Hey there guys,
Just thought I'd share that "The Other Brothers" will be available on April 4th, 2013 for iOS! We are excited!
Chopper Mike is live!! Enjoy!
Click for App Store...
Click for Google Play...
It says it's compatible with the iPhone 3GS, which is worrying. I added a thing to require a front facing camera, so it should be impossible to download. If anyone has a 3GS and is willing to try downloading it, I'll be your friend forever! Will reimburse if it does let you buy it!
Anyone who uses Unity have any tips on external version control? Apparently there's a way to do it since 3.5 but I haven't looked too much into it. I really want to use Unity but lack of any proper versioning is worrisome to me. Forking out for asset server or that team one isn't an option.
Apparently you can change metadata and scene storage to text and ignore /Temp and /Library and version that way but I haven't seen much to support this. Its between Unity, MonoGame and possibly Loom.
I'd like to use git or mercurial.
Bought.
It's really great to see these games being released. Pretty happy for you guys.
^ Sounds like a success to me, he? Thx for sharing! Btw; What was your overall
cost for being at PAX?
It's really nice to see you people getting your games out the door. GL to ya all!
I'm yet to get Chopper Mike, but I will.
Well that's wicked. Might have the PC version available later today BTW..
Will buy!
It's really great to see these games being released. Pretty happy for you guys.
So excited right now, we just announced our game: Assault Android Cactus!
Here's a youtube link to our reveal trailer.
There are only 3 of us on the team, and two of us left our jobs to do this full time. I couldn't be happier with what we've made and I hope that comes through in the trailer
Screens:
If you like what you see then please check out our Greenlight, or visit the development blog.
Really looking forward to posting more in this thread now that I can talk all about what I'm working on. Reading this thread can be quite motivating actually
While I'm pretty confident in making a good game at this point, I guess the real challenges are going to come from trying to get the word out. Oh well, there's never been a better time to make indie games so I can't complain too much!
So excited right now, we just announced our game: Assault Android Cactus!
Chopper Mike is now available for PC(£1.99/$2.99): vamflax.com/ChopperMike
I went with BMT Micro, and I'm waiting for Desura to go live, hence the 'Coming Soon!!'.
I really have no idea what to expect from them, so will report back with my findings!
Hopefully I'll get it submitted to the Mac App Store tomorrow.. And I guess, the Mac version on Desura too?
Exciting!
Can't wait to buy it for Mac! How are the sales on iOS and Android going?
So party?Considering the £0.00 marketing budget, sales are pretty good on iOS. ...
Alright. Thx.I can't really give you an accurate number because I didn't book the booth, my publisher (Devolver Digital) did, and I shared it with another developer. DD also paid for most of the swag (big banner, pins, cards). I paid for the flight, hotel, food, and cabs (everything but flight was split with the other dev). ...
@Paz: Ah, that's cool. Love the dynamics of the ground floor. But music is the
crap.
Also, dealing with the Greenlight process has been interesting so far... Reminds me a bit of the iOS gamble where you have no idea if anyone will notice your game exists.
Considering the £0.00 marketing budget, sales are pretty good on iOS. Android.. may as well have not bothered, but maybe it'll keep selling for a hundred years and catch up!
Response to the Mac version has been surprisingly good. Will hopefully submit it today!
Am not questioning the talent of the musician by any means. It's possibleHey now! I guess the style is not for everyone heh.
Jeff van Dyck is composing the soundtrack for the game/trailer and I'm pretty happy with how things are going so far, it's still very early days but he's one of the most talented guys I've ever worked with (heck, he won a BAFTA for his work on the Total War franchise) so I'm not too worried about that part turning out great. ...
I'm in doubt if I will ever port my game Snails to Android. Maybe I'm not going to bother...
I use Unity, so it took near zero effort. If I had ported native code over, I'd be a little disappointed for sure!
I'm not saying every game will perform like mine. Just that so far, people who have bought it on Android are in an exclusive group of gamers
As others have said, get featured, or prepare to be a cult classic at best! ;D
For anyone who has enjoyed configuring Provisioning Profiles for iOS.. Submitting a game for Mac App Store takes things to a whole new level of awkward!!
What's different?
Considering the £0.00 marketing budget, sales are pretty good on iOS. Android.. may as well have not bothered, but maybe it'll keep selling for a hundred years and catch up!
Response to the Mac version has been surprisingly good. Will hopefully submit it today!
Android can be tough market; especially since they changed the new releases list to "top new", and you might not get any exposure at all at release. You'll get a bit more exposure by default when you launch on iOS, also Google's way of selecting featured games are a bit different. On iOS you generally get one shot at getting featured the week you're released, since apple checks everything. On Android there's really no control over the new releases, but Google might notice your game eventually.
I wanted to relax today so I decided to spent a little while recreating planet Zebes from Super Metroid with my game, I might leave it in there as an easter egg
Glad to hear that, a lot of iOS games without any advertising just dissapear and do no good, hopefully you can keep the sales burning, but I do suggest that you find some cheap advertising space on review websites to keep it up there.
Take a look at this:Has anyone ever used any text to speech libraries? I'm thinking about having a Star Trek style computer "AI" that will help the player out (notifications, tutorials, etc) and I thought it'd be really fun for it to be able to say the player's name.
Just wondering if anyone has any recommendations.
Festival looks interesting, might give it a try.Take a look at this:
http://blog.efrontlearning.net/2011/01/free-and-open-source-text-to-speech-tools-for-elearning.html
Festival, eSpeak, or Flite might work for you.
