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Found 395 results

  1. Originally posted on Medium I released my first game approximately a month and a half ago and actually tried almost all of the methods I could find on various websites out there - all of them will be listed here. With this article I want to share the story of my “promotion campaign”. The very first thing I did was the Medium account creation. I decided to promote the game using thematic articles about game development and related stuff. Well, actually, I still do this, even with this article here :) In addition to Medium the same articles were posted to my Linkedin profile, but mostly to strengthen it. Moreover, you may find a separate topic on Libgdx website (the framework the game is written on). Then, the press release was published. Actually, you should do a press release the same day as the game launch, but I didn’t know about that back then. And to be honest, all of the methods above were not quite successful in terms of game promotion. So I decided to increase the game presence around the web and started to post articles on various indie-game dev related websites and forums (that's how this blog started) Finally, here comes the list of everything created over the past month (some in Russian, be aware): https://www.igdb.com/games/totem-spirits http://www.slidedb.com/games/totem-spirits https://forums.tigsource.com/index.php?topic=63066.0 https://www.gamedev.net/forums/topic/693334-logical-puzzle-totem-spirits/ http://www.gamedev.ru/projects/forum/?id=231428 https://gamejolt.com/games/totem_spirits/298139 https://vk.com/gameru.indie?w=wall-9222155_202256 https://test4test.io/gameDetails/24 Not so many one can say. But I could not find any more good services! If you know one, please, share in comments. What are the results you may ask? Well, I have to admit that they are terrible. I got a little less than a hundred downloads, and I’m pretty sure that most of them from the relatives and friends. And you can’t really count such as a genuine downloads, since I literally just asked them to get my game on their smartphones. But the good thing is that many of those who played Totem Spirits shared their impressions about the game. They truly liked the product! That was so pleasant to hear their thoughts. I know in person several people who finished the game with all diamonds (a.k.a stars) collected. Still, I don’t regret the time spent on the game because I’ve learnt a great lesson — two years of development is a way too much for such simple and narrow-profile game. It seems that now is not a good time for such complicated puzzlers or I just failed badly with the promotion) Now the next plan is to develop and launch a game in a maximum 160 hours (two working months). The coding process has already begun, so hopefully in January you will see the next product of Pudding Entertainment company!
  2. i have a problem i can make work the verificay if user existe our not i using nodejs ,express,mysql i put my link to project in github the code its to big https://github.com/Kammikazy/project find the soluction to my problem
  3. Hello i try retrive data from a table cidades and show in my express with jade const express = require('express') const connection = require('../../Config/database') const controllerAdmin = require('../../controllers/Administration') const router = express.Router() //router.get('/Administration', controllerLogin.FindCidades) router.get('/Administration', (req, res) => res.render('Administration/index',{username:res.locals.user.username ,nome:res.locals.cidade.Nome,coordenas:res.locals.cidade.coordenadas,continente:res.locals.cidade.continente })) module.exports = app => app.use('/', router) const authenticateUser = async (connection, req, res) => { const user = await User.findUser(connection, req.body.username) if(!user){ return res.render('login/login',{error: true}) } if(!await bcrypt.compare(req.body.password, user.password)){ return res.render('login/login', {error: true}) } else{ // user.password = undefined req.session.user = user //const nivel = await User.findnivel(connection, req.body.username) if(user.nivel==1){ const cu = await Cidade.findcidade(connection, req.body.username) // req.session.user.nivel = nivel res.locals.user= user req.session.cidade= cu res.locals.cidade= req.session.cidade // console.log(1); console.log("rewr",cu); res.redirect('/Administration'); }else if(user.nivel==2){ // req.session.nivel = nivel console.log(2); // res.redirect('/Users') }else if(user.nivel==3){ // req.session.nivel = nivel console.log(3); // res.redirect('/Administration') }else if(user.nivel==4){ // req.session.nivel = nivel console.log(4); // res.redirect('/Administration') } else if(user.nivel==5){ // req.session.nivel = nivel console.log(5); // res.redirect('/Administration') } else { console.log("banned"); } } } const findcidade = (connection,username) => { return new Promise ((resolve, reject) => { connection.query(`SELECT cidade.cod_cidade, cidade.Nome,cidade.continente,cidade.coordenadas,cidade.ouro,cidade.madeira,cidade.metal,cidade.pedra,cidade.energia, cidade.comida,cidade.petrolio FROM user INNER JOIN cidade ON user.cod_user=cidade.cod_user WHERE user.username='${username}' `, (err, result) =>{ if(err){ reject(err) }else{ if(result.length>0){ resolve(result) } else{ resolve(false) } } }) }) } give this error what i doing wrong i want show for example user maria have athenas and rome
