gezegond

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About gezegond

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  1. You Aren

    No matter how much you think it through, still the element of luck plays a very important role, specially on the internet. Luck might be less of a factor IRL, but online with tools that automate everything, people are bombarded with "stuff", and a lot of time all it takes for one to be noticed is to have somebody just checking them out on coincidence.   Consider this very article as an example: I know your game now because of this article, but I was redirected here from Gamedev.net's facebook page, and my facebook is literally bombarded with posts. If I logged in a minute early or a minute late, I wouldn't have seen the post, I wouldn't have read this article, I wouldn't have known about your game.   When you pay people or otherwise use your luck to get your exposure and still fail (like that game did), then there IS something you could've done to prevent it. Add a unique "wow" factor and make sure people immediately associate it with your game for instance (something that game didn't do).   Also if we're talking about that air whatever game that failed to get sales, I still think an important reason was the graphic style that looked like mobile games. I personally hate that style, and don't know anyone who is a PC Gamer playing on steam to consider it a plus. Maybe not a deal breaker for some, but it certainly wasn't as appealing as the devs thought and surely people wouldn't buy that game just because they got attracted to its graphic style.   I have the feeling they learned some stuff for mobile and then just decided to apply it to PC and games market doesn't quite work that way, you have to know your audience. There is a bit of advice when it comes to writing, and that is "write for someone you know". It ensures your article or book has some kind of purpose, even if it's just for a single person. I think a similar advice could be said about games: "Make it for someone you know."
  2. I'm still a student at university. My idea of this was to have some sort of collaboration with a fellow student in art, and we'd design the game together. I feel it's wrong to just have the programmer design everything and then tell the artist what he wants. I think the artist should also have a degree of creative control over what the game is about, the mechanics, etc. (of course, within the skill of the programmer, he shouldn't expect AAA production)   When you say anyone can learn how to code, well yeah anyone can also learn how to draw. I'm actually doing that right now because no one likes to work with me so I have to make do with my own skills for my free projects. And progress hasn't really been bad, I don't think it's harder to learn to draw than it is to program. While programming a simple mistake can break your entire game with art you can make lots of mistakes and people wouldn't probably even notice if your art is moving too fast on the screen for example.   I'm not a professional programmer, and I'm still a student which is why I can afford to do these kind of free projects, but artists who are students like me, who have the same amount of experience with art that Ive had with programming, don't want to collaborate.   In fact, I've come to the conclusion that nobody likes to collaborate. When there's no money involved it's super easy for someone to just say "meh I don't feel like working on this anymore" and quit. I worked on 3 free projects while in uni and all three failed because someone just decided to quit (and then the rest of people quit as well when there were more). On the other hand, we had a game jam and there was going to be a prize and just because of that prize, the same guys that had quit before teamed up with me again and were super hard working and got more done in 3 days than we had done for the free project in 3 months.   I think with free projects, the only thing that really drives you is the passion to create the game, and most people just don't share that passion.   Sorry if I sound like I'm rambling just wanted to share my experience.   EDIT: @L.Spiro: What you described could be avoided if the programmer uses placeholder art and ask the artist to make the art when the game is in a working state with placeholder art. That way, the artist will know that when he makes his art, it will be in a working game and be replaced by the placeholder art. He can even see how the game plays and that could benefit the vision he puts through his art and make it more fit for the part.   @Hodgman: That code is... beautiful!   @Buster2000: Can you tell me which forum that was? I would love to work with someone working in pairs gives me a lot more motivation than working alone. When I work alone I end up putting it off over and over again but when I worked with other people I promised I do this thing by this time, I would do it.   EDIT2: One more thing. This is just something I perceive and may be wrong so please do correct me if Im wrong but I think a part of the reason could be attributed to how gaming is viewed as a medium. Many people consider game immature and unimportant, so they're less likelier to work on a game than say, an animation. While the same might be true for programmers, I think a larger portion of programmers think of games as worthy of their time than that of the artist's.
  3. Game Design Assets

    Self promotions usually go to this forum.   The material seem nice and the standard prices seem very affordable. However the extended licensing prices are not very well done, I checked a bit and realized that you can buy the same asset several times for several projects and it still would still be cheaper (or equal) to extended license which isn't a really good way to lure customers in to spend more. Currently the only way someone would want to buy the extended license would be that they already are definitely sure they're going to use the asset in more than 3 projects, which isn't something that happens very often.
  4. 2D artist beginner

    If you don't intend to use it in your own game I encourage you to release it as CC:BY either on your own website or somewhere like OpenGameArt, so people can use it in their games and credit you as well. It's a really well drawn piece of asset it would be a waste for it to go without any in game use.
  5. The Big List of Gamedev Resources

    I decided to add my own bookmarks here. It's not nearly as comprehensive and barely organized, but i thought you might find some useful links in there.
  6. Make money from my game

    You can either sell the game, or you can release it as free to play and use micro transactions or advertisement to generate income. You can also release it for free and ask for donations.
  7. The Big List of Gamedev Resources

    Awesome. Knew about many of them, but quite a lot of stuff I didn't know about. Definitely bookmarked and greatly appreciated.
  8. Tilemap collision

    in your player.cpp only set velocity.x to moveSpeed when there isn't any collision. save the collision in a boolean variable. check my previous posts for more info about my hacky way, or view other people's responses if you want to implement those.
  9. Tilemap collision

    GameDev's website is acting up for me and I can't properly use it right now. If you upload your latest code and explain what you're having difficulties with me or someone else might be able to help to a degree. Right now I'm not sure what you've done and what has happened since you started the thread.
  10. Tilemap collision

    Hello Jesperklippel! I see that you followed my suggestion in regards of collision detection. The way I went around this problem you're having in my game was to have boolean values that store the state of the player movement. For collision detection on left or right: Whenever a collision happens, I would check which way the player was moving. (I have an integer that stores the last key player has pressed). If he was moving for instance to the right, I will turn a boolean called "canMoveRight" to false. In the movement function, I will only move the player to the right if canMoveRight is set to true. canMoveRight remains false until the player presses the left key. same thing for the other way. For Jumping, I had an "inAir" boolean. While in air, player's movement on the X axis remained the same as walking, while on the Y axis it changed following a simple gravity algorithm. If the player's movement was upwards, he would continue rising, and when he'd begin to fall he'd stop at the first tile his feet collided with, and "inAir" would be set to false. My implementation is hacky-er than what other people suggested here, but it required less computation and seemed easier to implement so I went with this.
  11. I haven't tried any of them, so I can't really recommend anything. But if I were in your shoes, I would try a few of them (maybe a couple of hours each) to see which one would better fit my project and easy to integrate. Specially since something being "easy" is a very subjective thing and it really depends on who you ask.
  12. Learning to create Art - by Riuthamus

    I am interested as well. I have it bookmarked and will refer to it whenever it was relevant to me and I had time cause right now Im working on other stuff. But when you upload something it's permanently there for everyone to see at any time, so don't get discouraged.
  13. Scifi dudu : spaceship running

    I don't have my phone with me so I'm only judging from screenshots and the video. I like the ship's designs, but the level from what I could see was very simplistic. Does the game become more complex as you play? If not I suggest you add some variety in terms of new game play mechanics and level design.   I'm not sure if that was the case, but does your game show a video advertisement every time you lose? If so I would find that really annoying and instantly uninstall. Take note that you have a phone game, and many people have download limits on their phone's contract. They probably wouldn't want to waste their download limit on advertisement videos over and over again. Consider replacing the videos with images at least.   The only other feedback I can think of is that your menus seem very simplistic. You could spend some time on them making them look more professional looking.