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Community / DevLogs / Re: Circuit Fix - does anybody knows about electronics?!
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on: February 02, 2016, 09:09:52 AM
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I've been reading stuff online about electronics and here's how this will translate for the game;
- Instead of transformers, there will be resistors, which makes the current drop by one level at a time, - Parallel circuits will be a thing after all; current will flow like water through pipes. At a fork in the circuit, if a current goes through it first, it will take the lead. If two currents meet at the same time, the strongest one will prevail, - I still don't think it will have a lot of educational value, but I'd rather make sure it's at least fun.
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Community / DevLogs / Re: Circuit Fix - does anybody knows about electronics?!
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on: January 31, 2016, 02:21:02 PM
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I thought about it and here's how the mechanics will work: - Current starts at medium. It's unspecified whether it's voltage, amperage or whatever. It's just "electricity". - Current will drop to low or rise to high if it goes through "transformers" (the blue and red coils). - There won't be any forks in the circuit. No parallel, only serial. - There will be "bridges" to allow current to pass through a tile in two directions. 
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45
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Community / DevLogs / Circuit Fix - puzzle game inspired by circuit boards
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on: January 31, 2016, 11:32:20 AM
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Circuit Fix is a puzzle game for mobile devices where the goal is to slide electrical components around a circuit board to form a circuit that will light up all the bulbs. If the power is too strong the bulbs will shatter, but if it's too low the bulbs won't light up. I'm still at the design phase right now. I'm wondering if I should make it scientifically accurate or not. The problem is, I know very little about electronics. If I make it only loosely inspired by electronic theory, I'm afraid people will complain, though. What are your thoughts?
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: January 30, 2016, 04:47:04 PM
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 WIP of a puzzle game I'm making, named "Circuit Fix"; you must slide the tiles around to make a working circuit that will light the bulbs. You have to make sure the bulbs get the right power, if it's too high the bulbs will blow up, but if it's too low the bulbs won't light up. Transformers on the board will lower or rise the current accordingly. The game will come out on mobile devices and maybe html5. Edit: This one looks better. It's a simple game, but I kinda like it 
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51
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Developer / Business / Anyone has had experience with Gamxin.com?
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on: January 23, 2016, 10:32:49 AM
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I was approached on twitter by a representative from http://www.gamxin.com/, which is apparently a platform to help indies gain visibility for their games. I didn't find much information about this site, but I signed up anyway for a free account. I assume I'll have to spend money eventually if I want to use their services though. I'd need to know if it's legitimate first. I've never dealt with these services before, I've only had experience with FGL.com, which is pretty good for selling flash games, but I'm getting in the PC and mobile business now.
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54
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Player / General / Re: Human Hugs
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on: January 21, 2016, 08:35:29 PM
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*hugs Shackhal* Been there, done that. I hope it gets better. At least you have a good computer to work on now  Not that I want to complain but I do have my share of problems and could use a good hug... I've been struggling with anxiety and depression since my late teenage years and looking back, it sadly hasn't improved much. Can't work at my full potential, far from it, and feeling worse because of it. Can't find a therapist or doctor who will see me regularly, the only one who can at least give me a medical prescription lives 200km away. I'm not sure what I'm supposed to do anymore. On the bright side of things, at least I'm still alive.
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Player / General / Re: The hardest part of game development?
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on: January 21, 2016, 02:16:21 PM
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Not sure if it counts but in my case it's marketing/pr/community management stuff. I suck hard at it. I literally have no clue what I am doing.  This. I don't do "marketing" so much as "telling the most people about my game and crossing my fingers".
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Player / General / Re: Should I use FGL?
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on: January 21, 2016, 01:22:36 PM
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Why would you not? I've used FGL since 2010 and I made quite a bit of money, not to mention contacts, thanks to it. Also they're now helping mobile games find publishers, although I've never tried these services in particular.
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Community / Townhall / Re: The Obligatory Introduce Yourself Thread
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on: January 20, 2016, 10:56:04 AM
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Hi guys! My name's David, 30 years old programmer and last resort artist from Quebec, Canada. I operate under the name Melloland Games since 2009. I made a handful of flash games, sold most of them to web sponsors, now I'm looking to get into the mobile and pc train. I came to TIGSource to learn more about the market and make new contacts. My next game is going to be a retro third person racing game drawing heavily on 80's fashion and synthwave. Unfortunately I don't have a screenshot yet but have a gander at the logo   You can check my website at melloland.com or follow me on twitter. I follow back 
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Developer / Business / Re: Best way to market your mobile game when you suck at marketing?
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on: January 20, 2016, 08:19:19 AM
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I've heard of Big Fish Games, they sound reliable enough. I'll most likely look for a publisher instead of doing all by myself. My only fear is ending up getting ripped off, as I've never done it before. Especially if it's a share of the revenues. It's less stressful to just sell the publication rights and get one big payment right at the start. Then again if the game makes it big, you won't see a penny after that. So here's another question; what's best when you're looking for a publisher? Upfront payment, share of the revenues, or both? And if you're taking a share, what percentage should be considered "fair"?
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