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Member Since 12 Mar 2005
Offline Last Active Today, 12:44 AM

Posts I've Made

In Topic: My First Videogame Failed Conquering The Market

Yesterday, 06:36 PM

I'm not an artist, btw. An artist will be able to tell you in more detail what's wrong, I can only say I dislike it, and guess at what combination of things lead to me disliking it. I'm sure in motion it'd probably be alot better, but I'm not seeing a moving image, I'm seeing a static image, and the static image is what is trying to sell me the game. Even video trailers probably won't get watched unless the static images first appeal.


There is no clear focus.


Generally unimportant things get boring unsaturated neutral colors. There are a lot of dim browns, muddy reds, dim greens so you don't bother to look at stuff that doesn't matter. Stuff that is important is usually hit with saturated or bright colors and use a lot of contrast.  It is something most artists are so practiced at they do it without thought.


Generally level design pulls players toward key items with light and color and patterns. I haven't looked at the game, those might be there but are missing from the picture.


When I look at the image in the post above the first thing that jumps out at at me are the bright green/white leaves, then the bright white and red smoke trails, then the big white and gray walls.  I don't particularly notice the health bars over players.  It took several seconds of studying the image before noticing there was a big green circle (i) which I assume is for information

For some comparison, the Super Mario Bros series has always done this particularly well.  Primary colors for players, bright yellow for blocks you hit and coins, bold colors for enemies like turtles with bright red shells, blue shells, yellow shells, or high-saturated brown goombas along with their high contrast black-and-white eyes. Backgrounds are distant hills or castles or whatever and are typically muted pastels.


Or a few other images that demonstrate clearly showing the player what they should be looking at.  Most have bright lines around players either coming straight through them, or ringing them around the ground, or bright yellow or bright red warnings, etc. Stuff that doesn't matter is dark or muted:








In Topic: Same Page Title On Every Page?

Yesterday, 06:08 PM

It would be nice if it were just "Same page title on every page - GameDev.net" or something like that. So I can make it out from the bunch of gdnet tabs I have open.  

Personally I prefer the older style of showing the details first. That would be the forum name if listing the forum, or the topic name if viewing a topic.  Then I can scan across the tabs and see "For Beginners", "Comments Suggestions and Ideas", or "Same Title On Every Page?" as the tab label. I can see they're all the same site because they have the blue icon on the tab. 

Both with your description and with it as it is today, I get this less useful list:

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In Topic: Trafic And Activity To The Forums Are Lower?

Yesterday, 01:27 PM

Forum activity goes up and down in big cycles. Much of it corresponds to the time in the school year or seasonal holidays.


Right now most of the regular users are in the middle of their summer break, taking summer vacations. They may also be taking less time here and more time on pokemon, or otherwise away from keyboard.  

One peak season tends to be around August and September, and another peak in March and April.

In Topic: My First Videogame Failed Conquering The Market

Yesterday, 09:50 AM

I am writing this thread to ask you some feedback , why such a cruel failure? Even on mobile and even among Bitcoin enthusiasts.



These used to be heavily featured on our site, but they didn't survive the transition a few years back.  Even though the name "shareware" doesn't really apply, everything else does: Read This Thoughtfully


At a glance it is not pretty, nothing on the Google Play encourages it, you don't have effective marketing, you don't have a beautiful storefront.


Simply, I have not even bothered to play your game, and the tiny amount of your game I have seen does not make me want to play. That is one of many factors that need to get fixed.


Ugly can be fine, because ugly can still be pleasing in other ways.  Comically ugly can succeed.  


Take a serious look at your page:


Attached File  Capture.PNG   1.19MB   0 downloads


The hand-scrawled font and ugly graphics, the heavily aliased blobs in the image (they don't show up well in the thumbnail version of your site, zoom in on that image), the mismatch between art styles between the world objects and game objects.  And on top of that all, you're asking "give me money for this!"


That image of a bug with that particular expression, you're using that as your headline. That is where people put their best work. The very best of your game is captured by that image of a bug with a stupid look on his face, those particular graphics, the skewed bubble letters that look they were thrown on by a ten-year-old who just discovered how to make word art. 


I've worked on teams that had child-like graphics, and watched as artists struggled for months building icon sets that looked childlike but not childish. It takes an enormous amount of effort to build that out as an art style. As a memorable quote:  "It took me four years to paint like Raphael, but a lifetime to paint like a child." - Pablo Picasso


Those are the first things I would fix.  Get your art styles consistent, capture the funnest part of gameplay as your key images, and make marketing materials so they don't look like a fifth grader's art project.


Go over all your materials, everything in your game, and everything you are using to market your game.  Look at it on a big screen, take a good look at every detail and ask, "Is this my best work?  Would I buy this?" Repeat until you've covered the whole thing.  Then go get a bunch of people who you think are your target market and ask them the same questions, do it as focus groups, and fix everything they point out.  Repeat over and over, with bigger focus groups, re-releasing your product until you eventually get it right.

In Topic: Statute Of Limitations Justifications Making No Sense

Yesterday, 09:31 AM


It's also difficult to know what the perpetrators truly thought. Did they genuinely believe they had the person who committed murder? If so (and if we had evidence that they truly believed they had a murderer), should that belief reduce their sentence or not? Is torture in the pursuit of safe neighborhoods, puppies, and justice for all worse than, equal to, or less than torture in the pursuit of career advancement and simply reducing paperwork and footwork? Torture is torture, and ought to be punished... but to what extent do we punish it? Is self-interested torture worse than for-justice torture or worse than self-sacrificing torture?

It shouldn't matter what the perpetrators were thinking, In any civilised country there should be zero tolerance on extracting information through torture. There should be other humane means of extracting the truth,. With us humans always overly pushing the boundaries of what is legally possible, its a dangerous slippery slope.

but to what extent do we punish it?

all the way, maximum


That is a terrifying notion.


That's way beyond the level of "eye for an eye, tooth for a tooth" commonly used as a baseline for equitable systems.


Zero tolerance, maximum punishment.


Pray you are never held to those high standards. Thankfully nearly all governments know better than to codify that nonsense into law.  


By the time most people have reached the age of "grumpy old dude" they have learned that life is terribly unfair and that is actually a good thing.  If life were fair most of us online and in these forums would be in terrible situations.