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101
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Community / DevLogs / Re: In The Shadows | Steam, PS4, XBox One
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on: September 11, 2016, 12:25:39 PM
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The progress throughout the years was amazing. Your project and few others really had me from the get-go, not to dismiss other projects, of course, but these few are simply satisfying my taste. I can't wait to see it up and running on steam. I have few questions, marketing and engine wise, that i would like to ask you, and by all means feel free to ignore them if you see fit: 1. How and when did you start marketing your game? And by this I mean the serious marketing, not the dev logs inside the indie community (which personally I don't think has a substantial value market wise, besides the info/ideas on game improvement). 2. Did you altered you initial idea throughout the dev process, or you kept up chipping away the "excess"? 3. Your lights in the game looks outstanding. I just couldn't reproduce them in unity. Did you followed any lighting tutorial (and if so, pls do share it with us) or it was the simple result of trial and error? See you around and best of luck for the upcoming period. 
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103
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Developer / Design / Re: So what are you working on?
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on: November 25, 2015, 10:40:21 PM
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You might change your mind when you see it in action though. Here is a 2 min video of our first play-session (where none of the rules were coded in): Here is the entire twitch stream clocking in at an hour and a half.
You guys sit on a gold mine. That's just my opinion, don't want to pump you out about nothing, but from what I can see now... this can be something big. If i were you I would call this a Beta version and keep adding stuff. Really enjoy it, big up!  Doing some test animation with rotoscopy for my game Your game had me from the first time I saw the art, shit, I even used your artwork as a inspiration for my day to day work for some time. I have nothing but love for your game. Keep it going!
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106
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Developer / Business / Re: Selecting fonts for your game.
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on: November 23, 2015, 01:08:30 PM
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we see indies trying to crack out their first game get lost in the weeds all the time by taking on more work than they know how to handle... This is what I was trying to say in my own little way, but from the "even if you won't get on the market and won't get any money out of this game you will still have the knowledge and 'know how' out of it"  I was typing in a hurry from work between shifts, maybe that's why some of you *cough* bakkusa *cough* got all irritated. I won't argue with you, there will be no point in that, but just to justify my "own beautiful world" for BadIdeas and oldblood .I work with guys from EA and Ubisoft (managers, devs, PR) since 2010 and also had my fair share of work in the industry as a indie (on my own cash, at my own risk) with no good end results. BUT, I've ended up enlightened with tons of new information. My opinion based on my experiences regarding your problem is: 1.If you don't have mom and dad throwing cash at you then find a job (it will be hell for you but that's the way to go) 2.Learn as many things as you can on the way
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107
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Developer / Business / Re: Selecting fonts for your game.
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on: November 23, 2015, 07:58:19 AM
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If you don't know (or have a way to check) if a font is free to use commercially, then don't use it. As you've already noted, there are a lot of websites out there that will clarify that for you and give you links to download them. Only use fonts that you know the license for if you're planning on selling your game. Most fonts can be licensed for really cheap if you don't like the free ones.
Creating your own definitely gives you the benefit of something unique and specific to your game but also require a lot more work and not all of us are great at coming up with and creating our own fonts. As such, sometimes spending $40 for a font is cheaper than spending days (or longer) creating a whole new one... Time is money too...
Not to disagree with you, but I will. There is no such thing as "time means money" for a indie game dev (which I presume we all are here on tig). If you have the cash to start something, the planning behind it down to expenses for every day worth, the payed up team... you won't post any shit here. You have the big cash, you have who to set you up with the "big fish"(trust me). For small indies, try to spend time to perfect things, even if that thing is a font, do it yourself or let the art guy do it (if you have a art guy! If not, do it yourself, worst case scenario you learn a thing or two). Then if the project won't end up on the market (it won't) you will have good material for a strong portfolio... "I did ALL this stuff guys". What i'm saying is make your own font
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108
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Developer / Art / Re: show us some of your pixel work
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on: November 22, 2015, 09:52:50 PM
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something for a thing  Does the thing made for a thing has some sort of another thing linked to it? Maybe a game or a devlog topic thing? The thing looks good, i bet the other thing will kick ass (only if there is another thing OR this thing is just a thing). Hope I made myself clear
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109
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Community / DevLogs / Re: The Cairn - A dark, woodcut adventure.
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on: November 22, 2015, 11:26:47 AM
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I'm watching this from when you had your first page of comments. Had my fair share of doubts about how this will end up, but ain't gonna lie... you guys seem to pull your weights and eventually deliver some steam worth product. You have my attention! 