  4. As the gaming industry advances and evolves, new ideas can suddenly popup and change the way things goes in an instant. I've worked for 2 years in a Agile-centered startup. I've experienced first hand what agility can do to boost productivity and reduce development cost. It's a really simple and pleasant thing to work with agility, and maybe the gaming industry can benefit from it. The values Everybody that knows agility should be able to understand the core values of the Agile Manifesto. To put it simply, we should value: Individuals and interactions over process and tools; (i.e. work geographically close rather than remotely or value genuine conversations over Skype) Working software over comprehensive documentation; In our case, the game MUST be fun (or work correctly) before anything else Customer collaboration over contract negotiation; Basically, make the player more involved in the game's development Responding to change over following a plan. This is, of course, directly dependent of point 3 Also, keep in mind that it's mostly an hypothesis. As the manifesto states : Doing Agile vs. Being Agile During the past 2 years, our scrum master always warned us about the impostors, or the people that are "Doing Agility". Things like using a Kanban board or doing Daily Scrums wont make your team Agile. It's all about the values. These tools should be used to apply those values rather than using them just because it's a trend. For exemple, some teams uses a Scrum backlog while locking it's content to everybody other that the project owner. This puts the project on rails, and can just be a waterfall process disguised as something agile. How can the gaming industry can benefit from it? As we keep seeing video games cost more and take a lot more time to develop, the customers grows more and more displeased: There are bugs-a-plenty on crucial mechanics, while relatively small and insignifiant functionalities are well polished and bug-free. Getting the game as fast as possible in the hands of beta players The first thing to do is to involve the player as fast as possible in the game development's cycle. Doing that will significantly improve the player's sense of content and can make the game better. In the past, this kind of development wasn't practical, but, with the development of broadband, it's now possible. Early Access Nowadays, people talks about "Early Access". For those living under a rock, early access is a way of distributing a game in which the game itself isn't completed in a traditional sense. The customer then buys an somewhat incomplete game, of which many features will come later. This process is by far the best idea the industry never had. However, due to some mishandling of said practice, it's now regarded as a sing of cheapness and greed. If the ones doing it are agile impostors, then yes. There are times where games simply gets abandoned by their maintainer. These instances gives early access some bad name. Early access should also be used in Agility in a form of customer collaboration. For example, one could ask a random early access player to participate in the planification of a sprint. If the team isn't confortable with the idea, then maybe a suggestion box can be plugged directly in the backlog... Prioritizing mechanics based on feedback Getting feedback form customers is an important thing in Agile Methodologies. The backlog can be prioritized based on player feedback and feature requests. The same thing can be used on bugs. The more frequent it becomes, the more critical it becomes. Minimal efforts of development In most cases, the backlog should be prioritized based on business value rather that complexity. Being so, things that are developed first are important (or so the team thinks) to the game, while less important functions aren't implemented right away and have time to simmer down. Paired with early access, this becomes a quite powerful tool to test out hypothesis and experiment with mechanics. Due to the iterative process of some methodologies, functionalities are minimal and doesn't require a whole lot of effort to develop: after all, we have no idea if a mechanic is going to be loved or hated by a player until said players plays the game. Change prone games Another important argument is that Agility is generally speaking change tolerant. In our case, this means that if the beta players disliked or liked a newly implemented feature, then said feature should be remove and subsequent features should also be re-evaluated. The importance should always change based on discoveries made by the team or even the project owner. It is considered healthy for a backlog to change it's feature's priority. Otherwise, it's a bad omen... How about me? Agile is first and foremost a philosophy, or a way of life. Sure, it can easily be imposed to people, but it's in these situations that you get fake Agility. It should be a conviction more that a rule: a rule should be static and shouldn't change a lot. Agility starts with the team. If one of it's member isn't committed, it will go sour really fast. I've seen so many times that Agility can be broken by a malicious person (a saboteur if you will). The best thing you can do to an Agile team is to be, yourself, agile. ------------------------------------------ Agility should be an integral part of game development. With Agile, you can easily prioritize mechanics that are crucial for having a fun and interesting game.
