If Nintendo gets Construct 2 engine exporter for Wii U, that would be pretty awesome.
https://twitter.com/Scirra/status/317266051312279552
https://twitter.com/Scirra/status/317266051312279552
I released a little game called Siege Knight on Kongregate. It's a single-player, defend the castle with traps and shoot bad guys type of game.
I remember posting about it in this thread ages ago while it was still in development, but then went quiet as I buckled down to try and finish it. If you have a minute to spare, try it out and let me know what you think!
www.kongregate.com/games/funstorm/siege-knight
I still think iOS is pretty great, but I don't think it makes sense to rely on it as a primary platform unless you have the ability to reach a very wide audience, which is hard to do as a small time indie.
I've never really shared sales data before, but with my Kickstarter for Another Castle coming to a close tomorrow I thought you guys might find this interesting.
As of right now my Kickstarter is at $14,852:
http://www.kickstarter.com/projects/uncadedave/another-castle
As of today the lifetime revenue for all of my apps combined on iOS is $10,251:
I think this shows both how tough the saturated iOS market is, and how great Kickstarter is as a platform for indies. I know I'm tired of trying to bang my head against a wall in a market that demands artificially cheap apps, or freemium crap.
I still think iOS is pretty great, but I don't think it makes sense to rely on it as a primary platform unless you have the ability to reach a very wide audience, which is hard to do as a small time indie.
Just wondering guys, what's a good software/IDE for developing visual novels? I'm a Mac user here and have extensive knowledge on Java and C (and decent on C++). I only have Netbeans properly set up here. I just installed Eclipse with C++ but it requires GCC (which is weird to install in the Mac, unless someone can direct me to a good tutorial ).
Thanks for sharing your sales. It's always good to get real sales from fellow indies. I'm curious about the "others" category, since that seems to be the bulk of your sales. What's in there?
Congrats!
On the other hand, it's kindof disheartening to see that it's easier to make money off a kickstarter pitch than from actual finnished games that people can buy and play right now.
I thought this would be the best place to ask this. I've decided I want to make a mobile game (or die trying). The catch is that I have zero programming knowledge. What's the best way for me to start? Which engine sounds like the best for me to begin with that will apply to future projects down the line? Should I just read some books on C+ or is that overkill?
To expand a bit on my goal: I want to eventually make a 2D rhythm game for phones and tablets. Maybe something along the lines of Cytus or Taiko No Tatsujin.
Speaking about the math, well,
that's something most people drop as soon as possible. Luckily, I realized
early enough that all the flashy graphics are based on just one thing,
mathematics. Many I knew were gone the API/SDK way, i.e. OpenGL and friends,
years ago to get some cool graphics on the screen quickly. They all wanted to
make games etc. The truth is, none of them does it today. Despite the good use
of tools while in the right hands, tools foster many people to stop thinking.
They become bounded by the ability of the tool over time. If the tool can't do
it, they can't do it either. Anyhow, it doesn't help you anything. The only
thing that helps is actually doing what's necessary, independently of whether
we land on the surface of mars, or whether Cerny has spoken about hidden-lines
years ago, or whatever I have to say for that matter. xD
Since I'm sharing stats, may as well do them all! This is a chart showing the lifetime sales of each of my games:
Played it. Cool game! :+
A parser and a scripting language makes up for all hidden line stuff!agreed! being committed/driven to do something and following through with it is generally what makes you in the end.
and I don't really feel bad about not doing hidden line in my youth.. I did write a text-adventure parser and scripting language at around the same age heh, it was the pride of my youthful endeavours. It's only since I've started doing more and more graphics that I've realized the need to go back and relearn stuff like trig and it's paying off.
Have you tried Ren'Py? I haven't tried it myself, but it seems pretty good.
Cool thanks!Game Maker, Corona SDK and Game Editor all seem like popular, inexpensive choices. If you had $$$, Flash.
http://www.yoyogames.com/gamemaker/studio
EDIT: OH CRAP since when did Game Maker get this dang expensive?!
I'm rather psyched for Project Anarchy since it uses LUA, the same super easy programming language as Corona SDK.
http://techcrunch.com/2013/03/26/ha...hy-a-totally-free-engine-for-3d-mobile-games/
Any good resources for coding tutorials? Trying to learn C#
billsmugs said:Rob Miles' Yellow Book (LINK) is a great (free) book in PDF format for learning C#. I used it on its own to learn the language and found it very clear and simple, with lots of info.
I'm still new to the language (and relatively new to programming in general, except for using GML in Game Maker and doing a C programming course at university), but I'm now making a game using PlayStation Mobile in C# and the Yellow Book is enough to answer 95% of the questions I encounter on basic C# concepts. The book starts from the most basic initialising of variables up to details on Threading and GUIs (I haven't actually read up the that point yet, but I've got through about 125 of the 201 pages and everything is explained clearly and with a bit of humour every so often, and it goes into plenty of detail on each topic and doesn't assume any previous knowledge).
How should I handle this? I don't know much about PC resolutions these days. Right now it runs at 1920*1080 and it looks good.
I can change the native resolution to fit better ratios if I had to, but I don't know much about ratios or what to target
Thanks! Looks awesomeQuoting a post I made in the Programming |OT|, when someone asked for C# resources:
has YoYoGames said anything about Ouya support for GameMaker? I'd think it wouldn't be hard at all with the android export functionality already.
Also, is there a page for easy Unity to Ouya info?
I can ask the founder. We work in the same office buildingGame Maker Studio games already works on Ouya, the only problem is that some buttons of the controller don't work.