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111
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Developer / Art / Re: show us some of your pixel work
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on: November 22, 2015, 10:46:40 AM
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bbreakfast: i tried to go pixelation-style edit mode on the tree (it's hard to explain some concepts without actually trying it myself) basically i think you've got some pillow shading going on. It's still good, but it has the pillow-shadiness where the darkest shade acts as outline about everywhere inside the objects and the brightest shade also shows up about everywhere on the object. the light values still trend towards the lit side, and the dark values trend towards the unlit sides, but I wanted more of that.  the first thing I tried was the dead tree without leaves. in a nutshell, i just removed all the highlights from the shadowed areas. I then removed all the dark outlines in the middle of the lit parts. I actually recommend this a lot! Because pixels are so large in comparison to what you're trying to paint with them, a big black line in the middle of highlights reads as a very deep shadow. this turns contraproductive when we're trying to convey the large cylinder shape of the tree, thus the dark lines mostly show up in the areas that bridge the lit and shadowed areas. also not the thick area of pure dark pixels to the right of the tree. this is also to convey the larger cylindrical nature of the trunk. when there's shadow and light evenly distributed across the trunk, the eye will read it as flat, especially with so much detail inside. i also put more pixels into the highlights! onwards; i also tried to redraw the foliage of the beleaved tree. Again, i find that the tree is shaded in a way reminiscent of cotton. I tried to think about how to convey the double nature of leaves; their clusters form round shapes that reflect light as such, but leaves also have sharp edges and i find that one of the significant traits of foliage is the sharp contrast between ligth and shadow. these are kind of at odds with each other, and as i don't intend to entirely redraw the tree, i ended up with something messy, that still somewhat conveys what i had on my mind. Anyhow, i think it's important with leaves to not always bridge between the lightest and darkest shade with a full ramp: i think it makes the leaves look too smooth and cotton:y. having areas of large contrast is important. I mean, disregard all this is you enjoy the cotton-like miniature feel of what you've already got: it looks very good regardless C: please ask if you have any questions! also I know that some people don't appreciate paint-over edits, so please just tell me what you think. Cheers. Mah Man! You deserve a cold beer
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112
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Developer / Art / Re: show us some of your pixel work
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on: November 22, 2015, 10:41:56 AM
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Hey folks, here is mock up I did for an imaginary adventure game that might just become a real one. What do you think?  HOW>>!? I am working on a resembling project, hope to god it won't be the same story  Well done so far and to be fair I really hope we will go head to head on green light. Hopefully I won't leave this project hanging like few others...hmm DON'T BACK UP!  Prepare yourself for when I will post some screen shots there will be another Schoq with "Coincidence?" 
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113
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Developer / Art / Re: show us some of your pixel work
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on: November 17, 2015, 10:04:40 PM
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Like it and dislike it at the same time, but I can't really put a finger on "why". I think the dirt on the side of the blocks does not match the overall mood, maybe the clear difference between organic environment elements and rough cut blocks... someone help me out here
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116
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Developer / Art / Re: show us some of your pixel work
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on: November 14, 2015, 06:50:26 AM
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  another duelyst friend is ready to hug Sick frame transition, Raku. What's the FPS on this, 12 or above? Can't believe that this post still goes after all this years 
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118
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Community / DevLogs / Re: Juju Doctor - Available, Free Android Game
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on: January 17, 2015, 01:28:03 PM
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Good day gents,  A BIG update to you guys. We finally got POWER-UPs in the game and reached 100 users.  GG guys... GG! Details about this last update: - Further reduced the APK size. - Added 6 PowerUps to the game to change the game dynamics. You have a 50/50 chance to pick up a helpful one. Good Powers: Maximize pallet; Deal 1 damage to every bird on screen. Bad Powers: Minimize pallet; Shrink birds; Transform Skull and Egg intro Banana and Corn; Randomly spawn Stone Blocks - Set a fps cap. and now.... This week Top 3 scores are:
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119
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Community / DevLogs / Re: Juju Doctor - Available, Free Android Game
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on: January 10, 2015, 01:16:12 PM
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 New updated version (1.01) up on the market with fixed issues flagged by user. We: Reduced the overall size of the game. Added a skip icon for the comic so that user will know when the cinematic is over. Prevent the phone from sleeping while in game. Limited the movement of the boss to prevent some issues. Fixed an issue with submitting the best score for the "Daily Leaderboard". Increased the interaction area for the buttons. Because we care about our players, we reduced the frequency of the advertisement banner. Because some players didn't know that they had to slide to have a better control of the game, we've made a pre-game tutorial. Have fun! 
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120
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Community / DevLogs / Juju Doctor - Available, Free Android Game
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on: January 08, 2015, 04:42:14 PM
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Hello guys  , Alex here, from GamesHut! We have a more fresh then "Prince of bel air" title up on Google Play market for Android 2.3 and up, called: Juju Doctor! Sorry for the "All Done!" DevLog for those who wanted to assist to the creation process but we kind of made the game in 2 days. Not to brag, but we are awesome! This is a Arcade Game that requires a really low player interactivity, as in Tap 'n Slide. The game is inspired by the Arcade game Ricochet. This game "Soul" goal is to relax and kill time but as you connect to your Google account, the Leaderboard and Achievements can keep you at it for a good period of time. Trust me! As for the story, "While conducting his daily Juju routine, the Juju Doctor is attacked by bird drops. Help our Doctor bring bad Juju upon foes from the bird kind who dare to interrupt him." Any help promoting it will mean a lot to us, so if you can spread the word to at least one other friend you are more awesome then we are.  And now, ladies and gents... the game:     Oh, and this is our first game on the market in months of work on failed projects, or not failed but "hanging in there"... and done IN 2 #*&% DAYS. I will drink like there's no tomorrow. Cheers to you guys!    P.S: Big things up ahead so we started by changing our old twitter acount to https://twitter.com/_GamesHut
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