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m4rv4

Member Since 19 Mar 2008
Offline Last Active Jul 04 2013 10:53 AM
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Topics I've Started

Blog post: Playtest your game as early as possible!

03 May 2013 - 09:52 AM

I wrote a blog post on how to effectively improve your game by letting people playtest it.

The points I'm making are:


1. If you’re not embarrassed, you’re testing too late. Test as soon as you have something playable
 

2. The ideal tester doesn’t know you and has never played your game before. This is the best way to get an unbiased first-time player opinion
 

3. Watching a player while testing the game may skew your results, but is you r best shot at learning a lot in very little time
 

4. In addition to letting your testers talk freely about what they think, prepare a questionnaire so that you can ask all your testers roughly the same set of questions. This helps you notice emerging patterns.

 

5. Consciously decide on what actions you're going to take to address each feedback point you get (even if your action is to just ignore it).

 

 

https://www.playtestcloud.com/blog/2013/05/02/5-tips-for-getting-the-most-out-of-playtesting-your-game/


[HTML5] iKuh - Free Online Puzzle Game

07 April 2013 - 08:27 AM

Hi,

Some friends and I just finished our first HTML5 game: iKuh. You can play on desktop browsers and tablets. We think it turned out pretty well, you can check it out at

http://ikuh.clay.io

The objective is to get your cow to the trophy by placing arrows in the right spots.

We're planning to improve on the game after the initial release, so we'd love to hear feedback from you guys!

Mm2OxXm.png

CiiP2rC.png


How much fun is a prototype supposed to be?

11 January 2010 - 06:42 AM

Hey guys, me and a friend of mine are currently in pre-production of a 2-month game development project. We have a basic game idea and we are currently throwing together a quick throwaway prototypes to refine it and get a rather complete understanding of the game mechanic before we will go into production. We are now at a point where the prototype is close to the final gameplay that we imagined. However that prototype is not as much fun as we would have hoped for. It is not really bad, but also is it not a game that we would be playing for more than a couple of minutes. Being very inexperienced in prototyping we are now unsure whether a prototype can reflect the fun of a final polished product at all and how we can know when it is time to go into production. How do you handle prototyping? We would appreciate if you could share your experiences! Cheers, Marvin

Darkness effect with "holes" in a render target's alpha

24 April 2009 - 04:27 AM

Hey guys, I'm trying to create some kind of 2D "darkness" effect. My idea would be to create a render target, clear it with Color.Black render it on top of all the other sprites: Well, it's dark. To create "light" I would now like to be able to "stamp holes" in this surface. Say I have an alpha blended texture like this: I would like to let the surface take on the alpha values of that texture, so that when I render the surface on top of my sprites, there is a "hole" in it through which I can see the other sprites: How can I accomplish this? Thanks for your time, Marvin

[SlimDX] Loading ADPCM in XAudio2

02 April 2009 - 08:48 AM

Hi, I'm currently writing a parser that reads an ADPCM format sound file byte by byte to fill in the WaveFormat structure for XAudio2 in SlimDX. This feels really awkward and I'm starting to wonder if this actually is the way to go. Am I missing something? Thanks for your help! Marvin

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