How I Increased my Game's Sales on Steam |
- How I Increased my Game's Sales on Steam
- Blender 2.8 Python Addon for UI Widgets
- Working on a game feel. It seems to me it`s getting more polished, what do you think?
- As an individual, assuming you had equal skills in both, do you think 2D or 3D game dev is harder?
- Return of Obra Dinn's Artstyle
- Need Help With Making Level Feel Less Bland
- When is it appropriate to ask for funding?
- Amethyst Foundation has been formed
- Is there any good Software/Asset sales worth buying for last Black Friday and the upcoming Cyber Monday?
- How far along do you go before switching to a different aspect / component of your game?
- Using engine templates from the Unity asset store instead of building your own
- Will using firebase Analytics and invites make my app use encryption?
- Writing Raymarching Shaders - Shader Theory introduction
- Offering artists rev share/partnership?
- Anyone still using Cocos2d-x?
- Runs Great On Intel Technology Contest - Submit Your Game For Free and Win!
- Everhood - Unpredictable game with musical gameplay elements (Free)
- Key Scammers and the Grey Market
- Guide For Mobile App Payment Screens
- Screenshot Saturday #408 - Festive Colors
- Here's 150 GIFs from Sausage Sports Club's development. Happy to answer questions in the comments!
- Anyone got 5 mins to test a core concept of my first game? It's done in MS paint and the test is in MS paint...
- Game artists, please answer. Concerning the size and resolution of graphic assets.
How I Increased my Game's Sales on Steam Posted: 24 Nov 2018 09:14 AM PST I thought I would share some insights from my recent efforts in marketing my game. Also, I do mention my game and some of its features in order to illustrate how I am implementing the knowledge I gained from this experience. https://www.indiedb.com/games/star-explorers/tutorials/how-i-increased-my-games-sales-on-steam [link] [comments] |
Blender 2.8 Python Addon for UI Widgets Posted: 24 Nov 2018 06:56 AM PST |
Working on a game feel. It seems to me it`s getting more polished, what do you think? Posted: 24 Nov 2018 09:56 AM PST |
As an individual, assuming you had equal skills in both, do you think 2D or 3D game dev is harder? Posted: 24 Nov 2018 07:01 AM PST In general, which is more difficult to develop? 3D involves alot of 3D modeling and skinning and UV mapping as well as animating and more complicated physics since it's another dimension which all seems like a pain. But, 2D involves a whole lot of sprite making and digital art work. Doing animation involves alot of sprite after sprite animating. Do you think one is harder/takes longer to make than the other for a single person, or is it about equal? [link] [comments] |
Return of Obra Dinn's Artstyle Posted: 23 Nov 2018 11:30 PM PST Hello I was just wondering if any experienced game developers could shed light on Lucas Pope's artstyle in his newest game. I've been a fan of his work since Papers Please and I'm extremely impressed by his newest game. This game he's been working has a demo version he's distributing that you can try out here: https://dukope.itch.io/return-of-the-obra-dinn I'm really curious to learn more about this artstyle and what it is exactly. I'm not a game developer by any means, but I am a software developer and have wondered about branching into game development so I have just been curious as to what is out there. I don't really know what I'm looking it when I'm looking at his game. Is it an actual 3D environment? Is it 2D made to look like 3D? What about all the effects and how they shimmer? Its all so confusing. [link] [comments] |
Need Help With Making Level Feel Less Bland Posted: 24 Nov 2018 04:32 AM PST Hey, name's Ragnarocker Bunny and I am working on a platformer. Been going well, I have the basics of my level geometry down and I don't think that's going to change much. However, I've found my levels are starting to feel really bland because of the tiling, like, I have basic Tilesets like this one: https://i.redd.it/a417e2stv9021.png This is what one of my tilesets looks like right now, and it's alright, it does the job, the background for the level is just a darker version of the wall tile. But it's just so... Bland? Even with the springs and level gimmicks, I'm struggling to really bring this level to life. Maybe I need some variation, a secondary tileset or something? I wanted to hear if you guys have any suggestions. All and any ideas welcome, I just ask you be nice about it! Thank you in advance! EDIT: For more context: A screenshot of the game in motion, to explain more thouroughly what I mean [link] [comments] |
