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    Wednesday, April 7, 2021

    I localized my game to 11 languages. Here are the numbers.

    I localized my game to 11 languages. Here are the numbers.


    I localized my game to 11 languages. Here are the numbers.

    Posted: 07 Apr 2021 08:27 AM PDT

    In January 2020 I released my first game, Mortal Glory, and after a successful launch, I decided localizing the game would be a good idea. It took some time, but a bit over 2 months later I was able to add support for 11 additional languages on top of English. It has now been almost a year since I added localization to my game so I figured it would be interesting to take a look at how they have affected my regional sales. Some of the languages are spoken in many countries, but I will just pick one country per language. Below is a comparison view of what the sales looked like per country (% of total sales), before localization (~2,5 month period) vs now (1 year 2 month period).

    Language % of all units sold, Before localization % of all units sold, Today Sales ranking (in revenue), Before localization Sales ranking (in revenue), Today
    France 1% 1% 10th 9th
    Italy 0% 0% 18th 19th
    Germany 6% 4% 4th 4th
    Spain 0% 0% 19th 20th
    China 3% 24% 9th 2nd
    Japan 0% 5% 23rd 6th
    Korea 0% 1% 30th 11th
    Russia 1% 2% 17th 18th
    Brazil 1% 1% 22nd 21st
    Finland 3% 2% 6th 8th
    Poland 1% 1% 12th 13th

    As you can see, after the localization update, there was monstrous growth from China. Japan is also showing some very nice growth. But as for the others, the numbers are not so remarkable. I still don't regret adding support for the other languages as they weren't that expensive or require much extra effort from me. I also believe there's variance involved in which countries the game will gain visibility, so the situation might be different for another game. But my takeaway from these results is to prioritize CJK translations (Chinese, Japanese & Korean).

    I paid $2575 for all the translations. My game wasn't built with localization in mind so it also took me 160 of my own hours to enable the localization and coordinate the translation work. Luckily in the end, all the work was many times worth it.

    Would love to hear what kind of an effect localization has had for others!

    I have also recently made a few videos about localization if you are interested in the subject:

    Why you should localize your game: https://www.youtube.com/watch?v=5A15n8lrpHo

    What languages to localize to: https://www.youtube.com/watch?v=5A15n8lrpHo

    How to localize a game in Unity: https://www.youtube.com/watch?v=BscAkqhYBdc

    submitted by /u/AuroDev
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    2D game engine

    Posted: 07 Apr 2021 06:08 AM PDT

    2D game engine

    hi everyone - I've started writing a 2d game engine for a zelda style top down rpg. It loads level files generated by Tiled and uses openGL for rendering and GLFW for input.

    I still need to finish properly implementing collision detection with scenery and make certain objects render in front of or behind the player depending on where they're standing relative to them.

    once this is done I plan to implement the following features:

    • Lua scripting of the GameObject class for enemy behavior, quests, cutscenes and objects such as doors, chests, ect.
    • full range of different types of collision detection
    • particle effects, camera shake, different shaders for visual effects, ect.
    • audio
    • different aspect ratios of screen

    I'm posting it here because I think I've got it planned out pretty well and I want to know, would any C++ programmers out there like to help me write it and eventually use it to develop a game? (just for fun and not commercial reasons - unless of course it turns out to be really good)

    my code so far (and freely avaliable assets) can be found here:

    https://github.com/JimMarshall35/Zelda-RPG-Engine

    https://reddit.com/link/mm1o6q/video/7tpd88lrzqr61/player

    submitted by /u/Jimmy-M-420
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    How i created my map-system for my Metroidvania game. Some more info in the comments!

    Posted: 07 Apr 2021 09:34 AM PDT

    So we made a tutorial how to crash Unreal Engine

    Posted: 07 Apr 2021 08:02 AM PDT

    How to add my game to Discord's auto-detected games?

    Posted: 07 Apr 2021 09:45 AM PDT

    My game soon releases, and currently it isn't detected by Discord. (Of course I can add it manually, but that's not what I want)

    Does someone know what database Discord uses, and how could I add my game to it?

