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  1. %E5%BE%AE%E4%BF%A1%E5%9B%BE%E7%89%87_201It’s the 13th of April,

    APPTUTTi has shared some amazing new games of their international game catalog, branding them one of the biggest names in mobile gaming content.

    It’s the 13th of April, and you can feel the energy in the room. APPTUTTi and DataEye’s industry seminar poised to reveal the valuable secrets of the gaming industry has garnered eyes from all over the marketplace.

    Hundreds of mobile game distributors, publishers, operators, and developers have been invited. People sit in their seats and talk in hushed murmurs about NDA-privileged up-and-coming games, new business ventures, investment opportunities, and what they think will be the next unicorn gaming app.

    The event launches and action. APPTUTTi, as a co-organizer, shares some of their most amazing games from their catalog of hundreds of games and apps: Astro Lords, Knights Fight and Blocky Cars Online.

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    The energy in the room grows. Talent can be felt. It literally reaches out and shakes you. The taste makers and the movers and shakers of the gaming industry have been noticing high talent games for generations – and then emulating what works to reap huge profits.

    APPTUTTi isn't worried about showing off the cream of their crop at all. Astro Lords wins the award for Best Graphic Design. APPTUTTi goes on, after introducing to the crowd, and sharing games that have been recently published, and those that are to be published in the near future.

    It's a little astounding to everyone present. APPTUTTi has become one of the largest mobile content providers in the industry. The number of APPTUTTi partners has more than doubled in the last 200 days, the revenue has grown by 14 times and that's just the beginning. Stars from that pool of talent are emerging, and APPTUTTi has the management know-how to cherry pick them and foster incredibly entertaining games at a fast pace.

    In the near future the company also plans to provide English apps to the English speaking population in China. By doing that, APPTUTTi will become the first company in the country to bring English apps to local Android users. It's part of what being a progressive and innovative gaming company is all about.

    And, with established partnerships with close to thousand developers overseas, APPTUTTi is at the precipice of their meteoric rise – and they show no sign of slowing down.

    Launch your app in China now.

    Tips & Resources:
    Quick Tips for Resources Download
    Quick Tips before App Submission
    Technical Knowledge Base
    Partner Resources Portal
    FAQ

  2. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below!

    Castle Battles is a RTS game (like Settlers) with a very iconic and unique art style, "optimized" for mobile that so each level only takes 5-10 minutes. 

    There are two objectives; control iron ores and gold mines to build new castles and troops respectively. Controls work great for mobile, and the voiced conversations in the storyline are genuinely fun. Each of the 40 levels have 4 difficulty modes too, so there should be enough to dive into for everyone. 

    If you are new to or don't typically play strategy games, this is a great entry into the genre. First campaign is free, the rest 3 cost $4.99. 

    My thoughts on Castle Battles:


    Google Play: https://play.google.com/store/apps/details?id=com.lightarc.castle&hl=en
    iOS: https://itunes.apple.com/us/app/castle-battles-strategy-but-fast/id1210311968?mt=8

    Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh
    Or join me on Facebook: https://www.facebook.com/mobilegamefan/
    Or Instagram: https://www.instagram.com/nimblethoryt/
    Or Twitter: https://twitter.com/nimblethor

  3. Building Block Heroes is not the first game I've worked on. About half a year ago I released a game called World Boxing Manager. The process of doing so, including the Greenlight process, taught me much about the game development world.

    World Boxing Manager

    World Boxing Manager itself was an evolution of a free game I made in university called Kickboxing Manager. Both games were developed in C++, using the Qt API for the UI. Though both tools are useful to know for both game development and otherwise, the choice of this toolset required a lot of "engine" work that probably could have been made both easier and quicker with an actual game engine. Additionally, since I made the rather bone-headed decision of coding the UI elements by hand rather than using Qt Creator, it led to a lot of difficulty building a UI, which probably made the game uglier and clunkier than it needed to be behind the scenes.

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    Nevertheless, the niche nature of text-based sports simulators in general, coupled with the positive reception I received for Kickboxing Manager led me to believe that there was a built-in audience for my game that would cause it to sail through Greenlight.

    However, I soon found out that graphics really do matter regardless of the strength of an idea. There were plenty of people who thought the concept of World Boxing Manager was interesting, but were turned off by the minimal graphics in the game. I had made the mistake of thinking that just because some people (myself included) are capable of overlooking crap graphics in favour of fun gameplay, everyone is. As it turns out, most people aren't.