  5. Wojtek Mos

    Poznan Game Arena 2018

    until
    Poznań Game Arena is Poland's biggest and most important computer games and entertainment fair. With nearly 73.000 visitors, 1100 Polish and foreign journalists, 1500 game posts and 43.000 meters of exhibition space, it’s a place to attend for every video game professional - whether you are a journalist, developer, publisher or designer. PGA takes place alongside Game Industry Conference - the biggest game dev conference in Central and Eastern Europe. As a major B2B event attended by over 3200 visitors and 560 companies, it has a lot to offer - including a rich program filled with over 120 talks, and plenty of workshops, roundtables, networking opportunities and side-events. The two events, with their impressive size and scope, are the best proof that game development in Poland is one of the most dynamic and fastest-growing industries in the region. That, as well as Poland being the 7th biggest in the world market for premium indie games (bigger than Russia, China or Brazil), make PGA a perfect event to showcase your game at.
  6. We are proud to announce our upcoming cryptocurrency mining simulation game Blockchain Tycoon. We are working on to make it as realistic as possible. For example, by use of real life values and algorithms, you can earn same amount of coins as in real life. Also, the electricity and power calculations varies by warehouse location. We are also working on a simulated world economy for coin prices and world mining ecosystem which effects overall coin earnings. The game is designed to be played by absolute beginners and experts on the topics of blockchain and cryptocurrencies and aim to give you a better understanding of the cryptocurrency mining. Here is a detailed shot of the one of the warehouses: We are planning an Early Access release for June. (Steam: http://store.steampowered.com/app/824450/Blockchain_Tycoon/) Steam Trailer:
  7. Hello! I am currently enrolled in Game Programming and Development and I have been jumping around between multiple specialties, including programming disciplines and graphic design. I just wanted to gather some perspective on the Game Design specialization and if you think it's prudent, as a beginner finishing up school, to start out in QA or a similarly related field as I expand my portfolio before I try to dive into game design? After reviewing some of the qualifications for game design jobs, I noticed that the majority of studios want 2-3 years of experience, so I wanted to gauge the best direction to jump-start a design focus as I wrap up my academic terms. Any advice is very much appreciated!
  8. This blog was originally posted on Level Up Translation's blog. As the developer or publisher of a title that took a considerable amount of time and money to develop, the localization of your game is clearly a point you should not neglect. Localization strategies differ from one platform to another though. Here are a few tips to help you decide what languages to localize your Steam game into. 7 languages cover 65% of Steam users Your game is going to hit Steam and you don't even know where to start with its localization? Don't worry, we've got you covered! Here are the 7 languages (including English) you should absolutely consider localizing your game into: 1 - Russian 10.88% of Steam users are Russian. They make up the second largest gaming population on Steam after the US. Russian players also own a whopping 8,66% of the total games owned on Steam, and PC is by far their favourite gaming platform. Don't think twice, localize your game in Russian! 2 - German 4.93% of Steam users are German and they account for 6.23% of the games owned on the platform (31.87 per user on average, against 20.09 for Russian players). Germany is also the first European country in terms of game revenue, so localizing your game in German is not only a safe bet, it's a must. 3 - Brazilian Portuguese The share of Steam users from Brazil keeps on increasing. 4.72% of Steam users are Brazilian and they account for 3.55% of the total games owned on the platform. Brazil is the most important market in South America and English proficiency is relatively low. Still hesitating to localize your game in Brazilian Portuguese? Think again! 