    Thanks!

    submitted by /u/udvaritibor95
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    Best free cross platform software for game dev!

    Posted: 07 Apr 2021 09:14 AM PDT

    So you want to work in the video games industry?

    Posted: 07 Apr 2021 02:14 AM PDT

    While learning GameDev is it better to do many short projects or start for a example a 6 month project?

    Posted: 07 Apr 2021 09:58 AM PDT

    I have been participating in game jams for around 1 year (programming and modelling)

    we are a team of 3 all learning.

    I have around 3 years of blender experience .

    I am learning a lot with game jams but I have a question :

    Should we embark a 6+ months project? or should we as a team continue iterating over short projects.

    Thank you

    submitted by /u/AwakenedRobot
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    is::Engine 3.3.1 (SFML C++ Game Engine for HTML 5, Android & PC) available

    Posted: 07 Apr 2021 05:49 AM PDT

    Hi everyone, I hope you are all doing well! :)

    is :: Engine 3.3.1 is available! Here are the new features:

    Game Engine Link

    - Fixed the bug that distorted images when using rotation.

    - Optimization of the rendering part of the engine that uses SDL. Games are now smoother!

    - Integration of a file saving system for the Web (HTML 5). No need to re-implement yours anymore!

    - The OpenURL function now allows making phone calls (on Android) and contacting by email.

    is::openURL("www.yoursiteweb.com", is::OpenURLAction::Http); // open link

    is::openURL(["youremail@gmail.com](mailto:"youremail@gmail.com)", is::OpenURLAction::Email); // open email

    is::openURL("+2280011223344", is::OpenURLAction::Tel); // Make a call

    Have a good day! :)

    submitted by /u/IsDaouda_Games
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    Talking about animations, project scope and how I approached my PlayerController to get the right feeling for it!

    Posted: 07 Apr 2021 10:13 AM PDT

    Looking for a motion tracking software/hardware for a school project.

    Posted: 07 Apr 2021 07:12 AM PDT

    For my school project I am working on an exergame that involves tracking the cognitive and motoric development of a child.

    I can track the cognitive part with points given for each correct answer, but for the motoric development part, I want to track this with motion capture.

    For example a certain gesture/movement has to be done, I want to then give points based on how well the child did this particular gesture/movement, something like Just Dance. I know that Just Dance uses the camera or motion controllers I just don't know what hardware and/or software I can use to accomplish this.

    I would like to ask if anyone has knowledge on how to achieve this, either with full body tracking or just motion controller tracking.

    submitted by /u/croxino
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    Illumination and post-processing, or how to make your game look like Overwatch: Abylight's Creative Director will show today on stream! ⏰ 16:00 GMT!

    Posted: 07 Apr 2021 07:05 AM PDT

    We love the look of Overwatch! Do you?
    While we don't intend to copy any existing game in detail, we think recreating a similar vibe in your game is cool.

    Join Abylight's Creative Director Miguel Garcia Corchero on Twitch, as he'll demonstrate how to di that - live, on a real game scene. All questions welcome!
    ⏰16:00 GMT
    ▶️https://www.twitch.tv/abylight

    submitted by /u/lenanena
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    Blender 2.9 New Features JMesh Tools

    Posted: 07 Apr 2021 01:54 AM PDT

    I made a short video exploring the smoothstep shader function and it's uses in Unity. Link in the comments!

    Posted: 07 Apr 2021 09:10 AM PDT

    Converting and preserving Michael Abrash's Graphics Programming Black Book

    Posted: 07 Apr 2021 03:11 AM PDT

    GNU GPL-v3 library in a commercial game?

    Posted: 07 Apr 2021 04:24 AM PDT

    Hey there!

    I'm currently working on an Unreal Engine 4 plugin for my game, which should give robots in my game a voice using a Text-To-Speech system.

    The library I'd like to use for that is espeak-ng, which is shipped under the GNU GPL-v3 license.