As far as I know, YoYoGames has yet to say anything about Ouya support. Which is a shame because it really shouldn't be too hard for them to make it 100% work!
We had another gamejam at the office on Thursday and Friday and the result was pretty damn cool: a survival-horror themed top-down shooter.
Check out the video here: http://youtu.be/kBcPnMzHXjY
We will probably fix some bugs next week and put it up for download. Perhaps port it to iOS or Ouya.
I've always had a huge problem with resolving collisions adequately. Does anyone know of any good tutorials on resolving 2D collisions? It's a topic I learnt very lightly at uni but never really got to grasps with.
edit: I've found a way to do this in Unity (CharacterController) but I'd really like to have a fundamental knowledge of this topic as well, so if anyone can help me it'd be greatly appreciated.
How should I handle this? I don't know much about PC resolutions these days. Right now it runs at 1920*1080 and it looks good.
I can change the native resolution to fit better ratios if I had to, but I don't know much about ratios or what to target
Pretty cool that Kickstarter got mentioned on a couple gaming sites.I've never really shared sales data before, but with my Kickstarter for Another Castle coming to a close tomorrow I thought you guys might find this interesting.
As of right now my Kickstarter is at $14,852:
http://www.kickstarter.com/projects/uncadedave/another-castle
As of today the lifetime revenue for all of my apps combined on iOS is $10,251:
I think this shows both how tough the saturated iOS market is, and how great Kickstarter is as a platform for indies. I know I'm tired of trying to bang my head against a wall in a market that demands artificially cheap apps, or freemium crap.
I still think iOS is pretty great, but I don't think it makes sense to rely on it as a primary platform unless you have the ability to reach a very wide audience, which is hard to do as a small time indie.
3 starred everything. Pretty solid defense game.I released a little game called Siege Knight on Kongregate. It's a single-player, defend the castle with traps and shoot bad guys type of game.
I remember posting about it in this thread ages ago while it was still in development, but then went quiet as I buckled down to try and finish it. If you have a minute to spare, try it out and let me know what you think!
www.kongregate.com/games/funstorm/siege-knight
*Nods*I have infinite respect for any artist out there now. I've been trying to teach myself to make sprites for a project I'm working on, but man it is tough. It takes some real talent to be convey so much with so little. I'm just going to keep banging my head against the wall and hope for an eventual breakthrough.
I got this bookmarked, might be helpful:
http://answers.unity3d.com/questions/7671/guidelines-for-using-rigidbody-collider-characterc.html
Looks good. Simple art styles can be amazing. The bouncing character combined with footstep audio creates the illusion of a walking person nicely. That's minimalist design done right. Awesome.
Yeah, great times. Breaking the frontier in 3d graphics at that time must
have been such an amazing feeling. But the cool thing is that anyone can redo
it any time. And I can tell you, one gets a similar feeling doing it today
as they got many, many years ago. But also all the headaches! Ahh ... the
hidden-line problem, yeah, it's actually not an easy task if you can't use
Painter's algorithm (i.e. overdrawing) or a Z-buffer algorithm due to
performance and memory limitation. Speaking about the math, well,
that's something most people drop as soon as possible. Luckily, I realized
early enough that all the flashy graphics are based on just one thing,
mathematics. Many I knew were gone the API/SDK way, i.e. OpenGL and friends,
years ago to get some cool graphics on the screen quickly. They all wanted to
make games etc. The truth is, none of them does it today. Despite the good use
of tools while in the right hands, tools foster many people to stop thinking.
They become bounded by the ability of the tool over time. If the tool can't do
it, they can't do it either. Anyhow, it doesn't help you anything. The only
thing that helps is actually doing what's necessary, independently of whether
we land on the surface of mars, or whether Cerny has spoken about hidden-lines
years ago, or whatever I have to say for that matter. xD
That's all true. It really depends on who you are and where do you want to go.I'm not sure I agree. I've studied projective geometry, done 3D -> 2D perspective maps by hand and that kind of stuff but that's an engineering skillset at this point. I would love to write my own software renderer just as intellectual exercise, but there are other things I'd like to do more which is why I'm not a computer scientist. Game design will always have an element of engineering to it, but I think tools that reduce that requirement are a good thing. They're meant to increase productivity and they do.
I started with 2D stuff and in 2D it's relatively easy to do low level stuff, write your own engine etc. Then I wanted to experiment with 3D and I started exploring the 3D APIs but even as powerful as they are the question quickly becomes: do I want to be a game designer or an engineer? It's true that you lose something when you work with high level tools (it's an uncomfortable transition to make) but in a lot of cases the trade off is worth it.
I don't think that eot was saying that they are an ignorant monkey, mashing the keyboard in endless trial and error to design games.That's all true. It really depends on who you are and where do you want to go.
Well, what I've written in my last post about the use of tools should serve
more or less as a reminder that thinking about a problem (perhaps on paper)
may also be a good strategy before using a tool and trying all of its 10^32
combinations until success - known as trail and error. Wiki: "Trial and error
is a fundamental method of solving problems. [...] It is characterised by
repeated, varied attempts which are continued until success, or until the
agent stops trying. It is an unsystematic method, which does not employ
insight, theory or organised methodology.". Hence, one may build a game by
trail and error without much knowledge at all. For sure. And someone once
told me that smashing a keyboard long enough will produce Hamlet eventually.
I just need to try long enough, I was told. But I was sorry to decline.
Me neither. Read it as a metaphor. I think you're kind too serious about it.I don't think that eot was saying that they are an ignorant monkey, mashing the keyboard in endless trial and error to design games.