When is it appropriate to ask for funding? Posted: 24 Nov 2018 05:18 AM PST I'm a solo dev and I've been working on my game for a little over 2 years. Most of my fundamental systems are working. I've had one demo recently, from which I've learned there is still a lot of polishing to do, which is my next focus. The game also lacks progression, story content, and some (mostly late-game) systems. The features which are completed are the bulk of the game. I'm looking for general advice about at what stage of development it should be considered "okay" to set up crowdfunding. Lessons learned from past attempts at crowdfunding your project (failed or successful) would be appreciated. Also if you are someone who funds projects, what are you typically looking for? For context (if it helps), this is my game https://mannewdan.tumblr.com/. It's a Harvest Moon-ish business simulator. I will need funding for music and possibly some art assets. I intend to do everything else by myself. [link] [comments] |
Amethyst Foundation has been formed Posted: 24 Nov 2018 11:25 AM PST |
Posted: 24 Nov 2018 09:11 AM PST Just stumbled upon this HUMBLE RPG GAME DEV BUNDLE. Thought it was a good deal. Is there any similar deal going around? [link] [comments] |
How far along do you go before switching to a different aspect / component of your game? Posted: 24 Nov 2018 09:41 AM PST I used to churn out working yet unfinished projects in a few days but now I get overwhelmed just thinking about the work involved. Like, making the tilesets (I solely work in 2D), making a physics engine, removing bugs because my characters always get stuck in corners... Maybe I just need a break but How do other people go about taking on each portion? I tried making to-do lists but never started because the list would become too long and again I felt overwhelmed. I tried just jamming out with no direction but that also didn't work. OOF [link] [comments] |
Using engine templates from the Unity asset store instead of building your own Posted: 24 Nov 2018 09:25 AM PST Hello! Hope some of you can help me with this question I'm having for some time. I've always loved games and for some time now, I've started to delve into the gamedev world in my free time (mainly on weekends) just as a hobbyist. I've been doing some tutorials to understand the implementation of the basic concepts behind a game (collisions, player movement, physics, animation, etc). So far I've done a Pong tutorial, a little shmup game (to understand collisions, enemy ai and so on) and a small section of a platformer (to deal with physics, motion, etc.). I also have some coding knowledge (Java, C#). And now, I'm at the point of creating a small MVP prototype of a game that has been on my mind for some time now. That is a 2D game mainly consists in a mix between a platformer game with a small dialogue system like Shovel Knight, combined with some shmup levels in between. However, while browsing the asset store to see the Black Friday discounts, I've noticed that there are already templates for those kind of 2D games I want to build (some templates for platforming games, top-down games, shmups, etc.) and I was wondering if it would be a good idea to get the best and more extensible templates for those 2 types of games I'm wanting to make - a plaformer engine and a shump engine - instead of doing my own from scratch? I guess the pros of choosing the template approach is that saves time with the implementation of the basic mechanics that are common to those kinds of games and the needlessness to reinvent the wheel since many of those core elements that are already implemented, have been being refined over the years by the person(s) behind those engines. Furthermore, if the chosen template is as modular as they say, I can always rework the code in order to get what I want. It also probably saves a lot of time to get the prototype running (and due to my limited free time, I think this is the my personal main benefit of buying template engines to save time) The cons is that if I create my own platformer engine, every detail is defined by me and is therefore, is customized for what I need. Then again, I can always change or extend the code of the template engine bought in the store, obviously with less detail than building my own engine. Also if I redo / change a lot of those basic core elements, it will probably take as much effort as doing my own engine and won't be worth it in the long run. Also the knowledge gained for doing something from the ground up, cannot be compared from getting a template like those and apply the tweaks I need for my game. I guess this question can be extensible to another game components: should I get a dialogue system / inventory system / save and load / character creation system from the store, or should I build my own? Just for clarity, I'll