VisceralBowl
Member
Does anybody have experience with gathering new devs/team members locally? Specifically in areas without a whole lot of people.
Tips appreciated.
Tips appreciated.
Here's a short video of my game, Checkmate!
The audio gets desynched as it goes, but I spent like two hours trying to fix it and got it as close as I could. :/
I have the game up on FGL.com, a site where you can sell Flash games to sites like Kongregate and Newgrounds, but I'm really nervous about actually putting it up for sale. I'm worried that nobody's going to want to buy it.
Here's a short video of my game, Checkmate!
The audio gets desynched as it goes, but I spent like two hours trying to fix it and got it as close as I could. :/
I have the game up on FGL.com, a site where you can sell Flash games to sites like Kongregate and Newgrounds, but I'm really nervous about actually putting it up for sale. I'm worried that nobody's going to want to buy it.
GAF indies, I need your help!
My game is in beta stage on both Android and iOS, and I'm looking for some feedback.
My previous post was ignored. I know the game isn't much, but come on people, give a little help here.
You don't even need to test the game. Checking if it's not crashing is good enough. This is important mainly in Android with all those different devices.
This is the game logo. I don't want to post gameplay pictures, or else you will run away from this like the plague.
Those who are interested, please send me a PM with the platform you own and the email (so I can grant the access in google play and in the iOS app store).
Note to Android users: I have already a problem reported about an issue with the game speed being too fast making the game unplayable. This is a bug I haven't yet tracked down.
Note to iOS users: if you want to post scores to the leaderboards you will have to enable the sandbox mode for game center. Settings->Game Center->Developer->Sandbox.
Thanks!!
A little about my music: I write primarily hybrid orchestral/electronic cinematic music. The genres I'm best at are Science Fiction Action/Adventure, horror, or mystery. However I'm diverse, as I write music for a library company that puts music in TV shows ranging from Jersey Shore to Nature Shows.
I hope some of you will listen, think about it, and send me a PM or email so we can get to know each other a little more. Thanks!
I am listening. really nice stuff.
do you play any actual instruments and ever use these in your recordings? or is it all electronic?
This game looks so HYPE!Dat promo art
Hey Indie Dev Gaf!
I'm a music composer and producer and I want to write all original scores for video games. I've seen lots of talent and really cool games being worked on in here and I want to see if any of you indie devs are looking for a composer to work with.
Nice work! Looks like it could be a blast. Really liking the art style. Waiting for it to hit the Canadian app store. =) Thanks for sharing some game creation details as well. That stuff is always interesting to read.Hey everyone, even though I've been member on here forever, I don't post very often. That said, I'm super stoked to contribute to this glorious indie thread now that we've 'soft-launched' (in the New Zealand app store) the very first mobile game to come out of our startup studio! The name of the game is "Riff the Robot", and the gameplay is best described as a blend of a ball-bouncing, peg-collecting game crossed with traditional pinball.
Hey Indie Dev Gaf!
I'm a music composer and producer and I want to write all original scores for video games. I've seen lots of talent and really cool games being worked on in here and I want to see if any of you indie devs are looking for a composer to work with.
Here's my portfolio website (I DO own my domain name, it just hasn't finished transferring yet)
I'd like to at least talk to a couple of the teams represented here and try to work out a deal.
A little about my music: I write primarily hybrid orchestral/electronic cinematic music. The genres I'm best at are Science Fiction Action/Adventure, horror, or mystery. However I'm diverse, as I write music for a library company that puts music in TV shows ranging from Jersey Shore to Nature Shows.
I hope some of you will listen, think about it, and send me a PM or email so we can get to know each other a little more. Thanks!
Hey Indie Dev Gaf!
I'm a music composer and producer and I want to write all original scores for video games. I've seen lots of talent and really cool games being worked on in here and I want to see if any of you indie devs are looking for a composer to work with.
Here's my portfolio website (I DO own my domain name, it just hasn't finished transferring yet)
I'd like to at least talk to a couple of the teams represented here and try to work out a deal.
A little about my music: I write primarily hybrid orchestral/electronic cinematic music. The genres I'm best at are Science Fiction Action/Adventure, horror, or mystery. However I'm diverse, as I write music for a library company that puts music in TV shows ranging from Jersey Shore to Nature Shows.
I hope some of you will listen, think about it, and send me a PM or email so we can get to know each other a little more. Thanks!
Whoa - this looks rad and WELCOMEHey everyone, even though I've been member on here forever, I don't post very often....
