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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 07:37:54 PM

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141  Developer / Business / Re: Anyone using 4chan to promote your game? on: March 28, 2016, 02:07:30 AM
I never even thought about doing that, and I don't think I would ^^' I'm not a 4chan specialist, but it would surprise me if it was viable (at least for a "conventional" game, couldn't say for something really weird).
142  Developer / Business / Re: A Reviewer’s Perspective: Why Your Press Releases Are Lacking on: March 25, 2016, 11:35:13 PM
Interesting! Thanks for the tips Smiley
143  Jobs / Collaborations / Re: 2D artist looking for programmer to make fun games on: March 25, 2016, 11:33:01 PM
Hi!

You forgot to give a link to your portofolio Smiley
144  Community / Townhall / [Mobile] My new nostalgic shoot-them-up is out \o/ on: March 24, 2016, 10:09:44 AM
Red Skies is an old-school shoot-them up for iOS and Android, on which I've been working in my free time for the past 7 months, and I'm so glad to say it has been released today!
Infinite, horizontal runs on the menu, with a machine-gun, bombs, and big bosses  Gentleman Probably not the funniest app around, but if you like shoot-them-up, you may be able to enjoy the game!

Please, have some screenshots:



Or even have a full trailer!!




Or... would I dare to suggest... you can download it /o/

- On Android (free with ads): https://play.google.com/store/apps/details?id=com.weekygames.redskies
- On iOS (free with ads): https://itunes.apple.com/us/app/red-skies-free/id1082628839
- On iOS (paid without ads): https://itunes.apple.com/us/app/red-skies/id1076836788

Thank you \o\
145  Community / DevLogs / Re: Red Skies on: March 24, 2016, 10:00:58 AM
And here it is, Red Skies it out /o/ I'm so glad!

You can try it:
- On Android (free): https://play.google.com/store/apps/details?id=com.weekygames.redskies
- On iOS (premium version): https://itunes.apple.com/us/app/red-skies/id1076836788
- On iOS (free): https://itunes.apple.com/us/app/red-skies-free/id1082628839

And you can even watch the trailer:



Have fun :D
146  Community / Creative / :) on: March 10, 2016, 02:40:46 AM
I don't think there is a perfect answer, especially when you work on your project on the side of another job. We're all different, but I know that I need to relax sometimes, my productivity would just immensely drop if I was to force myself to work on my side project on every free hour I have.
A month ago, I setup a schedule for the end of my project, a precise planning, while keeping big margins on my tasks so that I wouldn't stress myself too much. I think it's good to have a planning, it allows to keep track of the progress and to concentrate on the important aspects. Yet, of course, it didn't go exactly as planned, but it's ok. There are some points I gave up, that didn't seem so crucial in the end, and some others that were added. Now I'm a week from final submission on the store, everything isn't perfect (and I have two partners who I can't control, I have no idea if they will be able to deliver everything they have to), but it's a side project. If won't be perfect, but it will be out. I'll probably do an update or two in order to improve what I can, but the most important part is that I'll publish it.
Now, the day you really go for your studio, full time, maybe you will have to be a bit more strict; but if you do this as a side project, don't be too harsh with yourself, I'd say. Do things as they come, try to plan, but adapt when your planning isn't good anymore, and don't kill yourself, it's a lose-lose situation.
147  Developer / Business / Re: Organizing a Team - 101 on: February 26, 2016, 12:00:34 AM
Some interesting advices here, thanks!
148  Developer / Business / Re: Sharing my Greenlight experience (Ask me anything) on: February 24, 2016, 12:08:53 AM
Well played for your campaign, and thanks for the tips!
149  Developer / Playtesting / Re: Looking for playtesters for a mobile shoot-them-up: Red Skies on: February 24, 2016, 12:01:29 AM
Wow I see in your signature that you're quite ahead of me in shmups XD Your project looks very impressive!
Thanks for registering, the first playtests session should start before sunday.
150  Community / DevLogs / Re: Red Skies on: February 23, 2016, 12:49:49 PM
Thanks a lot Smiley
151  Developer / Playtesting / Looking for playtesters for a mobile shoot-them-up: Red Skies on: February 23, 2016, 09:37:55 AM
I have posted it in the devlog of the game, but I thought I may as well post it here too: I am looking for playtesters for my upcoming mobile game, Red Skies. Come give a try to our upcoming infinite, side-scrolling shoot-them-up.



If you are interested and have some time to give to our game, please fill out this survey: https://goo.gl/uKQKxz

Some more images: http://3-50.net/red-skies/
152  Community / DevLogs / Re: Red Skies on: February 23, 2016, 09:34:57 AM
We are making progress on the game and are looking for playtesters!

If you are interested and have some time to give to our game, please fill out this survey: https://goo.gl/uKQKxz

Some more images: http://3-50.net/red-skies/

153  Jobs / Collaborations / Re: Artist looking for collaborators. on: February 21, 2016, 01:15:51 AM
Love your style, following you on Twitter so that I can contact you if one day I start my big project, for which I would like something like what you're doing!
154  Developer / Business / Re: Are GIFs the way to go in my case? on: February 19, 2016, 07:38:13 AM
Well it depends on what the strengths of your tool are, those are what you should show. If it's meant to create playable things really quick, then make a gif where you drag some premade elements in the scene and launch the game with a great and functional result, maybe Smiley
155  Community / Tutorials / Re: Make your tools in Unity editor! on: February 19, 2016, 07:33:41 AM
Thanks Smiley (I learned a few things myself while working on it!)
156  Developer / Business / Re: Are GIFs the way to go in my case? on: February 17, 2016, 11:18:33 PM
GIFs are always good and appreciated, imo!
157  Developer / Business / Re: Paid + free version on Android? on: February 17, 2016, 11:17:38 PM
That's a nice way of doing things.
I'll post my findings here once I know more about all this, I'm using Unity's in app purchasing api, and it is advertised as "allowing devs not to worry about any paperwork whatsoever", so I'll go ask them for more details about this tax issue. Apparently it is handled differently depending on the country in which you are selling the iap, so maybe I could just remove it for some countries and keep it simple in the others!
158  Developer / Business / Re: Paid + free version on Android? on: February 17, 2016, 05:24:23 AM
Whaat '_' I never heard about that, and it's the kind of things that really scare me (I hate paperwork). At the same time, I would feel bad not to provide an option for the player to completely remove the ads if he likes the game... I'm gonna have to dig a bit around that matter, thanks for warning me about this.
159  Developer / Business / Re: Guide to Earning More Press Coverage For Your Game on: February 13, 2016, 12:48:02 AM
Read it, very interesting post Smiley
160  Developer / Business / Re: Guide to Earning More Press Coverage For Your Game on: February 11, 2016, 11:19:38 PM
Looks interesting, I'll check it later! Thanks for sharing.
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