mention the asset store engines I'm looking for. I don't think that is against the rules and if it is, I'll delete any mention of those assets. The platformer engine I'm looking on is the Corgi engine (https://assetstore.unity.com/packages/templates/systems/corgi-engine-2d-2-5d-platformer-26617). The shmup engine is Shmup baby (https://assetstore.unity.com/packages/templates/systems/shmup-baby-128937 ). My main question is: should I create my own engine from scratch, or should I start building from those templates in order to save time and tweak them for my liking? And I was also wondering for those of you that use Unity, have bought such game templates and how it was our experience with them. Thanks in advance for reading. [link] [comments] |
Will using firebase Analytics and invites make my app use encryption? Posted: 24 Nov 2018 08:11 AM PST Hello I'm trying to use firebase invites and analytics so players can share my app with their friends, and in order to comply with U.S. export and other country import compliance requirements I need to know when my app uses firebase services will it use encryption or not Any info regarding this topic will be much appreciated Thanks for reading Cheers [link] [comments] |
Writing Raymarching Shaders - Shader Theory introduction Posted: 24 Nov 2018 07:48 AM PST |
Offering artists rev share/partnership? Posted: 24 Nov 2018 07:05 AM PST So I've been putting together a pretty awesome multiplayer game, I've spent at least 8-12 hours every day for the past 3 months working on it and invested a decent chunk of money into graphics. The biggest problem I'm having is getting my pixel artists to keep producing quality work in a timely matter. I pay them their going rate but it seems to not be enough and a lot of the time my artists dwindle and I have to wind up trying to find someone else who can produce the same quality.. it can be really tough. So as the sole programmer/owner of the game, I don't have a company but I want to try and make some of the team feel more inclined to put effort.. would offering rev share be a sufficient way to do this? Would giving them a part of the game possibly give them the same passion I have? I was hoping I could find someone who shows that passion and then offer them rev share, but after going through at least 10 artists, it doesn't seem to exist. So should I take the somewhat loyal artists I have now and offer them something? Or should I keep looking? I would also keep paying the artists the same agreed rate but I would just add the revenue share as a motivator.. but I don't want to do that if it doesn't change anything.. just curious if anyone has past experience with something similar. [link] [comments] |
Posted: 24 Nov 2018 08:17 AM PST Hey everyone, just curious: is anyone still using Cocos2d-x (or any port of Cocos2d) and if so are you doing it without using that cocos creator thing? Seems like most people are using unity and things like that. [link] [comments] |
Runs Great On Intel Technology Contest - Submit Your Game For Free and Win! Posted: 24 Nov 2018 11:51 AM PST |
Everhood - Unpredictable game with musical gameplay elements (Free) Posted: 24 Nov 2018 11:33 AM PST https://reddit.com/link/a01f29/video/9ddfx8zpub021/player Hello! We released a vertical slice of a game called Everhood. Everhood is an unpredictable game with musical gameplay elements with a wonderland-esque world. It is mainly focused on gamers that are looking for new innovative experience. Check it out if you like this type of experience! :D GAME LINK: https://everhood.itch.io/everhood DISCORD: https://discord.gg/gD8HWT CONTACT: [everhood.contact@gmail.com](mailto:everhood.contact@gmail.com) [link] [comments] |
Key Scammers and the Grey Market Posted: 23 Nov 2018 04:52 PM PST Hi folks, We're hoping that by sharing this that:
During the first few weeks of launching our game on Steam; we received over 3 emails a day claiming to be from press. At first this came as a glimmer of hope; after all Steam has become all the more crowded with the transition from Greenlight to Direct; and relationships with media are becoming all the more critical. While we tried to verify the requests against the channels they represented; many of them were from outlets who didn't have a public email to display. I made the mistake of just issuing keys at will, after all, what harm could it do? The worst thing that could happen is that we'd gain a player? Wrong! A few months ago we noticed an advertisement on Google for our game on G2A; sold it for next to nothing ($1 vs. the already discounted $10)? Curious as to what happened, I bought two copies. Horrifyingly enough both keys were sent to separate emails from people claiming to be Youtubers/streamers/writers. People