IndieBoost.io - I warn the community |
- IndieBoost.io - I warn the community
- How is this bloom effect achieved?
- What I learned from playtesting YOUR games!
- Keep receiving "Give us a key" e-mails from curators and reviewers, although we are a free game - Is there anything we don't know?
- Making a 2D Platformer - But I can't make sprites to save my life
- 22 Game Maker's Work Stations
- Invalidating saves files with a new release (backward compatibility)
- What do you call the sounds that are commonly used in Japanese video games?
- Does anyone have experience with Voodoo games?
- Separate scenes for client and server in Unity?
- License Free Music for your Game Development
- How to increase you chance for an App Store Feature by playing be the rules
- Screenshot Saturday #369 - Exclusive Album
- Animating rubber tracks in maya, help needed!
- Trying to achieve a billboarding effect
- Post-apocalyptic oil tanker on Unity asset store!
- Company name domain names
- Character Customization in a 3d game.
- What was your tipping point into gamedev?
- Harry Potter Hagrid's Hut in Blender
- Where Can I Find A Composer For My Game?
IndieBoost.io - I warn the community Posted: 24 Feb 2018 12:31 AM PST Hello community, I want to share with you my experience working with this firm. Maybe someone this information will be useful and maybe I can warn either of you from a senseless waste of money. These guys just know how to do one thing - send spam by email. It all started with the fact that I received their sales letter in the mail in October 2017. Having found out about their resource, I became interested, in many respects because I had no experience in working with PR companies. I studied their site. I was interested in the proposal with boosters and I wrote them a letter asking them to explain what I would get by buying a certain booster. I got the answer that the booster that I chose includes twich, YouTube and promotion in their media that I will get from 300 verified curatorial promotions. After I bought this booster on November 1, 2017, they asked me for 20 keys from the game. On November 16, they sent me an advertising brochure for approval. I thought this was the beginning of an advertising company. It turned out this is its end. I was waiting for the result as a fool. On November 29, I asked them for a report on the work done. I received the answer that I will receive a report after 2 weeks of the company's graduation. I sent out repeated requests on January 8, 2018, January 12, 2018, January 17, 2018. On January 18, I received a response that the report will be ready in a week. On January 31, I again request a report, because I received nothing from it except for spam. Yes, since 2018 they have turned from a full-fledged service into a beta service. Downgrade. On February 6, I again made a report request. On February 9, I again made a request. And on February, 9th I received the ANSWER! They wrote me what they told me about the results. Where? When? It was already a lie. And most importantly - they wrote to me that the booster that I bought does not include YouTube and twich ... What ??? I specifically asked before buying about what is on that booster ... During further correspondence I learned that they certainly took 20 keys from me, but they could not distribute them to anyone. And that they think they did their job. And they sent a report, in which two cool numbers 0 streams, 0 video. I tried to agree with them that they would do their part. Let them work at least the $ 200 that I sent them. But no - these guys think that they do not owe anything to anyone. Ie they just just take your money and that's it. I warn every not very experienced developer - do not trust this company, they deceive you just as they deceived me. You can quote them from their own letters. No arguments on them do not work. Today they again assured me that they had fulfilled their obligations. This post was already quite long. But if anyone is interested, I will complement this post with all of our correspondence with them. [link] [comments] |
How is this bloom effect achieved? Posted: 24 Feb 2018 08:34 AM PST Reference image: http://i.imgur.com/nSRGzEo.jpg Hello everyone! If you take a look at the screenshot, you can see there's some global bloom affect, but the projectiles's bloom effects are very exaggerated which makes them look so much brighter than say, the cockpit's frame where the sun shines on (on the left). So I don't think one image effect does the same bloom for the projectile and the rest of the objects. Can anyone guess how the projectiles's bloom effect was done :) [link] [comments] |
What I learned from playtesting YOUR games! Posted: 24 Feb 2018 04:18 AM PST Hello friends. Some of you may have seen the post I created last week offering to playtest people's games. The response I got was phenomenal and I just want to take this moment to thank everyone that got involved and sent me their game! I had a lot of fun playing them all, you can find a playlist of all the videos here. It was so much fun I plan on doing the same thing again in the future when I get time! As I played over 20 different games in just a couple of days I thought I'd share some common thoughts I had while trying all these different types of games.
