mouse button). I though it would be something hard to achieve but in fact, every object in Metagolf was already supporting XML Serialization, so all I did was simply redirecting this feature inside the level editor itself. Easy & clean
This small update also features a few requests from users.
A lots of parameters as been added to every object. If you are creative, there is now a lots of possibilities.
Currently there is more than 26 levels. I plan to reach 30 before improving the graphics. I may have to do this improvement myself since my pockets are a bit empty these days