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141
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Developer / Business / Re: Anyone using 4chan to promote your game?
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on: March 28, 2016, 02:07:30 AM
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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).
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144
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Community / Townhall / [Mobile] My new nostalgic shoot-them-up is out \o/
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on: March 24, 2016, 10:09:44 AM
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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  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/id1076836788Thank you \o\
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146
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Community / Creative / :)
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on: March 10, 2016, 02:40:46 AM
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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.
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154
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Developer / Business / Re: Are GIFs the way to go in my case?
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on: February 19, 2016, 07:38:13 AM
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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 
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157
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Developer / Business / Re: Paid + free version on Android?
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on: February 17, 2016, 11:17:38 PM
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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!
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158
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Developer / Business / Re: Paid + free version on Android?
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on: February 17, 2016, 05:24:23 AM
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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.
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