we had spent time researching and supporting for the inquiry.We wrote to the store; asking them to remove the stolen keys and the advertisement; and got redirected to another email. We waited for over a week only to receive a generic "we take no responsibility for our sellers" reply. The advertisement on Google was flagged several times without effect. We than prepared a DCMA request for Google (taking several days to prepare proof and write up in advance). The latter responded by taking down the search engine advertisement and removing the page off search results within a couple of days. The scammers have done significant damage to our work. Not just from loss of sales. When the advertisement first came to light; we saw increase in the number of both chargebacks (gained by stolen credit cards) and refunds; despite our project receiving positive reviews from users, curators and press who've covered us. After all; why support development when the the game can for less than a tenth of the cost else where? While the former was remedied to <2% with the removal of the advertisement; this did not undo the damage to the visibility on Steam. Some things we've learnt:
For others looking to avoid the mess described above:The following resources may prove useful:
If it's happened to you; Google can sometimes help https://support.google.com/legal/troubleshooter/1114905?hl=en To check search *[yourGame] Steam* on a computer you don't usually use. P.s. Today we discovered that the grey market page has resurfaced with the text en instead of en-au to avoid the black-list (without the advertisement this time). Other grey market sites such as Kinguin and G2Play appeared recently; though thankfully no longer have stock of our keys. We were wondering if anyone knew any other tips on how to mitigate the damage permanently? [link] [comments] |
Guide For Mobile App Payment Screens Posted: 24 Nov 2018 10:24 AM PST |
Screenshot Saturday #408 - Festive Colors Posted: 23 Nov 2018 07:25 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 is your favorite video game character? [link] [comments] |
Here's 150 GIFs from Sausage Sports Club's development. Happy to answer questions in the comments! Posted: 24 Nov 2018 12:45 AM PST |
Posted: 24 Nov 2018 08:42 AM PST Hey everyone, i'm literally at the first stop of noob town central in making games, and wanted to start by testing a core gaming concept in as quick and little time as possible to see if people like it. I realised I could probably do this fairly well with Microsoft paint. Here's the idea, take this template: https://i.imgur.com/ettmRSV.png EDIT Or try using Google sheets! https://docs.google.com/spreadsheets/d/1GJ3TBRdijYMdGf7W65rmDKob9ymDnZyas7Ch6PoJTn4/copy And create a farm whereby the irrigation / water channels must be all connected, and the water must start from the blue box. The idea being you start with nothing and can grow your farm over time (ala harvest moon, stardew). If you could the '1x1' block style grid whereby you can lay the water, plants, land wherever you like. And using MS paint's rectangle tool just draw out water channels etc as you like! If you set 'fill colour' to solid and select both colours as the same it will be easier to draw the channels. Or i've added the blocks here if you'd prefer to copy/paste it in. For example my version: https://i.imgur.com/aE4U48d.png Rules
If you don't mind spending some time to do the above, mind posting what you created below in the comments and I can ask a few questions. Thanks in advance for anyone that might do this! [link] [comments] |
Game artists, please answer. Concerning the size and resolution of graphic assets. Posted: 24 Nov 2018 07:14 AM PST [warning: english-as-second-language speaker here, i apologize in advance for any miscommunication.] I just finished designing and doing some wireframe and layout for a game i'm developing but now i need to send every design detail to an artist that my problem is i dont know how big things should be or what file should i be asking for. Its a mobile game aimed at every tablets and smart phones out there. Right now i want to know: 1. what files should static image and animated ones be. 2. How big should the background be for it to resize properly and beautifully on every mobile device. 3. What should be the resolution or optimal size of a game's GUI. Now is there any information i should have for the artist before hand? What do you usually find helpful during your creative process that you wish your designer could provide for you? I know its a lot of questions, for those who do answer them i thank you kindly in advance for helping me move forward with my passion. [link] [comments] |
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