So excited right now, we just announced our game: Assault Android Cactus!
Here's a youtube link to our reveal trailer.
There are only 3 of us on the team, and two of us left our jobs to do this full time. I couldn't be happier with what we've made and I hope that comes through in the trailer
Screens:
If you like what you see then please check out our Greenlight, or visit the development blog.
Really looking forward to posting more in this thread now that I can talk all about what I'm working on. Reading this thread can be quite motivating actually
While I'm pretty confident in making a good game at this point, I guess the real challenges are going to come from trying to get the word out. Oh well, there's never been a better time to make indie games so I can't complain too much!
That's cool! Am in a similar situation as the Freescape developers back in the
days, building a 3d engine for a very limited hardware, which is way cool and
a different game altogether, kind of a real craftsmanship using bits and bytes
as the sole material and pure mathematics to tie it all together. Freescape
and Novagen had perhaps the first real 3d engines at their hands, long way
before Carmack even knew about the dot-product! Keep going, mate! I want to
play cool indie Rift games! lol at 'modern touches'. xD
imo that is not a bad location at all. I think Trendy was there last year with Dungeon Defenders. People coming in can see your booth and you get exit traffic as well. I don't know the lay out for this year, but there was a AAA booth which drove traffic as well.I can't really give you an accurate number because I didn't book the booth, my publisher (Devolver Digital) did, and I shared it with another developer. DD also paid for most of the swag (big banner, pins, cards). I paid for the flight, hotel, food, and cabs (everything but flight was split with the other dev).
Here is the setup before doors opened the first day. The main issue with our location (against the wall behind a bunch of much bigger booths) is that none of the bigger media came through. But I was busy enough with regular attendees that I think I was able to leave my booth once to use the bathroom over the whole show. Didn't get to see anything until after close each day.
Look for the game on Steam and iPad March 28th for $2.99!
Gave you a thumbs up on Greenlight. A lot of nice stuff in that trailer.So excited right now, we just announced our game: Assault Android Cactus!
Here's a youtube link to our reveal trailer.
There are only 3 of us on the team, and two of us left our jobs to do this full time. I couldn't be happier with what we've made and I hope that comes through in the trailer
If you like what you see then please check out our Greenlight, or visit the development blog.
Any shot at a handheld or PC version? I didn't realize it was mobile and my phone isn't great or Apple.I wanted to relax today so I decided to spent a little while recreating planet Zebes from Super Metroid with my game, I might leave it in there as an easter egg
Glad to hear that, a lot of iOS games without any advertising just dissapear and do no good, hopefully you can keep the sales burning, but I do suggest that you find some cheap advertising space on review websites to keep it up there.
I wanted to relax today so I decided to spent a little while recreating planet Zebes from Super Metroid with my game, I might leave it in there as an easter egg
Glad to hear that, a lot of iOS games without any advertising just dissapear and do no good, hopefully you can keep the sales burning, but I do suggest that you find some cheap advertising space on review websites to keep it up there.
So I finally released my word game on Android.
Play Store link
I am very happy that, for the first time, I can say I released something.
However, my download count sits at 0, and searching for the game by name doesn't even show it in the results. It's only been a few hours, but that concerns me. How would I go about fixing this?
I see plenty of apps that somehow get into the "trending" or "top new free" lists, and I wonder how I can get in the list, too.
I already did things like make the logo attractive (I actually learned Blender just to model and render a 3D logo) but if nobody sees the logo in the first place, nobody will download it.
So any ideas or places to read?
Interesting post. I highly doubt Google would do that for me, but it's nice that you don't have only "one shot."
However, getting in the "top new" categories is one shot only since it's only for apps less than a month old. I've read others stating that it's important to get exposure there if you can, even if it's just in one subcategory like games -> casino.
I must say, that is some nice pixel art.
I just registered with the tax office as a business and for goods and services tax so I can sell on the app store, and I have no idea what any of it means. I think I should probably talk to an accountant at some stage...
I'm in Top New Paid, in general and arcade, and it's not exactly set the world on fire! Glad I'm not relying on it for a living! Although, I would lose some weight..
But give it some time, the store seems to update at unusual intervals. Just keep on refreshing!
I've been working on this project for four months now. Unfortunately I cannot reveal any information (for now), but here's a screenshot from a recent build:
It has sort of became a hobby of mine and I've learned new skills along the way. I've even learned to make my own 3D assets, which a huge thing for me. I always thought modeling was really hard, but it is suprisingly fun! UV mapping still sucks. I still have a lot of work ahead, but hopefully it pays off.
That's good to know, thanks. So I guess I shouldn't worry so quickly.
Did you do anything to promote your game and get those initial downloads?
Well, I made some trailers, then proceeded to email everyone on the Internet. The trailers have had over 9,500 views, (that's just on my YouTube channel, the videos have been copied elsewhere too), so they were worth the pain to make!
Yeah, great times. Breaking the frontier in 3d graphics at that time mustYep I've been watching your posts with great interest, though going that low level is a bit beyond me at the moment. That's what I get for dropping out of maths/high-school.. lots of playing catch-up in that area in particular.Watching Mark Cerny talk about doing hidden-line removal when he was 12 made me have a bit of a "maybe i'm just an idiot" moment. I have huge respect for those early 3D guys like freescape, braben & bell, the dude (name I can't remember) that wrote battlezone, and so on. that whole look was part of my childhood and i've always been fascinated by it.
Lens flares are back! This time everything will be fine, MrOddbird. Going......