I think that's enough of a ramble for now so thanks again to everyone who participated in the thread! Not just to those who submitted games but also to those who played other peoples games too and gave them feedback. That was really great to see! Like I said initially I plan to do this again so keep your eyes on this sub or alternatively follow me on twitter where I will post an announcement like I did for the previous one. Have a lovely day! [link] [comments] |
Posted: 24 Feb 2018 10:23 AM PST Long story short - we have released a small game jam game a few months ago and at launch we did got hundreds of e-mail asking for keys and we kept receiving those at least 2-5/week since. The problem is that our game is free to play on Steam. Most of the e-mails, they specifically call out our game name and also state that they have "enormous" interest in our game and would like to review it, following also with the end line of "We promise that we will write a positive review". In the beginning we kept replying to these e-mails, saying that well, our game is free to play and we are glad that they want to review our game. No replies though. Naive? But now, months after release, it gets frustrating, we stopped replying and we are asking ourselves if we are missing something. Is there any genuine reason, why a reviewer/curator would ask for a steam key to a free to play game? If so, please enlighten me. If not, what do you guys think we should do with this kind of e-mails? How are you handling this? I am sure that for paid games, this makes a lot more sense, but we have found that for that cases, most of the people asking for keys will just re-sell them or not review a game at all. Would like to hear your thoughts. [link] [comments] |
Making a 2D Platformer - But I can't make sprites to save my life Posted: 24 Feb 2018 02:21 AM PST Is there a certain website I could use that could let me use 2d sprites to edit and modify for a game I'm trying to market in the future? Any help would be much appreciated. Have the story and everything else done. This is the only part I'm struggling with [link] [comments] |
Posted: 24 Feb 2018 09:25 AM PST |
Invalidating saves files with a new release (backward compatibility) Posted: 24 Feb 2018 09:48 AM PST My game is currently in Alpha and has a large complex save file written in binary. Whenever the save file format changes it invalidates the old versions which become unreadable. This is ok for Alpha, but obviously not for production. I'm afraid after I release I may want to make changes to the file structure. How have other games handled this? Do they invalidate old saves? Is there a technology or technique that you've used to preserve backward compatibility? [link] [comments] |
What do you call the sounds that are commonly used in Japanese video games? Posted: 24 Feb 2018 07:59 AM PST |
Does anyone have experience with Voodoo games? Posted: 24 Feb 2018 09:30 AM PST Hi, I am wondering if any of you were contacted by Voodoo games (or contacted them) and what was the experience like. Do they change games a lot? Add too much ads or are they chill? I'll be happy for any response. [link] [comments] |
Separate scenes for client and server in Unity? Posted: 24 Feb 2018 07:29 AM PST I'm experimenting with a quake3-like networking model on top of Unity. I have server sending snapshot every 20ms and client sending input every frame, all done with LLAPI. Now, the problem is, when I start the game as host, server and client share the scene. That leads to a weird behaviour, because client and server both modify the scene. When client and server are separate applications everything's fine, of course. So question is: what can I do about it? I could write host as separate entity to client and server, just to workaround that specific issue, but that does not seem like a Right Thing To Do. PS. Sorry for bad english. [link] [comments] |
License Free Music for your Game Development Posted: 24 Feb 2018 11:01 AM PST Hey Guys! In need of license free music for your projects? I write free music for people to use, all I ask is to credit "Gravity Sound" and link if possible. Im excited in what you guys can come up with! Creative Commons License - CC by 4.0 Tracks: Feel free to check out my channel if you're still looking for more free music: [link] [comments] |
How to increase you chance for an App Store Feature by playing be the rules Posted: 23 Feb 2018 01:29 PM PST |