4 - French 3.61% of Steam users are from France and they account for 3.49% of the games owned. Localizing your title in French also gives you access to Quebec as well as French-speaking countries in North and West Africa. However, if you are specifically targeting French-speaking gamers located in Canada, we do recommend that you localize your game into Quebecois as well. 5 - Chinese Chinese gamers mostly play on PC (57% of the Chinese gaming population) and with 4.86% of Steam users coming from China, your game definitely has to be localized for that market. Chinese users own relatively few games (2.46% of total games owned on Steam) but this is probably due to the relatively low number of games available in Chinese on the platform at the moment. Who said niche? If your game has the potential to find an audience in China, you know what to do next. 6. Spanish, but... Although "only" 1.43% of Steam users are from Spain, as much as about 6% of Steam users come from Spanish-speaking countries. Spanish is a pretty special case though. Should you decide to tackle the Latin American market (the second fastest growing region in terms of game revenues), we highly recommend that you go for specific locale versions. Localizing your game in the above 6 languages will have more than 35% of Steam users covered. Providing your game was developed in English (an additional 30%), this makes your game available to 65% of Steam users! Raise your hand if you would like to miss 65% of the Steam market! Anyone? No? Good... Other languages worth considering for Steam Italian Looking at the numbers, the Italian gaming market is far from its days of glory. However, one could hardly recommend to ignore the "I" in the traditional FIGS (French, Italian, German, Spanish). Not only has Italy a relatively low English proficiency, but choosing not to localize your title in Italian might expose you to negative criticism for not living up to the expectations of Italian gamers. Many consider the lack of Italian localization an eliminatory criteria for playing a game, and just like many French and Spanish players, Italian gamers tend to swiftly uninstall a game if it is not available in their native tongue. Polish, Ukrainian Given the share of Steam users speaking these two languages (respectively 9th and 11th population of Steam users), localizing your game in Polish and Ukrainian is a pretty smart move. They are also cheaper than French, German, Italian or Spanish, so if you have the budget, go for it! Turkish 2.04% of Steam users speak Turkish. For comparison, Swedish players represent 1.54% of Steam's audience. On the other hand, translating from English to Turkish takes nearly 50% longer than translating into FIGS. Turkish is therefore relatively expensive when it comes to localization, and we only recommend it if your budget can handle it. Has this post helped you clarify where your Steam games could sell best? Then gear up for your global quest and work with our game localization specialists who will pour their heart and soul (as well as a considerable amount of coffee/tea) into the localization of your game! Contact us now! Follow Level Up Translation on Facebook, Twitter and LinkedIn to get all our tips and insights to help you with your game localization! If you like what you just read, there's more for you! Just follow us for more game localization tips and insights: Facebook Twitter LinkedIn Got a game that needs to be localized? Tell us about it! We've got plenty of XP to help you level up! Level Up Translation - Expert Video Game Localization Services - www.leveluptranslation.com
  9. piecuch.p

    liboggvorbis as a single-file

    liboggvorbis combined into one file - might be usefull if you want to simpifie dependencies of your project. Get it here. -rw-r--r-- 1 piecuchp staff 2.0M Apr 26 17:55 oggvorbis.c -rw-r--r-- 1 piecuchp staff 134K Apr 26 17:55 oggvorbis.h -rw-r--r-- 1 piecuchp staff 3.1M Apr 26 17:55 oggvorbis.o Combining script is quite complex and not well commented (also I might make some changes into source code that I don't recall right now) but maybe someone find it usefull: #!