That's awesome, great social marketing. I can't seem to get the hang of the twitter machine, but enjoy watching others use it successfully.So, this was amusing. I somehow doubt anything will ever come of it, but fun anyway..
That's awesome, great social marketing. I can't seem to get the hang of the twitter machine, but enjoy watching others use it successfully.So, this was amusing. I somehow doubt anything will ever come of it, but fun anyway..
That's awesome, great social marketing. I can't seem to get the hang of the twitter machine, but enjoy watching others use it successfully.
Make doubly sure it's released in the JP store. Have you considered a JP localization?
So I'm starting work on a new project after getting comfortable with engine (Unity) and 3d modelling tools. I know I've got a game in me, but finding inspiration has got to be the hardest bit.
Really satisfying to find a problem in your code and weedng it out after having it elude you for so long.
Hey dudes, I'm looking to make a beat em up akin to Streets of Rage. Platform would be PC and iOS. Any recommendations on an engine? I love working in Unity (my minimal programming experience is in Javascript), but I've heard that Cocos2d might be more efficient for this type of thing.
Anyone here attempted anything in that genre?
Hey dudes, I'm looking to make a beat em up akin to Streets of Rage. Platform would be PC and iOS. Any recommendations on an engine? I love working in Unity (my minimal programming experience is in Javascript), but I've heard that Cocos2d might be more efficient for this type of thing.
Anyone here attempted anything in that genre?
Marmalade Quick is a fast, flexible and open RAD programming environment for the creation of 2D games and apps. Its based upon best-in-class Open Source components including Cocos2d-x and Box2D, and the entire engine is made available in source code.
Marmalade Quick uses Lua, the fastest scripting language available, and provides powerful high-level APIs that allow you to create high-quality apps and games in a fraction of the time it would take with other tools. No knowledge of platform-specific languages, APIs or tools is required. So you can get going as soon as you like.
And as its Marmalade, its entirely cross platform no other RAD environment offers simultaneous deployment to so many platforms.
has anyone had any experience using Marmalade Quick?
http://www.madewithmarmalade.com/quick
I didn't know they released this recently and it sounds good on paper...
I vaguely remember someone finding Marmalade's libraries lacking compared to Corona but that may have been awhile ago. Would be interesting to see how they compare today.
Really interested to see it. Good luck.Kickstarter on Mondayyyyy
omg
Kickstarter on Mondayyyyy
omg
There were several reasons for pushing it, including a cruise.Thought it was today? Was already looking for it.
I should clarify that *I* was not on a cruise. = DYou live a hell of a life.
Kickstarter on Mondayyyyy
omg
I should clarify that *I* was not on a cruise. = D
What platform handles menus the best?
I have a very heavy menu system concept. Think character sheets, inventory management, team management, contracts and feedback reports. 'm a amatuer in the coding department but I have a half way decent brain.
Does one system like Unity, Gamemaker, Torque or RPGMaker shine above the others?
WHO INDEEDThen who was game?
Whether it's small or big, why not position it for best chances of success? It's the day after Valentine's Day, it's Friday, people are bored, leaving early, don't want to work, east coast press ends early...I'll take a nice, Monday morning announcement, thank you = DMust be big if you have an actual launch date for kickstarter instead of just going live when ready, best of luck!
So I'm wondering If I should continue with it or just drop the idea. Not much will be lost and I have other stuff to work on, but I really liked this idea.
Hey dudes, I'm looking to make a beat em up akin to Streets of Rage. Platform would be PC and iOS. Any recommendations on an engine? I love working in Unity (my minimal programming experience is in Javascript), but I've heard that Cocos2d might be more efficient for this type of thing.
Anyone here attempted anything in that genre?
Good luck and remember my advice. No one but feep look at the spoiler as I'm under verbal nda.Kickstarter on Mondayyyyy
omg
Yo, GAF! (This is my third post in as many threads. Don't hurt me, mods!)
I'm launching a Kickstarter project in a couple days, and I'd like about ten of you guys to give me some feedback. Ideally, you:
1) Think I am cool
2) Are bored
3) Are extremely honest
4) Have a lot of experience with gaming Kickstarter projects, and understand what facets help to make a successful project, and
5) CAN KEEP A SECRET. Seriously, it would be actually cause significant damage if word were to get out before Friday, so it's really, really important you don't tell anyone. Pleasepleasepleasepleaseplease.
If you'd like to take a look and offer some advice, let me know! I'll PM you a link to the Kickstarter preview page.
Thanks!
@Feep: I hope everything goes fine. :+
@tafer: Work hard and make your game better! That's an attitude you need
nevertheless to stay within business. There will always be one who has a
similar game, but it can never be exactly your game. So you have everything
in your hand to make it different and even better. Don't throw your game away.
Even if theirs is better, you have a change to catch-up to the standard. And
there are 10^32 ways to improve on it.
See. A game that I want to tackle in the future, after Ex Nihilo (codename) is
finished some day, does also already exists in all its glory on a major
console platform. Uhh! But this doesn't decrease my motivation the slightest,
quite the contrary is true. Every step I make, direct or indirect, is towards
this future game. And the idea is to surpass the given one and to give the
fans of the genre what they are looking for. That's an utterly high goal
which may also need a few bucks to get done. But you have to start somewhere.
Up until that time, I need to catch up to the standard at first. Once
established and with the knowledge gathered, it's time to go for the real one.
For example, I currently study real-time procedural surface generation, which
will be a huge part in Ex Nihilo. But which will also become a huge part of
said future game. Such surfaces then needs to be generated very, very fast.
For this reason I not only study the mathematics behind, but I also currently
do program some surface generation techniques/formulas in assembly language to
see their strengths and weaknesses and how such techniques may scale to more
advance systems.
Why I'm telling this? Well, the unnamed console game I'm referring to uses,
for example, only fixed geometry. It will be a huge improvement if the
geometry can be generated procedurally in real-time allowing for a much
greater variety. And that's just only one example. For sure, it's hard to
get it all done and in the right order, but working hard will make your game
better and as such will increase the enjoyment of many people. So if you
throw your game away just because others have a similar one, then you have
no idea what you are doing and why you are doing it. That's my opinion.
People over estimate the value of ideas.
It's the execution that matters.
Give a good idea to a bad team and they'll find a way to screw it up.
Give a bad idea to a good team and they'll manage to make something worth while out of it.
There are advantages of coming second to market though:
You can do a thorough competitor analysis to see where your title is lacking and can improve on features in the competitor product.
You can see how the competitor product performs in the market place to see if there any demand for this type of title. If there's little or no demand I would kill my own version and channel my time into something worth while.
It amazes my how many developers pour time and resources into projects with little or no regard for the commercial aspects. Then they get depressed when all their hard work brings them nothing in return.
Screenshot saturday, guys! post pics!
I will contribute later tonight.
People over estimate the value of ideas.
It's the execution that matters.
Do most of you guys work on your own art or do you have someone else do it? That's really the biggest thing holding me back from starting a project since I am not an artist whatsoever. Also, is XNA still worth working with in your guys' opinions? I was thinking of going with that or working on something in Unity.
Screenshot Saturday? Screenshot Saturday.
(click picture to enlarge)
My money would be on indies turning into HTML5 or something support on the nextbox, somehow linked loosely to windows 8 storefront.
Do most of you guys work on your own art or do you have someone else do it? That's really the biggest thing holding me back from starting a project since I am not an artist whatsoever. Also, is XNA still worth working with in your guys' opinions? I was thinking of going with that or working on something in Unity.