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    I also learned during the Greenlight process the importance of showing off a game early to get feedback. It seems like a relatively obvious step to take, but I'm the type of person who simply puts his head down and works on something that interests me. Showing off my work before it's done sort of goes against my nature. Contrary to my fears, posting about my game on boxing-related forums and subreddits not only helped provide ideas about features to put in the game, but helped garner the votes I needed to scrape through Greenlight. I got a bit lucky because there was a built-in audience for World Boxing Manager - after all, good boxing games in general are quite rare nowadays, and boxing games on PC even more so. 

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    Releasing the game was only the first part of the journey. The first hiccup I encountered post-release was a nasty glitch in the game that caused it to simulate non-user matches and events at a crawl for some people. I was aware of this bug, but it only took about 5-8 seconds per day on my own system. I assumed that it was manageable, and by the time I realized it might bother people, I was unwilling to tear the code apart. It proved to be a terrible mistake, as many of the early negative reviews of the game specifically mentioned the issue as the reason why.

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    I've since fixed the issue, but many people who were looking forward to the game felt disappointed by it, which matters far more to me than any kind of financial hit the game might have taken. After all, I never expected such a niche game to be a hit, I just wanted a boxing manager game on the PC that people would enjoy.

    Additionally, the complexity of the finished game turned people off of it a lot more than I expected based on the feedback I had gotten for Kickboxing Manager. Many people who tried the game bemoaned the lack of a tutorial, or the fact that many of the game's features weren't very intuitive. It's to be expected somewhat from a manager game, but I still felt I could have made a more accessible experience.

    Building Block Heroes

    When I decided upon a new game to work on, I deliberately set about correcting the above issues. For starters, I decided to use an actual game engine and design a game that would take advantage of its features as much as possible so as to reduce the amount of wheel re-invention I had to do. For this purpose I decided upon Godot. Its open-source nature not only made it an attractive option due to being free to use under the MIT license, it also meant that I could theoretically extend its features using C++ if I had to. 

    The actual inspirations and thought processes behind the design of Building Block Heroes will be detailed in a later article, but long story short I decided to take the opposite approach to game design than I had taken previously. Rather than designing an uber-complex and in-depth game that would take a long time to get into, user-friendliness be damned, I decided to explore an idea that was instead incredibly simple to get into at first glance. Building Block Heroes, after all, is essentially a block puzzle game and a platformer game mashed together.

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    There's obviously more going on under the hood, but ultimately most end users and gamers should be able to pick the game up easily. It also makes it easier for me as a developer - this is the first non-GUI based game I've ever made, and making a simple game allows me to learn how to deal with things like collision detection and game loops without ripping my hair out too much juggling tons of features.

    Choosing a simple game also made it possible to address the criticisms over the graphics in my previous games. Had I chosen to make a more complex game, I would have had to learn how to produce graphics and audio while still coding a game that was time-consuming and draining.

    Keeping the concept simple meant that I could develop the game as a programmer while still having the time and energy to develop my skills in the other aspects of game development. Not only would such a game be less of a headache to make in general, there would also be less art and music to produce due to having less in the way of, say, equipment art or sub-menus to deal with.

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    For Building Block Heroes, therefore, I was able to spend several weeks just practicing art using a tablet and music using MuseScore. I'm not going to pretend that I'm particularly great at either, but I'm happy with the results I've seen, and I feel comfortable showing off the work I've produced. The relative lack of assets needed compared to an RPG or something also makes the whole endeavour of producing my own assets much less daunting.

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    Nevertheless, I'm far from being an expert at anything, which is why I've decided to launch a devblog of Building Block Heroes before it's close to being done. I'm hoping that by doing so I'll be able to catch any issues early on, which will not only produce a better product in the end, but will hopefully prevent any game-breaking issues such as the one that hamstrung World Boxing Manager upon its release. I can't rely on a built-in audience this time around - I need to make sure that I engage observers and gamers as much as possible.

    Finally, regarding the learning curve of the game, instead of forcing trial-and-error upon the players I've placed tutorial levels throughout the game, which I hope will alleviate any issues about user-friendliness this time. Even though they were a pain to script, I figure this time it's better to put as much inconvenience upon myself as possible if it means taking that burden off the end users. 

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    Making games can be a long and arduous process some (read:most) of the time, and many of us wish we could spend all of our time developing them. However, every journey begins with a first step, and as long as each steps moves us forward from the last one, we'll all get to our destination eventually. I'm hoping the lessons I learned from my first game will truly help me with this game and every one I make afterwards.

    This was a long read, but I hope you enjoyed it!