Screenshot Saturday #369 - Exclusive Album Posted: 23 Feb 2018 08:04 PM PST Share your progress since last time in a form of screenshots, animations and videos. Tell us all about your project and make us interested! The hashtag for Twitter is of course #screenshotsaturday. Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. Bonus question: Who was your favorite game developer/studio 10 years ago? Are they still your favorite now? [link] [comments] |
Animating rubber tracks in maya, help needed! Posted: 24 Feb 2018 12:10 PM PST Hi! So, I am in the process of animating a set of rubber tracks in Autodesk Maya 2017(used on an agriculated tractor). Image 1 So, here is the rubber track, formed in a circular way in order to get the skin weights when binding the track to its joints correct. The track is to be formed after the NURBS curve visible in the viewport(using IK Spline Handle). Image 2 The animation looks great, no distortions. The problem I am having though is that when I export the track to the game(Farmin Simulator 17), the joints and track start out in their original position(circle), but jumps to the correct shape once i play the animation. Image 3 Image 4 My question is; can I in some way make the joints position in the first key of my animation its default postiion? I have already baked the animation using Edit>Keys> Bake Simulation. I want the circle formed joint pattern to be non-existant. [link] [comments] |
Trying to achieve a billboarding effect Posted: 24 Feb 2018 01:12 AM PST Hey /r/gamedev, I tried to implement a billboarding effect in a 3D game I'm making, and it seemed to work. Basically, every frame, the object that I want to billboard rotates on the y axis (using transform.LookAt) to point towards the camera, to achieve a DOOM-like effect of "3D". It worked just fine, until you get close to a large object: https://media.giphy.com/media/nikaGLbFSrh4zpl0nL/giphy.gif As you can see, the object pivots somewhat unnaturally "out of the way" of the camera. So, I figured I could change the script to only let the object rotate outside of a certain range of the player. Basically, if the player is closer than 8 units from the object, the object won't rotate. That didn't work either. Firstly, you could walk around the object and see the "flat" edge of it. Secondly, once you backed out of the range, it would "snap" back into rotation: https://media.giphy.com/media/cXVuhtezhREsMuvBTP/giphy.gif I am quite stumped. I'm wondering how DOOM pulled it off. Any ideas regarding how I could approach this? I'll keep thinking while I wait for some replies. You guys rock, thanks. [link] [comments] |
Post-apocalyptic oil tanker on Unity asset store! Posted: 24 Feb 2018 11:40 AM PST |
Posted: 24 Feb 2018 10:46 AM PST I've come up with a few ideas for company names, but all of the domains are super expensive, like $1,500-3,000 (one-time fee, followed by $12/yr). I'm just a hobbyist gamedev and I don't want to commit to this much spending this early, but i do want to solidify a brand as early as possible. The .com's are the only expensive ones, .org and others are like $12/yr. I'm wondering If i can just put "[co name] games" in my published work and worry about this stuff once the brand is established? how valuable is a .com over a .org? Edit: $/mo -> $/yr [link] [comments] |
Character Customization in a 3d game. Posted: 24 Feb 2018 12:53 AM PST Hi guys, so i have recently started working on a sandbox 3d game in Godot 3.0 and one of the things i want to include in my game is character customization so character can get a feel of openness. But this is where i am stuck and i need help understanding how i can implement character customization. One way i can think of is providing several options for different body parts and etc but is it really the only way? Thanks in advance to any one who replies. [link] [comments] |
What was your tipping point into gamedev? Posted: 24 Feb 2018 04:09 AM PST Mine was when I finished Momodora: Reverie Under the Moonlight. The boss fights were amazing. The music was great. The gameplay was oh so satisfying. It seemed easy to make (how wrong I was), and I wanted to play more of that kind of tight, 2D soulslike game. From there I googled how to make games and went from there. [link] [comments] |
Harry Potter Hagrid's Hut in Blender Posted: 24 Feb 2018 09:41 AM PST |
Where Can I Find A Composer For My Game? Posted: 23 Feb 2018 06:35 PM PST |
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