Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 27 Jun 2013
Offline Last Active Oct 13 2015 07:26 PM

Posts I've Made

In Topic: An Easier Marketing Target? (Web Games)

11 October 2015 - 09:39 AM

You cannot escape marketing. You can't. If you are going solo, There is no path you can take where you can dedicate all your time to development. However, I believe that if you approach this problem with the same determination you put into finishing the project, you'll find that it breaks down into smaller problems just like development does. Do your homework- pick a market and make games for it, or look at your games and figure out who they are for. Find where those people are- make personal connections with your intended audience via forums, social media, a website/blog, email list. Keep it small, keep it short, keep it good quality, keep it personal. Do it long enough, you WILL build that starting audience no matter what portal/platform you choose to go after.


Forget about revenue until you have that basic audience to sell to. You may still want to monetize from the start as a form of practice, or just so that it isn't a surprise to your audience that your products have ads/IAP But seeing actual money come out of your games will take a while- even if you pour money as well as time into it.

If you just want to make games and not deal with the long haul marketing strategy all by yourself, you will have to move and get a position at an established game dev company.


It's looking more and more like this is the reality of the situation. Though not a possibility for the immediate future because of other factors in my life, it is a medium-term goal I aim to be prepared to meet if I cannot build a profitable solo development environment.


Thanks again for all of your advice, guys. I guess I'll get to writing games so I have something to actually market. smile.png

In Topic: An Easier Marketing Target? (Web Games)

30 September 2015 - 05:11 PM


1. Would deploying a web-game ... be an easier target for plays and revenue, given my poor marketing skills?
No.  Unless you are working through an established, popular web site you are likely to see roughly zero visits, except from bots.  
If you are working through an established, popular web site you are still unlikely to see anything unless you are one of the handful of major titles they choose to push ... or unless you pay a lot of money for marketing.
2. How do sites like ... do they help generate plays and revenue?
They put your game in a pool along with tens of thousands of others, and then a small number get some interest by companies occasionally.  There's a roughly 99.9% chance yours will stagnate.  If you are "lucky" someone will contact you asking to do work for a few cents per hour.
3. What are techniques used to market web games?
Marketing is a huge topic. Think back to the games you have actually heard about, then think about where you heard about them.  
For major games, the marketing budget often matches the development cost.  If you spend $30M developing a game, you spend another $30M marketing the game.
4. Any other advice for a game programming wannabe sort of stuck in a rural area?
Move.  Really.
If you cannot get a job in your chosen field, get a job in a related field. 



Sorry about the off-topic question, thank you both for your feedback. 

In Topic: How to build my first game

02 March 2015 - 12:41 AM

I'm not super experienced by any means, but I've found the best way to build a game is to just do it.


  • Start with a simple idea, that mostly uses techniques you already know.
  • Make a very short list of simple features for your game
  • Put these features in a to-do list (I like to use http://www.abstractspoon.com/tdl_resources.html for doing this)
  • Split these features into sub-features (each task should be doable in less than an hour with little help)
  • Do one feature daily. (more or less)

Not all of the answers are in tutorials and books. Just doing something gives you knowledge and experience. As you continue to gain knowledge and experience, you will come to rely on tutorials and other people less and less.


If you run into a really hard spot, just ask the forum for help. But do try really really hard to figure it out yourself first.


Best of luck.

In Topic: Textures tear at distance

23 July 2014 - 09:35 AM

Changing the depth buffer to 24 bit without any problems. Thanks again for the help!

In Topic: Textures tear at distance

22 July 2014 - 11:40 AM



Znear is .01 and zfar is 1000,


Model is huge in gl coordinate space, the camera moves fast. So maybe 200-400 units (at farthest point)?


I just realized playing with znear seems to help a lot. I've moved it to .5 from .01 and the z-fighting seems to have almost vanished! =D


Should I modify the depth buffer size, too?


Thanks for the help!