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Member Since 17 Sep 2009
Offline Last Active Jan 05 2016 02:16 PM

Posts I've Made

In Topic: Universal Sound FX - Thousands of sounds for $15

19 June 2014 - 01:40 PM

Version 1.1 of Universal Sound FX has been released bringing the total  to 3078 sound effects:



Added sounds include Magic Spells, Helicopters, Submarine, Charge/Power Ups/Downs, Generic Impacts, Car, Space Warp/Jumps.


Price: $20 (will increase over time - updates are free for existing customers)



In Topic: SPACE UNITY - Space Scene Construction Kit for Unity3D

19 February 2013 - 05:17 PM

That looks pretty sweet. I'm procedurally generating all this sort of thing myself, but were I in the market for a prebuilt solution, I'd be all over this.

Interesting =) I haven't been able to procedurally generate it the way I wanted it to look so I ended up spending hours and hours in Photoshop instead.... but I'm going to look further into that for space saving purposes.

In Topic: SPACE UNITY - Space Scene Construction Kit for Unity3D

19 February 2013 - 03:53 PM

I'm happy to announce that this package is now released and available here:



In Topic: Game Design Theory (Youtube)

07 April 2012 - 07:06 AM

Hi Mado,

I started to watch the videos yesterday but I've only watched the first one and a half so far.

It inspired me to put some more focus on documenting game design rather than just coding the prototype straight off, but at the same time I felt that the videos should be shorter and more "to the point" with clear goals. This is just my first impression but I'll have a look through the series and see if I maintain the same opinion.

Regardless of this I think it's a very nice effort and contribution to release the videos. I make video tutorials myself (for making music) and I know there is a lot of time and planning that goes into making them.

In Topic: Game budgets and asset pricing

16 August 2010 - 10:42 PM

Thanks for your reply GWDev.

My thoughts on your points are:

1) I can't really check but I'm not too worried about it. The main concern is just that some game company would find a bargain at near giveaway pricing. I suppose I'm also thinking along the lines of if someone buys a "student license" for a piece of software there is nothing really preventing it from being used commercially. I also find that so far all my dealings with indie developers have been very positive in terms of wanting to do it the right way.

2) I agree with you, all games that I suspect will use my music is definitely < $25k and this is my target market and the price that I want to offer for those with a low budget.

Maybe a better way for me would be to have just two or three levels such as:
* Indie <$10k
* Small $10k-$100k
* Large >$100k

Again this would be to enable indie devs to get good quality music at a fair price.

Thanks once again for your feedback and I welcome any other comments as well =)