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Tom Sloper

Member Since 20 Jan 2006
Offline Last Active Yesterday, 10:58 PM

#5312590 let the player be a badguy?

Posted by on 25 September 2016 - 07:37 PM

let the player be a badguy?

You never played GTA? Seemed to work for them.

(Not that I'm a fan of letting players do bad. Just saying.)

#5311833 Is it possible (Selling/be sponsored) bad flash game even for low price

Posted by on 21 September 2016 - 07:04 PM

1. Is it possible for me to sell this game
2. (get sponsored)
3. for any portal
4. for at least 500euros(560US dollars)?
5. I see that in our day there lots of great flash games that's why my game is most likely is unsalable

1. Anything is possible*. Don't ask "is it possible." Ask, rather, about likelihood (if likelihood
is useful information for you).
2. Wait, which are you asking? Sale? Or sponsorship? Those are two different things. And what
exactly do you mean by sponsorship?
3. So you want a portal to host your game, and you want them to give you a flat amount of money for
the privilege? That seems unlikely.
4. Your request is very specific. Maybe somebody else can talk to you about typical amounts.
5. Good, you're talking about likelihood now. I imagine it's likely some portal will take your game,
but maybe not for money and maybe not for as much as you want. There's another option, you know -
you could improve your game, and you could make another (better) one.

*Actually, there are 2 things that are not possible: time travel to the past, and the Star Trek

Also, I moved this to the Business forum, because you're talking about the business end (you're
no longer managing a project).

#5311412 How much design before art

Posted by on 19 September 2016 - 08:32 AM

1) As an artist, how much of a game's style and/or setting would you want to be established (and, I suppose, how established) before you started on the artistic design (visual, mostly, but I suppose this could also extend to music and sound-design)?   2) How early in development of the game (it's small enough that it's not really using an engine, so what would normally be considered engine-development would also fall under game-development), in terms of mechanics and scope, should the artistic design be started? I could imagine that while mechanics might influence the art, art might also inspire changes or addition/elimination of mechanics (maybe this isn't the case, though).

1. At the beginning.
2. At the beginning.

#5311151 Copyright

Posted by on 16 September 2016 - 07:21 PM

You're asking about trademark abandonment. Hard to say - ask a lawyer.

#5311014 Are words from other languages OK for game names?

Posted by on 15 September 2016 - 07:51 PM

The OP deleted his post. I restored it and am locking it to prevent further vandalism.

#5310963 How much money do you make with your games?

Posted by on 15 September 2016 - 01:04 PM

Moved to Business. Once one has made a game and made money from it, we're well past Beginner

#5310763 Got scammed by a publisher, know any lawyers in Germany?

Posted by on 14 September 2016 - 09:14 AM

(can't give more details yet, but will soon).

Don't. The first thing your lawyer will tell you is, don't talk about the case online.

#5310627 Game Programmer - Portfolio Feedback

Posted by on 13 September 2016 - 01:35 PM

Yes, projects below KULA WORLD are quite old(around 3 years +) and not so good, but are 4 game
projects + 1 engine enough?

So, you seem to think quantity is more important than quality. That kind of thinking is going
to hold you back. Stuff that's "not so good" does not belong in a portfolio.

Yes I'm using tool(just drag and drop) to quickly build website.

So, you seem to think speed is more important than quality. That kind of thinking is going to
hold you back. You should invest some time and effort to make the best portfolio site you can.

#5309824 Hostility in the field

Posted by on 07 September 2016 - 09:50 AM

a place where the employer will be unwilling to even confirm that you worked there

I never said that. Also: you guys think the game industry is political, just try academia sometime.

#5309717 What to expect from level designers?

Posted by on 06 September 2016 - 02:42 PM

For example could you say something like the below and expect a reasonable result?

You could say those things, and then expect to have progress meetings and reviews. Reach agreement with your
level designer as to when you should get together again to look over progress and give mid-course guidance.

[Edit: I should have read the whole thread before replying! :)]

#5309538 How Important is Concept Art?

Posted by on 05 September 2016 - 12:04 PM

Concept art is mostly important on multi-person teams, so that the art director can obtain a unified look
from all the artists. Or, as polychrome said, to pitch a concept and get publishers or investors excited.

#5309512 Outsourcing Team - 3D Simulation

Posted by on 05 September 2016 - 07:40 AM

3-6 months initially, maybe 12 months and longer depending on budget.

3-6 months sounds overly optimistic to me.
Anyway, you can look for teams in the Classifieds here, and http://www.gamasutra.com/contractors/contractor_display.php
and even Wikipedia's list of video game developers (https://en.wikipedia.org/wiki/List_of_video_game_developers)
To narrow the list, look for location first, or look for specialty first (you said 3D simulation). Or
start with what games are similar to yours, find out who developed those, call them, and if they aren't
interested or available, ask them for leads.

#5309407 How much money can I make with my game for facebook?

Posted by on 04 September 2016 - 12:35 PM

Moved to Business.

#5309295 How can I protect my work?

Posted by on 03 September 2016 - 07:36 AM

I understand these are not likely but if a bad team mate does so and there is no way to stop them,
I just watch..?

What else can you do? Write a good agreement when starting the project. If a team member violates the
agreement, and even steals your game (doing a better job than you of publishing it and making money)
then he did it, but maybe you didn't "watch" him while he was doing it but rather discovered it after
the fact. YES, it's frustrating if that happens. But you have to act within the law.

#5309270 How can I protect my work?

Posted by on 02 September 2016 - 11:15 PM

how can I protect my game from someone else using it forvtheir own advantages, examples..
1- A team member stealing the app and using it for his sole advantage
2- Some one re uploading the game on another store, site, or one of his own
I have heared about copyright but iam not a us citezin do I even need that particular copyright or..?

Khaled, it's unlikely that someone will do either of those things, but if someone wants to do that, there
is no way to stop them. Copyright law gives you the right to take an infringer to court. It's expensive,
though. Your best bet is to (1) make sure any contributors to your project sign a collaboration agreement
or an assignment of rights, and (2) stamp your copyright on your original intellectual property as early
as you can - these things you an edge if you ever do have to go to court. You should consult an attorney,
if you are going to go in this direction.

3. How do I 'reclaim' my work? Seeing for example some one just stole it and puplished it or so, what am I
supose to do? Sue him in which court? /country?
4. How can I make such agreement?

3. Yes. Sue him in court. In your own country.
4. With an attorney's help. Read these:
and these books:

The Game Inventor's Handbook (2nd Edition - Original title: Game Plan)
by Steve Peek
1993, Better Way Books; ISBN 1-55870-315-2

Patent, Copyright & Trademark; An Intellectual Property Desk Reference
by Stephen Elias & Richard Stim. Nolo.com (Nolo Press), ISBN 0-87337-601-3