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UBrothers

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About UBrothers

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  1. Hello there, I'd like to know whether you have some tips about how to promote out game and drive huge amounts of traffic to our website. What approach works the best? The web and game is here: http://www.ubrothers.com Thanks,
  2. UBrothers

    Bloom Busters released !

    Hi, The characters are totally unique and original, never posted them anywhere. But the most important is that you like it! :) thanks! Let me know your feedback from the game itself then...
  3. UBrothers

    Bloom Busters released !

    Hi guys! Thanks a lot for your feedback. We are very happy you like the game and website too! Thats very pleasant to hear... I will add system reqs to the website soon (currently they are in readme files included with the game installer), however - feel free to download and play - the game is designed and programmed to run on almost everything! Whoever finishes the game first on hard difficulty can win a prize! :)
  4. UBrothers

    Bloom Busters released !

    Many reviews of Bloom Busters are written all over the web, thank you guys all positive contributions and efforts. Check them out for example here: http://wordpress.harryballs.com/2008/04/29/bloom-busters-action-game-review/ 14(!) reviews here: http://www.helium.com/items/1015271-bloom-busters-developed-ubrothers Also just wanted to let you know our webiste is updated again: check it out here: http://www.ubrothers.com
  5. UBrothers

    Bloom Busters released !

    Hey guys, new updates on our web, anyone checked the gameplay video or demo?
  6. UBrothers

    Bloom Busters released !

    Hello, After 2 years of development, BLOOM BUSTERS from UBrothers is released. The distribution started in February 2008 and continues through the major portals and distribution channels all around the world. You are welcome to try the game right here: http://www.ubrothers.com and here: http://www.bloombusters.com You can read more information about us or about the game by visiting the websites mentioned above. We really hope you will like the game. Your feedback is welcome of course. In case of interest in developing a business with us, or interest in writing a review about Bloom Busters to promote it; feel free to contact us at the email address on our website. Thanks, __________________ UBrothers http://www.ubrothers.com http://www.bloombusters.com
  7. UBrothers

    BEST Casual Game PUBLISHER

    Hi Tom, I never said I WANT to be a salesman ;) I said I have to be (like) a salesman if it is necessary.. Of course making games is mostly passion and joy and I'd love to focus only on these things, but if you want to sell it to at least 1 distrubitor or publisher you'll have to start to act like a salesman. Everyone knows it sucks to do it and I personally would like to be a truck driver more than a salesman. But sometimes you've just got to do it.. take care ;)
  8. UBrothers

    BEST Casual Game PUBLISHER

    Thanx for explanation of Tom's ideas. I understand your and Tom's opinion, but I disagree. You can (if not must) do both at the same time. Of course it would be better to make the game first and then only sell it. But I think it is often two or three things together.. For the most part, it is not what I want to choose, it is what I have to choose.
  9. UBrothers

    BEST Casual Game PUBLISHER

    Tom, I think you must be very bored by these kinds of "questions" :) but I understand that. Who wouldn't be, right? Thank you for your exhausting explanation ;) And... We want to make games, but we (ALL) need to be "salesmen" too. Maybe you think it is better to be "slave-developer" - just making games, not asking anything - a robot working for all "salesmen" that are interested.. Nevermind, lets get back to work now :)
  10. UBrothers

    BEST Casual Game PUBLISHER

    Hello guys, Quote:Original post by JaEvans ... I do not believe that the old core game route of doing things i.e. Developer > (agent)> Publisher > Sales/retail is even that relevant anymore and it does not serve the developer at all. So I suggest that you self publish and use as many affiliate companies as possible. Get your game on as many sites as you can. Stats are clear - the casual game demographic is the fastest growing game buying population at this point and they don't go to retail outlets to buy games. They surf the web and download from a site they are comfortable with. If your game is cool and you are a part of these affiliate companies databases then chances are you will get a load of eyeballs viewing your game. JaEvans Interesting. Do you have some new and good tips about how to publish the game on your own? And of course not for thousands of dollars, but suitable for majority of us who cannot afford to invest that much money for advertising, promotion, and so on? Do you think these days it is better to forget about publishers and sell it alone? Do you think it is much better to submit the game to each portal directly and negotiate as much deals as possible, than contacting a publisher that promises to put your game "everywhere" ? What is your experience guys? Dont you think only games that are published by some big publisher (like oberon, playfirst or popcap) are selling good? and have the best sale statistics? Or do you know about a self-published game that has 10 000 copies sold? Nowadays, would you go into the deal with a publisher or rather directly with distributors? (of course, always assuming the game you are offering is at least "good")
  11. Dear readers, We are very glad to share our happiness and success with you! Our game FLOWERMAN has won THE GRAND PRIZE ! We won the 1st place in Gametrust's Casual Game Evolution Challenge Contest 2006 sponsored by AOL games You can check out all details here: www.ubrothers.com and here: www.gametrust.com/contests.php We'd like to thank Gametrust for excellent attitude and for excellent competition ! We also encourage you to check out the latest content on our website. There are new screenshots and very sexy new gameplay video. Just click here for screenshots: www.ubrothers.com/content.html And here for gameplay video: www.ubrothers.com/content2.html We are working hard to finish the game ASAP. Great fun is a promise ! Dont miss the release of the playable demo. It is planned to be released in couple of months.. Best regards and we'll keep in touch.. __________________ U-Brothers www.ubrothers.com
  12. UBrothers

    DirectSound

    You are right that it is not very clear to use GetCurrentPosition to detect if last byte has been played. But notifications are not very exact also. You will never receive notification at the very exact cursor position that you want - it will always be little later (i have tested this) and i think (somebody correct me if i am wrong), that notifications in directsound are implemented with pooling GetCurrentPosition also. I am using separate thread for this (which is independent of framerate). One more thing - do you think, that GetCurrentPositon call is slow ? I think not and it is ok, to call it for example each 20 milliseconds. (but i may be wrong). I thought same as you, that there can not be such problems in DirectX, but after this I am more skeptic. (But this can be a driver issue too)
  13. UBrothers

    DirectSound

    Yes verification of current play/write position can be a solution (I have used it too and it worked well), but since this experience, that notifications do not work right, i can not be absolutely sure, that there will be no more problems with them. Why do you must use notifications - i think, that it is no problem to get rid of notifications and use GetCurrentPosition call instead. btw. Audiere library does not use notifications for streaming also. I think, that there a reason for this :-)
  14. UBrothers

    DirectSound

    Hi man, i had THE SAME PROBLEM two days ago. I was implementing audio streaming with DirectSound and I have used buffer notifications and WaitForMultipleObjects function to wait for them. If only one sound was streamed everything worked fine, until i tried to stream second sound. After creating second sound buffer for streaming and setting notification positions for this buffer I immediatelly began to receive notifications for second buffer even when it was not playing. And even worse - i was notified for some buffer positions more often than for some other positions. I have lost one day with this issue and after that i decided to do not use notifications at all. I just use GetCurrentPositon to determine buffer play position and I am calling update each 20ms for each streamed sound to fill new data. Everything works fine and I can stream many sounds at one moment without any problems. Solution: Do not use DirectSound notifications.
  15. Thank you very much guys. That sounds very good. It is true, that i have black color around all blood sprites, i will try to make it green. I will let you know the result.
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