Jump to content
  • Advertisement

quack

Member
  • Content Count

    246
  • Joined

  • Last visited

Community Reputation

125 Neutral

About quack

  • Rank
    Member
  1. quack

    Getting a game published

    Quote:Original post by Obscure Quote:Original post by namingway Basically I have a 2D rpg mobile phone game ..... You didn't say what phone it is for. If it is iPhone you can self publish. If you really don't want to then phone the publishers instead of emailing them (or send me a PM). If it is not the iPhone but a "regular" mobile then as Tom says you will have a tough time getting a publishers attention. Mobile games are an impulse purchase/commodity item. No one really reviews them, there are no free demos available.... people just buy them based on one screenshot and a couple of sentences of sales blurb. For this reason publishers want license based games or ports of successful console games like Tomb Raider. They do most of their development in-house or else they buy games in bulk from big developers or resellers - these are companies that buy up games from people like you who have just one game, then sell them in bulk to publishers. Mobile phone development/publishing is really brutal. Even if you do get the game published most of the money goes to the publisher/resellers. A pal of mine made a mobile phone game that one a BAFTA interactive award and no one would publish it. Yea I know that BAFTA isn't an Oscar but it is still an award. I agree i come from the industry as well and was fortunate to make meetings with a few large mobile companies. Some with promise others basically got shown the door. no matter what you have or who they are they can't afford it. The margins are too low to let them give you any percentage.(unless you have rights to IP) hence Obscure mentioning in house dev. They will however love to engage in contract work with your comapany if you do good stuff. That's a real good way into eventually releasing your own IP. The other route especially for iphone is to contact companies directly for IP, there's millions of them out there vs a handful of mobile publishers.
  2. quack

    Contracts Needed

    Quote:Original post by programmermattc I'm planning on talking to a lawyer about it but I'm not sure anyone local would have a good idea on game stuff (though it should be general enough that they should). general entertainment lawyers work as well. at least that worked for me. i bought gamedevkit first as it was a good starting point.
  3. ha i didn't know this was legal char *str = "hello""world"; it is at least with VC compiler don't know if it standard or whatever. just a funny tid bit.
  4. quack

    peer to peer ping

    Quote:Original post by hplus0603 I think you're over-thinking this design, unless you will have tens of thousands of simultaneous players. On Steam, you select your general geographic area (US-West, Europe, etc), and there's a lobby server per geographic area, so that the lobby ping will resemble your own ping. After all, the experience is not only dependent on your own ping, but on the other players having a similar ping to you. I wish I could have lobby servers all over :) Quote:Original post by hplus0603 If you want to, you could get a list of servers from the lobby server, and then ask the lobby server to introduce you to each of the servers in turn, and use UDP through NAT punch-through to get a better estimate of your own ping. Typically, you'll be doing this while showing the list of servers, though, so that the player doesn't have to wait for a long time to see the list when first connecting to the lobby. I think we already covered this option. nat punching each peer. multiple nat punch request to the same peer isn't in my scope for someone browsing the lobby. its not a matter of hiding it it's just 20 people in a lobby will try to nat punch one poor guy. Anyways thanks all for the help I'm going with geo location for rough estimate, maxmind offers site licenses for an IP database.
  5. quack

    peer to peer ping

    Quote:Original post by Rattenhirn Routers often do not respond to ICMP pings, for many good and some bad reasons, so you can't rely on that. Also, the ping time to the router does not necessarily reflect ping time to the machine behind the router, as it might be connected via WLAN or similar means to the router. Or they might simply have a bad network card... Of course I just need an estimate. Quote:Original post by Rattenhirn I guess the following algorithm might be sufficient (it sure is efficient). *) In the following text, "ping" means a a ping implementation with your own protocol, not ICMP. *) Potential servers need to register at the lobby servers anyway. *) Lobby servers "ping" the registered servers at certain intervals and save the response times *) Client "ping"s the lobby servers and finds the one with the best response time. *) Then it asks the lobby server for a server list including response times. The theory behind this is, that the response times logged at the lobby server with the best response time will very likely resemble the response times when connecting to the servers directly. If the lobby server is 5000 miles away and I'm playin my friend (server) on my same router the lobby server would show horrible pings for us, but when we are connected directly It would be nil. Quote:Original post by Rattenhirn In general, I wouldn't worry too much about the accuracy of ping times anyway, because they are only a very vague measure of connection quality. Additionally, connection quality will fluctuate over time. if you have an average 350ms ping I'd rather let the user know before they enter the room where I can provide an accurate average ping time. Thanks guys so far for the responses but really I don't think there's any options to get an estimate done besides the two ways I mentioned. ip geolocation and (natpunching every room). Where geolocation is very rough but I'm sure that's how COH does it as once you enter the room ping times change a lot.
  6. quack