/bin/bash src_c="\ \ lib/codebook.h lib/mdct.h lib/envelope.h lib/smallft.h lib/codec_internal.h lib/lookup.h lib/lookup_data.h lib/lpc.h lib/lsp.h lib/masking.h lib/misc.h lib/os.h lib/registry.h lib/scales.h lib/window.h\ lib/books/floor/floor_books.h lib/books/coupled/res_books_stereo.h lib/books/uncoupled/res_books_uncoupled.h lib/books/coupled/res_books_51.h\ lib/analysis.c lib/bitrate.c lib/block.c lib/codebook.c lib/envelope.c lib/floor0.c lib/floor1.c lib/info.c lib/lookup.c lib/lpc.c lib/lsp.c lib/mapping0.c lib/mdct.c lib/psy.c lib/registry.c lib/res0.c lib/sharedbook.c lib/smallft.c lib/synthesis.c lib/vorbisenc.c lib/vorbisfile.c lib/window.c\ " src_h="\ include/ogg/config_types.h include/ogg/os_types.h include/ogg/ogg.h\ lib/ogg/bitwise.c lib/ogg/framing.c\ include/vorbis/codec.h include/vorbis/vorbisenc.h include/vorbis/vorbisfile.h\ " mkdir -p lib-portable files=0 C="lib-portable/oggvorbis.c" H="lib-portable/oggvorbis.h" echo "/** $0: `date`*/" > "$C" echo "" >> "$C" echo "_#include \"oggvorbis.h\"" >> "$C" echo "" >> "$C" echo "#define _BUILD_SINGLE_SOURCE" >> "$C" echo "#ifdef __cplusplus" >> "$C" echo "# define restrict __restrict__" >> "$C" echo "#endif" >> "$C" echo "" >> "$C" echo "/** $0: `date`*/" > "$H" echo "" >> "$H" line_offset=3 for c in $src_c; do if [ -e "$c" ]; then echo "/** $0: $c*/" >> "$C" echo "" >> "$C" #line=`cat "$C"|wc -l` echo "#line $line_offset \"$c\"" >> "$C" cat $c \ | sed "s/\([^_]\)ilog/\1ilog${cnt}/g" \ | sed "s/FLOOR1_fromdB_LOOKUP/FLOOR1_fromdB_LOOKUP${cnt}/g" \ | sed "s/bitreverse/bitreverse${cnt}/g" \ >> "$C" echo "" >> "$C" ((cnt++)) echo -n "." else # use '' for space echo "" >> "$C" echo "${c//\'\'/ }" >> "$C" echo "" >> "$C" echo -n "_" fi done for h in $src_h; do if [ -e "$h" ]; then echo "/** $0: $h*/" >> "$H" echo "" >> "$H" echo "#line $line_offset \"$h\"" >> "$H" cat $h >> "$H" echo "" >> "$H" ((cnt++)) echo -n "." else # use '' for space echo "" >> "$H" echo "${h//\'\'/ }" >> "$H" echo "" >> "$H" echo -n "_" fi done for i in lib/modes/*.h; do inl=`basename "$i"` sed -i "" -e "/#include \"modes\/$inl\"/r $i" -e "/#include \"modes\/$inl\"/d" "$C" echo -n "@" done echo "" sed -i "" -e "/^#\(.*\)include \".*\.h\".*$/d" "$H" sed -i "" -e "/^#\(.*\)include \<ogg\/.*\.h\>.*$/d" "$H" "$C" sed -i "" -e "/#include_inline \"psy.h\"/r lib/psy.h" -e "/#include_inline \"psy.h\"/d" "$C" sed -i "" -e "/#include_inline \"bitrate.h\"/r lib/bitrate.h" -e "/#include_inline \"bitrate.h\"/d" "$C" sed -i "" -e "/#include_inline \"highlevel.h\"/r lib/highlevel.h" -e "/#include_inline \"highlevel.h\"/d" "$C" sed -i "" -e "/#include_inline \"backends.h\"/r lib/backends.h" -e "/#include_inline \"backends.h\"/d" "$C" sed -i "" -e "/#include_inline \"asm_arm.h\"/r tremor/asm_arm.h" -e "/#include_inline \"asm_arm.h\"/d" "$C" sed -i "" -e "/# include \"collect.c\"/r theora/lib/collect.c" -e "/# include \"collect.c\"/d" "$C" sed -i "" -e "/^#\(.*\)include \".*\.h\".*$/d" "$C" sed -i "" -e "/^#\(.*\)include \<theora\/.*\.h\>.*$/d" "$C" sed -i "" -e "s/^_#/#/" "$C" echo "** Done (with $cnt files)"
  10. Just powering through and coding my heart out. Nothing to show yet, but things are progressing behind the scenes. Working towards that Minimum Viable Product with a few days to go til showtime! Pretty much every feature from the last demo needs to be remade and bug free using the new development tools I have. The next demo has to be ready by Saturday morning, or I'm going to have to introduce countless strangers and fellow devs to my buggy pre-alpha from December! Can't let that happen. It's crunch time. Check out the devlog. (nearly caught up to the most recent DevBlog! Been sharing one a day as to not be too spammy about it :p)
  11. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, documenting my first impressions here and on YouTube. Below is the latest episode. Here's a quick overview of all games I've covered so far. A visually stunning auto-run side-scrolling platformer (just like Rayman: Jungle Run) with great humor, a high difficulty level, awesome slow-mo explosions, and insane weapons. There are no annoying forced ads (only incentivized ads to get double gold after each run), and the in-app purchases are never needed. Honestly, I feel like this has game-of-the-year potential - at least for its genre! My thoughts on Lost Socks: Naughty Brothers: Google Play: https://play.google.com/store/apps/details?id=com.nerfgame.lostsocks.LostSocksActivity iOS: https://itunes.apple.com/us/app/lost-socks-naughty-brothers/id1074889855?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