Hey everyone, even though I've been member on here forever, I don't post very often. That said, I'm super stoked to contribute to this glorious indie thread now that we've 'soft-launched' (in the New Zealand app store) the very first mobile game to come out of our startup studio! The name of the game is "Riff the Robot", and the gameplay is best described as a blend of a ball-bouncing, peg-collecting game crossed with traditional pinball.
www.youtube.com/embed/NrQsfxD1cAU
To give you guys some insight into the game's creation, here are a few trinkets:
-Made in 1 year by 2.5 guys working out of Starbucks. 1 Programmer (me), 1 Artist/Level Designer, and 1 part time Audio guy.
-Client built with Unity3d. Plugins: NGUI, 2D Toolkit, and Vectrosity
-Server is running on Parse.com
-Prototype took 2 months to "find the fun", but fleshing out the rest of the game took forever!
-Implementing the ability to affect Riff's falling motion by swiping on the screen to fire his side thrusters was an "ah HA!" moment
-Making the marble collection physics feel right took 17 iterations.
-The first "toy" I built was the slingshot, as it was the centerpiece of the whole design
-Mid stream switching from Unity's 3d to 2d physics was hugely painful, but also ultimately the right call as perf improved significantly
-Supporting anonymous, Game Center, and/or Facebook logins is rather complex and absolutely no fun to code up.
And for fun, here's a shot of the early prototype vs the final product:
Hey Indie Dev Gaf!
I'm a music composer and producer and I want to write all original scores for video games. I've seen lots of talent and really cool games being worked on in here and I want to see if any of you indie devs are looking for a composer to work with.
Here's my portfolio website (I DO own my domain name, it just hasn't finished transferring yet)
I'd like to at least talk to a couple of the teams represented here and try to work out a deal.
A little about my music: I write primarily hybrid orchestral/electronic cinematic music. The genres I'm best at are Science Fiction Action/Adventure, horror, or mystery. However I'm diverse, as I write music for a library company that puts music in TV shows ranging from Jersey Shore to Nature Shows.
I hope some of you will listen, think about it, and send me a PM or email so we can get to know each other a little more. Thanks!
I'm very happy with my composer, but I hope you find work because this is really good!
Man, you are talented as hell.
Edit: Pathways sounds godlike, holy crap.
Dude - this is some good stuff going on here. Very good stuff. I loooooove DUNES - I will keep you in mind for future stuff and for friends that need work!
Wow, every track I've listened to so far, is excellent! Great, great stuff! Anyone looking for a composer needs to have a listen.
Slapped an update up - again quote the post to see the link at the bottom.
Changed around a few things based on feedback..
Again, updated thoughts are appreciated
- Must now press against a wall instead of just touch it to wall stick
- Wall dropping now has its own button to ease the wall jump if hitting jump before pressing away
- Melee combat removed entirely, energy cost of abilities adjusted to compensate
- Special attack can be used twice now - only uses half the en cost as before
Link when quoted vvv
Slapped an update up - again quote the post to see the link at the bottom.
Changed around a few things based on feedback..
Again, updated thoughts are appreciated
- Must now press against a wall instead of just touch it to wall stick
- Wall dropping now has its own button to ease the wall jump if hitting jump before pressing away
- Melee combat removed entirely, energy cost of abilities adjusted to compensate
- Special attack can be used twice now - only uses half the en cost as before
Slapped an update up - again quote the post to see the link at the bottom.
Changed around a few things based on feedback..
Again, updated thoughts are appreciated
- Must now press against a wall instead of just touch it to wall stick
- Wall dropping now has its own button to ease the wall jump if hitting jump before pressing away
- Melee combat removed entirely, energy cost of abilities adjusted to compensate
- Special attack can be used twice now - only uses half the en cost as before
Link when quoted vvv
Is Unity working well with 2D? I thought it was a 3D only engine. I ask because I'm trying to decide where to move on to after Flash, and I'd like something that works well with 2D. Plus I hear Unity can be ported to consoles fairly easily.
Slapped an update up - again quote the post to see the link at the bottom.
Changed around a few things based on feedback..
Again, updated thoughts are appreciated
- Must now press against a wall instead of just touch it to wall stick
- Wall dropping now has its own button to ease the wall jump if hitting jump before pressing away
- Melee combat removed entirely, energy cost of abilities adjusted to compensate
- Special attack can be used twice now - only uses half the en cost as before
Link when quoted vvv
- the changes to dash are great. You can really book it now! The tricky part is going to be making levels that work with such a massive movement range.
- I like the new walljumping, it's basically impossible to screw up now, while still staying true to how the controls want you to play it.
- I think I'd like to see some way to climb up ledges instead of having to jump away and then back on, but again, use your own digression for if that'd be an improvement or not.
but yeah for real, game feels good to move about in.
Really digging this and I generally don't play platformers. Found my self playing over and over again. It's really nice and fluid and looked great on my monitor. Keep going! I'm with kritz on the jumping after hanging onto a wall. My brain wanted to just jump up straight.