    peer to peer ping

    Quote:Original post by Sneftel Quote:Original post by quack do most routers in the real world respond to external pings?Not "most", no. Quote:If not how do peer to peer games show you ping times without entering the room like in Company of hero's.There's a difference between ICMP Ping (the ping command you're probably thinking of) and what's going on here. The user already has a connection open to the server. The server simply sends a command down that connection saying "respond to this", then times how long it takes for the client to respond. icmp is what I'm talking about (real world routers ignore that?), the issue is i'm not interested in the time to ping the lobby server but rather how long the ping is from user to user without a natpunch. the game disconnects from the lobby server when starting a game and the users are connected peer to peer. the library maker mentions an option is location based ip lookup. Of course once the users natpunch to eachother i can figure the ping myself. Anyone work on company of hero's and want to spill the beans :)
  7. scenario (2 player game) example List of rooms on server RoomA 10.23.14.5 RoomB 34.32.55.2 RoomC 23.54.23.1 where the room name is followed by the players IP. This IP address is the players external IP, most likely a router. a user enters the lobby and the game pings each room address to see which ones the fastest or just display ping times. question: do most routers in the real world respond to external pings? If not how do peer to peer games show you ping times without entering the room like in Company of hero's. I use raknet which can natpunch each room to cause a real connection to each user but that can take up to 10 seconds per user and the flood of request from a real lobby seems unreal. optionally i could have the user join the room to see the ping. please help me peer to peer experts.
  8. quack

    GameConnection at E3

    nevermind i found their numbers page and it looks cool. too late to exhibit though :(
  9. our company is heading to E3 this year. is Game-Connection a good idea to attend to advertise game dev contract services? I really haven't heard of it and can't find info if it's just a room with like two companies in it.
  10. I figured out the issue. I doesn't need to be sent but that would cause the clients to be constantly be brickwalled (all ways sending retrys before continuing). So some kind of acknowledgment 'should' be sent but it doesn't have to be guaranteed.
  11. When doing lockstep like in the AE guide mentioned. Is it necessary to even acknowledge packets? For example if A sends sequence 1234 and B gets 12-4 , then B asks for 3 again. A is working on the same concept so it will automatically ask when it needs to get something it missed. I'm sure someone can point me to what I left out?
  12. quack

    Studio Start Up Costing

    There's a huge mountain ahead of you but rather than be an internet discourager I'll just answer your question! Secrets of the Game Business, 2nd Ed. [Paperback] by Laramee, Francois Dominic Business & Legal Primer for Game Development by S. Gregory Boyd Two pretty good books I've read that match up pretty much to my work experience. Also you may want to find someone that's done it before to help out as if you are getting investors it's pretty important to be able to cover knowledge the books don't.
  13. quack

    When to register a company?

    Quote:Original post by Tom Sloper Quote:Original post by Morgan Ramsay You might produce a business plan here, but I'd recommend focusing on creating a strategic plan until you (and your team) are ready to pitch investors before starting on a business plan. Sure. Don't go to the trouble of making a business plan until you need to. The point where you need to is when you want to ask investors for money. Quote:I was an advocate of business planning once upon a time. Business plans, however, are overkill for most startups. Entrepreneurial challenges are significantly different from operational challenges. Could you expand on that, Morgan? Very interesting and provocative thought, but I'd like to understand the point better. Good idea on the strategic plan, although work has been collected for a formal business plan - which is in some way a strategic plan. I'm with Tom on this can you explain more. I've always dived first into business plans after basic planning as they often showed me several different ways that an idea wasn't such a good one, or good and just not feasible or profitable. Also I've learned they can prove useful for strictly internal use. The publisher I worked at made in house game teams write full business plans even for franchise titles and yearly sequels. Is this what you mean by operational challenges? Anyways I'm confused.
  14. quack

    When to register a company?

    Thanks for the responses. I'll check with a local professional to see if there are penalties or missed opportunities for late incorporating.
  15. When starting a company is it important to register it right away/early stages (home or other state)? I was figuring it would be ok to delay it until a few months before legal/ hiring / or other needed professional services phase. Startup expenses can be reported on individual returns. The only reason I ask as the cost of starting and maintaining a corporation in for example CA is decent vs other sw startup costs (a least a few tool licenses), I'd rather have those cost be deferred as there are more relevant costs in the near future. Am I wrong (probably)? Anyone have clues? Btw I'm industry active, am reading a heap of books and talking to folk about starting a company so I'm not entirely clueless about the business end. The incorporation timing is just something that isn't talked about much. Thanks, quack quack
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!