  4. Charly Men, the author of Charly Men's BIZARRE, composed and recorded a song called "perdue". This song is a potential candidate to be played in the game as background music.
    We think it's up to the player, later on, to decide which song would fit perfectly. Keep in mind that the game is supposed be dark and bizarre. But take your time, the game is not yet ready! ;-)

     

     

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    Recent Entries

    I feel like we can all agree that in every rpg combat is important, for example imagine a game that you defeat every opponent by mashing the attack button, what difference will a goblin and a Dragon will really have? If combat is not challenging in a logical way there is little reason to feel excited facing a fearful opponent like a Dragon over a goblin. ofcourse a good combat will be probably hard for me to make but i will try to push myself for atleast the basic mechanics of a challenging combat, hope i don't sound very cliche till now.

    Having finished the basic graphics i will start working on the code now, hopefully a small test demo will be ready soon.

    4ea67a117ff1a1ec779912f917132cc4-dbdhn9q

    combat animation test

     link to my deviantart gallery

    Thanks for reading!

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    Recent Entries

    riuthamus
    Latest Entry

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    Born from a passion to have a quality farming game on the PC, we bring you "Valley of Crescent Mountain". However, why stop with farming when you can add espionage to the mix, throw in some magic and perhaps a dastardly deed or two and what you have is our game!

    As a newly graduated Spy, you have been dispatched into the world to make a difference and benefit the kingdom. Your first post is to the north near a neutral town settled deep within Crescent Valley. The village is in the middle of the only mountain pass between your kingdom and the neighboring nation. A small plot of land has been purchased on your behalf for you to establish your deep cover identity as a new farmer to the area. Your mission is to  engage with the locals, watch for incursions by the opposing kingdom, sway opinions to your advantage and find new opportunities to push your country's agenda. Amidst all of this, unsettling signs of darkness are making themselves known.

    WHERE CAN I FIND OUT MORE ABOUT THE GAME?

    FACEBOOK:
    https://www.facebook.com/vocmain/

    TWITCH:
    https://twitch.tv/riuthamus

    YOUTUBE:
    https://www.youtube.com/user/riuthamus

    TWITTER:
    https://twitter.com/riuthamus

    INDIEDB:
    http://www.indiedb.com/games/vocm

    WHAT IS THIS GAME ABOUT?
    Inspired by previous games such as "Neverwinter Nights", "Harvest Moon", and "Witcher", we wanted to bring a game to life that did justice to the Farming genre and its RPG elements. This is where our game comes in. We are putting a heavy focus on roleplaying events that will define and change how you play the game. Add a unique starting point for the storyline and you have what I call "winner winner, chicken dinner!". Speaking of chickens:

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    WHAT ARE SOME THINGS WE CAN DO IN THE GAME?

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    FARMING:
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    In our game you will be farming on a grid. This grid based system will notify you via visual cue on the status of your crops and the tiled land. Everything from water saturation level to plantable tilled land. If you want to know the status of every tilegrid on your entire farm you can press q and it will quickly show you the status of all tiles on the farm you own. Want to go back to less information, just press the tab key again and it will all be removed and brought back to normal.

    You will gather seeds from quests, events, the world, and from other plants. Use these seeds on the tilled land to start creating the birth place for your plants. Once your crops have been brought to adulthood you can harvest them. If you are unhappy with the crop you can throw it away, or if it fits your needs you can store it in your backpack.

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    It's been a little bit of an art push lately. First of all, I started work on a dungeon tile set. Up there is my first stab at it. I created a couple different wall variations, a door and a hex-pattern tile ground texture (used in conjunction with existing sand and gravel textures). Don't have anything in the way of doodads or decorations yet. Doors are still kinda tricky. I had a conversation with riuthamus about it. The gist of doors in this game is that a door needs to work with any configuration of walls around it, so trying to do artwork for a traditional-looking door and choosing alternates to match up with the surrounding walls was getting to be too difficult. I had already implemented doors some time ago that utilize portcullis-like behavior: when you open the door, it slides into the ground. Closing it brings it back up again. The door in the above shot works the same. The issue lies in creating a graphic that looks door-like, even though it doesn't look like a traditional door. I'm not sure there's a perfect solution for it. But at least when you hover over a door, a popup appears with the label 'Door'. Hopefully that's enough of a clue for people to figure it out.

     

    I've also started experimenting with MakeHuman. The ogre in this shot is a result of that experiment:

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    It was a quick effort. I just used some of the clothes provided with MakeHuman (hence the jeans and button-up shirt, articles of clothing that would be quite difficult to obtain in the Goblinson Crusoe universe) and ran some of the various sliders for the mesh deformation all the way to 11 to try to get an ogre-ish form. The experiment worked pretty well, I think, certainly well enough to warrant further experimentation. As a bonus, MH will export a skeleton rig to fit the mesh, though I still have to rig it with IK and animate. As it turns out, I'm still terrible at animating. Who knew?