This is pretty cool. I don't really like the default controls since I prefer moving with the arrow keys, so thanks for providing the option to change them.
Is Unity working well with 2D? I thought it was a 3D only engine. I ask because I'm trying to decide where to move on to after Flash, and I'd like something that works well with 2D. Plus I hear Unity can be ported to consoles fairly easily.
I really like the super powered up wave beam esque effect on shooting. These tweaked controls were a lot easier for me, so I think they're a big improvement. I'm really looking forwards to see some proper enemies and platforming to get an idea of how these mechanics are going to work in game, but there's definitely potential here.
First:
THANK YOU GUYS FOR THE FEEDBACK HOLY SHIT I'VE HAD SO MUCH PROGRESS!
So how is everyone's performance? Any dips, stutters or anything special? I can't tell if my video card is on the fritz even though its about 2 months old or what. I get some random stuttering here and there but my framerate stays solid in FRAPS, Bandicam and MSI. So it's reading the frames as rock solid but my card might be going bad too soon - the same stuttering watching videos and other things. Anyhow...
Not sure about the climb. I'm trying to stay true to some of my old faves. Personal preference.
I'm trying to stick to some parts of a vision, but I also feel like being user-friendly is very important. Someone else in this thread phrased it as being an advocate for players, perhaps?Yeah, I think sticking to personal vision is important.
I've lost count of how many people want me to add a jump button to CBD... (jump buttons are the worst!)
How would I even enter that into the voice recognition system? brbththhbabzzbzzbbhthght?Feep is there a special reaction when you belch into the microphone
Please say yes
I'm trying to stick to some parts of a vision, but I also feel like being user-friendly is very important. Someone else in this thread phrased it as being an advocate for players, perhaps?
I can understand where your players are coming from, since fast-paced games that don't let you jump when you want (Arkham Asylum's lack of a jump button) drive me NUTS. I understand I may not need to jump, but the lack of it can really bother me. Jumping is a very easy to understand, satisfying, instant feedback mechanism for a player.
I think I was okay with the Vanishing of Ethan Carter, oddly enough, perhaps because it wasn't a fast-paced game.
How would I even enter that into the voice recognition system? brbththhbabzzbzzbbhthght?
I was gonna write a big post about this, but I'll do a smaller* one instead because I'm balls sleepy:
Lots of detail! I have two comments on your post as a whole.I've joked about with this, but I've considered more than once having spacebar in my game be the 'fall over and tumble about' button. It's immediate feedback, it's silly, it's unexpected, it changes your camera's perspective, other players can enjoy it or be annoying with it, it could expand out to surfaces that will knock you over the same way causing you to spill all the stuff you're carrying (and tie into a wet floor system or something?), you could use it to put yourself out if you catch on fire, and it could make a little monkey noise. Monkeys are fun.
*oops
Posted on GAF: https://www.kickstarter.com/projects/strafegame/strafe
That's not me.
Unsure what to do about the name. At the very least their site went up after we started production.
Did you publicize and put up your website before the Kickstarter went up? If so, just politely contact them with the evidence. They probably didn't know and maybe they can change their name.Posted on GAF: https://www.kickstarter.com/projects/strafegame/strafe
That's not me.
Unsure what to do about the name. At the very least their site went up after we started production.
Posted on GAF: https://www.kickstarter.com/projects/strafegame/strafe
That's not me.
Unsure what to do about the name. At the very least their site went up after we started production.
Trying to find a unique name in modern times is the worst, either for a company or for a game.I think its probably just easier to change our name and I just saw that WW2 shooter. Damn. Its like when looking for a game I tried all sorts of combinations and even have strafegame.com, which, oddly enough, JUST RENEWED TODAY with Google domains.
12 bucks and a cool name out the window. I'll just wind up calling him JUMP GUY by release.
Wow. I'm a programmer, I can't be expected to get creative with names.Trying to find a unique name in modern times is the worst, either for a company or for a game.
And here you go: https://itunes.apple.com/us/app/jump-guy/id721410809?mt=8
And there you have the name of your game!Sucks since STRAFE stood for Subnetwork Trojan Removal And Framework Encapsulation.
Posted on GAF: https://www.kickstarter.com/projects/strafegame/strafe
That's not me.
Unsure what to do about the name. At the very least their site went up after we started production.
The point I was trying to get to though, is that I think it's critically important to think about the types of input you allow in your game. Do they make sense? Do they have a purpose, or are they just there for tradition's sake?
Posted on GAF: https://www.kickstarter.com/projects/strafegame/strafe
That's not me.
Unsure what to do about the name. At the very least their site went up after we started production.
Posted on GAF: https://www.kickstarter.com/projects/strafegame/strafe
That's not me.
Unsure what to do about the name. At the very least their site went up after we started production.