    I know that this license falls under the non-compatible license models stated in the UE4 EULA, but I'd like to know the details. Am I allowed to link this library, either statically or dynamically? If dynamically, shipping the .dll with the game is okay? What if I give attribution and credit to the original authors?

    Any licensing geniuses here? Thanks!

    submitted by /u/iUltimateLP
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    Can you please tell me some contests and exhibitions for indie developers?

    Posted: 07 Apr 2021 11:50 AM PDT

    I'm new to the indie industry. Can anyone write what contests and where are they held for indie developers?

    submitted by /u/Hroft_ASH
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    Can anyone figure out why this WebGL tiling library only works with map sizes that are a power of two?

    Posted: 07 Apr 2021 11:32 AM PDT

    This is a long-shot but I could really use some help here. I'm developing a game using WebGL that uses maps created from the Tiled map editor. I found this great library that renders the output of a Tiled map. Simply create a map in the Tiled map editor, embed the tileset, export as JSON, insert into the gl-tiled's constructor, call draw, and voila, your tile map is rendered in the browser!

    Unfortunately, (and this took me forever to figure out), the library only seems to work with map sizes that are a power-of-two. That is, if your Tiled map is 63x63 or 65x65, it will just render nothing. However, if it's 64x64, then it will render perfectly.

    I made an issue here, but the creator unfortunately hasn't looked into the library in over a year and seems to be quite busy with his own life. I don't think this bug should be happening, because if you looked at the original blog post where gl-tiled was introduced, you'll see that he based it off of this blog post by Brandon Jones, and I checked and that code works with non-power-of-two map sizes, so this should be solvable.

    I've already spent a couple hours looking into this, but I can't quite figure it out. I don't think there is a problem with the shaders, as I ended up replacing the original shaders with the ones from Brandon's blog post, and there was still the same issue.

    Could anyone please help me figure this out? Even if it's just spending a couple minutes poking around the source code in the GitHub repository and offering recommendations on changes to try, that'd be an amazing help. I'd love to figure out this bug for englercj so we can make this library work for all map sizes.

    submitted by /u/redditaccount624
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    Game Engine programming study group

    Posted: 07 Apr 2021 11:22 AM PDT

    Hey i'm looking for people to learn game engine programming with by following this kind of study path : https://github.com/miloyip/game-programmer

    add me on discord if interested : Rack#3697

    submitted by /u/Rack_Smix
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    How Cloud is Influencing Gaming - Inventory, Economy, LiveOps, DevOps & Community

    Posted: 07 Apr 2021 11:21 AM PDT

    Shiro Games Technology Stack - Haxe - The Cross-platform Toolkit

    Posted: 07 Apr 2021 10:58 AM PDT

    Steam :: Steamworks Development :: New: Measure marketing effectiveness with UTM Analytics

    Posted: 07 Apr 2021 10:56 AM PDT

    Best 'GameDev Friendly' free TTS software

    Posted: 07 Apr 2021 10:50 AM PDT

    I know I might get flooded with "tts sucks and will never work" comments, but please hear me out.

    I'm planning on making my 'first' game using unity (I already followed an introduction course and made 3 small games).

    But what I love in games is when there's story in it. That's why I want to try to implement this in my game.

    I'm a student in an economically struggling country (minimum wage is like 50 bucks right now) so unfortunately I cannot afford ti spend a cent on voice actors.

    I know text to speech softwares aren't as effective as voice acting, but I'm a poor CS student who just wants to make a game and isn't expecting it to be the next game of the year.

    Thats, however, not a reason to choose any robotic text to speech software and make my character sound like an annoyed Cortana.

    My criterias for a good text to speech software would be:

    • Being 100% free. As I said I can't afford to spend a cent on anything, and I want something that I can keep using.

    • Where I can change the pitch, speed, and emphasis on specific words. I think these options make the result sound way more human.

    Optional: Having multiple voices that also cover old people / children would be amazing, but I understand it might be too much.

    submitted by /u/MirzEagle
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