     

    I spent some more time doing miscellaneous cleanup. Fixed a bug that caused creatures to die multiple times if they died in a round with multiple dots on them. (They would die once for each dot because I wasn't checking for isdead in between dot applications.) Formalized the construction of summoning spells, so that a flashy spell effect is played when things are summoned. Added some flashy effects for things dying. Moved and rearranged some data tables again. You know, crazy shit like that.

     

  6.  

    Update Beta 0.2.0:
    -The game is now divided into acts
    -Fixed a small bug
    -Some small additions before the final
    -Now the sword must be recharged before it can hit
    -Balanced some pattern of attacks
    -Slightly changed a couple of sprites
    -Slightly changed a soundtrack

    Try the Beta on Gamejolt: https://gamejolt.com/games/eart/259207

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  7. It's been a busy few days. We upgraded the GameDev.net software and servers this weekend, and while there are plenty of problems to still fix the whole process has exceeded expectations.

    What's new?

    Quite a bit is new, actually. It wasn't just a software and server move. It was also an opportunity to change a few things. Here's a list of the big changes.

    Article and Forum Category Changes

    We merged quite a few of the article and forum categories, which now better align. If you remember, we had top-level categories of Technical, Creative, and Business. These were fine 18 years ago but the taxonomy of game development has changed a bit. These are the changes:

    • Top-level categories are now: Programming, Visual Arts, Business, Audio, Game Design, Community, Affiliates, and Topical
    • Graphics and GPU Programming now includes Graphics Programming and Theory, DirectX and XNA, OpenGL and Vulkan
    • General and Gameplay Programming includes Mobile Development
    • APIs, Middleware, and Tools is now Engines and Middleware
    • Visual Arts is now a top-level category with 2D and 3D Art as the forum
    • Breaking into the Games Industry is now Career Development
    • Game Design is now a top-level category with Game Design and Theory as a forum
    • Writing for Games has moved to the Game Design category, from Creative
    • Virtual Reality moved to Topical, which is intended for topics that span multiple categories

    New GDNet+ Benefits

    Be sure to check out all the GDNet+ Benefits that come with the upgrade. The list is much bigger!

    Calendar

    Now you can keep track of industry events with the calendar. We'll also create a community calendar in the near future.

    Blogs

    Blog navigation is now better. You can theoretically read every single blog post that has ever been submitted. On the old version you could only view the latest posts.

    Activity

    This is one of my favorite. The Activity stream is like "Latest Content" but much more powerful. The default is to be able to see all activity across the entire site, but if you don't like that you can create your own Activity Stream. You can subscribe to an RSS feed of the streams.

    Careers

    Freelancers are now a GDNet+ perk. If you're a freelancer wanting to broadcast your services to the GameDev.net audience I recommend you check it out - it's 1/6th the cost it used to be.

    Jobs are now powered by our new job portal, GameDev Jobs at https://gamedev.jobs. We'll be making more changes here, but GameDev Jobs allows us to do much more with job seekers as well as employers - you can even upload your resume for employers to search. As with the GameDev Market, we'll be using GameDev Jobs to power job listings on GameDev.net.

    Easily Add New Content 

    You'll notice a "+" sign on the menu. This is a shortcut to add new content. Start a blog, submit news, start a new or topic quickly and easily.

    Realtime Notifications and Messages

    You might have noticed already, but you'll receive realtime notifications as activity happens around the site. If your browser supports it, you can receive the notifications on your desktop.

    Login Integrations

    For a while our Google, Facebook, and Twitter logins were broken. Not anymore!

    Now you can login to GameDev.net with your Google, Facebook, or Twitter account, and if that isn't enough you can also login with your Microsoft, LinkedIn, and Discord accounts - the latter of which will also integrate your GameDev.net account with our Discord chat room.

    Support

    Having a problem with the site? Now you can use the support link at https://www.gamedev.net/support which is available in your Profile menu under "Support".

    What are these Pixel things?

    Some members have noticed a new attribute in their profiles called "Pixels". It's time to explain what those are, but first we need to talk about Reputation.

    In our old system, reputation was awarded for up votes and down votes as one would expect, but it also awarded reputation for activity - things like logging in, posting a blog, upvoting someone, and so on. While it encouraged activity it didn't help with knowing which members were knowledgeable, helpful, or produced interesting content - basically the things that would define a member's reputation.