  12. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, documenting my first impressions here and on YouTube. Below is the latest episode. Here's a quick overview of all games I've covered so far. Using your thumbs, you move each side of a red line up and down, on which our slime-like character slides back and forth, as you attempt to avoid red rectangles and collect orange triangles. Simple, right? No! Just Slide is a super difficult arcade game with a great visual style, no monetization apart from incentivized video ads (used to unlock new character skins), and and normal mode, boss battles, as well as an endless mode. The game's fun and challenging and definitely worth a try. My thoughts on Just Slide: Google Play: https://play.google.com/store/apps/details?id=com.FunnyStoryHa.JustSlide iOS: https://itunes.apple.com/app/id1341709431 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
  13. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, documenting my first impressions here and on YouTube. Below is the latest episode. Here's a quick overview of all games I've covered so far. A beautiful 8-bit point-and-click adventure indie game where we are tasked by a witch to explore the island we live on until we find her stolen urn, promising us death if we don't recover it before 4 a.m. With 7 different endings to the story, there's plenty of replayability, and a monetization that allows us to uncover a new clue by watching an ad. I never really enjoyed point-and-click adventure games, but this one had me hooked! My thoughts on The Witch's Isle: Google Play: https://play.google.com/store/apps/details?id=com.Beltheva.Noma&hl=en iOS: https://itunes.apple.com/us/app/the-witchs-isle/id1261272917?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
  14. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, documenting my first impressions here and on YouTube. Below is the latest episode. Here's a quick overview of all games I've covered so far. A TEKKEN mobile game? Awesome! Wait... what are these chests, gacha elements, and asynchronous PVP doing in this game? Oh, I see how it is. TEKKEN is a huge disappointment. The game lags in certain menus (on a S8+, mind you!), is very P2W and nearly even pay2play with persistent HP losses across matches, meaning we have to use healing potions, which conveniently are sold for premium currency. The combat scenes are neat, though, and although the controls are simple, I found it fun to play, although rather repetitive. But until properly optimized, I'd stay with MARVEL Contest of Champions, as it's nearly the same game - just better optimized. My thoughts on TEKKEN: Google Play: https://play.google.com/store/apps/details?id=eu.bandainamcoent.tekkenmobile&hl=en iOS: https://itunes.apple.com/ca/app/tekken/id1245078891?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
  15. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, documenting my first impressions here and on YouTube. Below is the latest episode. Here's a quick overview of all games I've covered so far. Super DD is a platformer with no chests, wait-times, or upgrades. Ahhh, how relaxing. It's just a plain good old puzzle platformer with simple and great controls that you can finish in a few hours. My only minor complaint is that there isn't a way to disable the occasional ads through single IAP. I found the game decently challenging and had a great time with it. Easy recommendation My thoughts on Super Dangerous Dungeons: Google Play: https://play.google.com/store/apps/details?id=com.adventureislands.dangerousdungeons&hl=en iOS: https://itunes.apple.com/us/app/super-dangerous-dungeons/id1006111149?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
  16. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, documenting my first impressions here and on YouTube. Below is the latest episode. Here's a quick overview of all games I've covered so far. Old can still be gold, right? Not Golf hasn't been updated since 2016, but I really love this golf game - so I had to include it this week. What makes "Not Golf" unique is the fact that you can shoot the ball again mid-air if you want to, and the many game modes included, which makes for a ton of content in such a small game! Lastly, with no forced ads, and a $2 IAP to unlock all game modes and "ball" (character) customizations, you can't really go wrong with this one My thoughts on Not Golf: Google Play: https://play.google.com/store/apps/details?id=com.ronancasey.notgolf&hl=en iOS: Not yet 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