    With our new system, reputation is exactly as it sounds. It is calculated entirely off of a member's up and down votes, which I encourage everyone to use. Not only do up/down votes let the community know about the reputation of the member, it also lets the community know the quality of the contribution.

    Enter the Pixel. The Pixel is our way of valuing all the other stuff and more. Pixels reflect your activity as a member - you earn pixels by doing things on GameDev.net, such as posting a topic in the forums. If reputation is a measure of a member's helpfulness and quality, then pixels are a measure of a member's activity.

    In fact, if we gamify GameDev.net, then pixels are your score.

    But be aware, you can also lose pixels. One way is simply through decay. If you stop using GameDev.net then your balance will decrease. If you get warned, you'll lose pixels. Basically, do something that's not conducive to the community and good content, and pixels will be taken away.

    Pixels are a neat concept. We're excited about what we can do with them.

    As for current reputation, we're going to see if we can normalize reputation to real upvote/downvotes. I'll make another blog post about this when we have a solution. We need some kind of reset so the new definition of reputation matches members' values.

    What's next?

    We have a running TODO list and will be busy for a few more weeks to get the upgrade where we really want it to be. I don't want to spill too much on that, but we'll be bringing back the Image of the Day, improving the GameDev Marketplace and GameDev Jobs integrations, adding ways for you to showcase and get feedback on your projects, support for contests, and more.

    We're excited because this upgrade marks a new beginning for GameDev.net, and we hope you agree.

    As always, please leave your feedback in the comments below! And if you have any problems please let us know through the Support portal.

  8. Time for another update with how we are doing. We have now started production and I will continue to update you guys trough the week`s ahead, something`s we will share and some we dont`t, can`t spoil all the fun right? But I can at least guarantee that we are on track for a powerfull vertical slice. 

    Programming: The programmer is now doing Water Test - Perlin Noise / Heightmap Calm checking at comparing to our references. 

    Modeling: I have spent most of the week gathering reference pictures for asset`s so I can fill the ship when it`s ready, this is a very hard job but luckily there are alot of book`s out there. First out was one of the spyglasse`s, a Dollond from mid 17th century. Did some material`s testing on that one as well and will finish that asset tomorrow. Soon I will also start texturing, rigging and animating the first person arms/hands.  

    Until next week! 

    http://www.indiedb.com/games/the-whaler-working-title

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  9. VBexEngine

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    Recent Entries

    NetX
    Latest Entry

    Added new Planet-Shader, Skybox, and Bloom\Glow... The youtube compression-quality for dark material is realy bad!

     

  10. Hello all, 1 month ago I had released my 2nd game on Android and WebGL. It’s a simple clicker/idle game, in which we gather funds and we buy upgrades, from time to time, we make decisions. I must say, that creating this game, was very fun.


    „Tree Tap – Money Idle Clicker” Was downloaded by 539 users, WebGL version got 13500 game plays, those numbers are not big, to be honest, those statistics are really weak, but I’m glad that someone had played my game. 141 users had download game from Amazon Store, 398 from Google Play. The Biggest number of downloads (in one day) was 72. Game is downloaded 12-14x/per day. As a curiosity, record of my first game (downloads in one day) was 30. Actual number of downloads of my first game is 427.

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    How does earnings from „Tree Tap – Money Idle Clicker” looks?
    $19.46 (Kongregate)
    $2.37 (Unity Ads)
    $0.61 (Chartboost)

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    I can’t withdraw those cash, it’s too small. I was ready for those earnings, I don’t hope too much on earnings, I still learn, I think, that my games are too weak, to earn some cash. For marketing, I had use: Twitter, Facebook, Reddit, Wykop(Polish website) and I had written to many youtubers, sites. I was also frequently updating game, based on players requests. As a next curiosity, my game is frequently used on those devices:

     

    Some Data, about users of my game:

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    Google Nexus 6P - 4.5%
    Samsung Galaxy S7 Edge - 4.5%
    Samsung Galaxy S7 - 2,8%
    Google Pixel XL - 2.0%
    A lot of Samsung Devices ( 60-70% )

    What are my plans? I plan to make new updates for „Tree Tap – Money Idle Clicker”, then I will learn new things in C# and I will make next game. I think, that it will be next clicker, but I plan to make a other mechanic for it, it won’t be boring clicking.

    If You got any questions, feel free to ask them, threat this as a curiosity, I got 18 years, I’m still weak newbie.

     

    Tree Tap – Google Play

    Tree Tap – Amazon Store

    Tree Tap – Online Version, Kongregate

    Facebook

    Twitter

     

     

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