  17. Hello, it's time for statistics and earnings from my 4th Android/WebGL Game, "Mirkowanie" is idle clicker, it's mostly a special game, because it was made for Polish website community (but not only players from Poland play it), it's specific, so I was not looking into a lot of players + earnings (Poland got very low earnings from ads) I'm just 19 year old newbie, I couldn't sleep, I had weak up at 3-4AM and I started to develop "Mirkowanie". It was fun to develop it ;p Just a lot of work in analyzing data (imagine checking website data from 2005-2018 year). Here are statistics: Game got downloaded 3451x (19x Amazon Store and 3432x Google Play), Amazon Store is that low, because downloads was mostly from Poland. Game got 26k game plays (online). Top download (one day) was 1900x times, I got 500x testers in one day. Kongregate (new players) Unity Analitycs (new players) MAU (Unity analitycs); Earnings? $36.82 (Unity Ads, video ads, can't withdraw it). $29.62 (Kongregate, we got payed from game plays, can withdraw it ). $17.56 Chartboost (ads that are shown in-game, sometimes video ads (if Unity ads fail), can't withdraw it ). So my pure "earning" is $29.62 (can withdraw it). So was not worth it, but that's not problem, my games also don't got IAPs + most of the players was from Poland (low cash from ads), but it was still fun to develop it, I mean it was crazy idea ;p I mean from one side I got 1900x downloads in one day, it's big number from me, but to be honest, for gamedev business it's nothing, but wait, for me it's still 1900x players (my first game got 600x Downloads in ~1 year). Also, fun fact, I was top1 new Free casual game in Poland. Also, ~25% downloads comes from Xiaomi devices. So in last week i got 14.3k sessions, max time spend in-game (one day, max, total ) was 13.85M seconds (~160 days). It's 80 minutes for each user, average 2.5 session per user. Some other stats: Most used phones: Most used android versions: Game name is Mirkowanie - Ilde Money Clicker Also, if any1 wish to check out my other earnings/statistics from other games, there are all on Reddit + I always post them on my Twitter/Facebook (same as my name on Reddit). Also, right now I'm working on space shooter with own story, we get new ships, buy upgrades, we got side and main quests and a lot more. It got story made by me + Original sounds, that's some nice music (not from game), but made by the same person: Check Music Images from the game are also on images with statistics. Check out game + observe me :-} Android Online Firefox play only, use text save, Chrome got bug, reported it to browser, still waiting for fix, that same other browsers on Blink engine (not all)) Amazon Store Facebook Twitter And my new game (W.I.P):
  18. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, documenting my first impressions here and on YouTube. Below is the latest episode. Here's a quick overview of all games I've covered so far. Gacha RPG Final Heroes has some great app store reviews, but sadly enforces quite a few P2W elements, such as VIP and Energy systems, and has a - at best- stale PVP system. HOWEVER; playing the game, I found myself both excited and scared by how good the game is at triggering all the right areas in my brain, providing me with an instant-gratification overload of free gems, powerful items, skills and more. To be fair, the game is very generous with providing premium currency for free (at least $60+ worth of it), and at this rate, you'll definitely be getting 2 times 10 hero pulls for free. I think some can have fun with this game, but I would strongly suggest only diving into it if you either have money to spend or know these types of games. My thoughts on Final Heroes: Google Play: https://play.google.com/store/apps/details?id=com.xd.global.and.hf&hl=en iOS: https://itunes.apple.com/us/app/final-heroes/id1313229524?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
  19. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, documenting my first impressions here and on YouTube. Below is the latest episode. Here's a quick overview of all games I've covered so far. MilkChoco is a unique and lightweight indie third-person 4 vs 4 shooter with a variety of game-modes (Deathmatch, Escort etc.) played on small maps. The UI is customizable, there's both auto-shooting and manual shooting, matchmaking takes seconds, and all weapons can be acquired through in-game currency. Honestly, this is one of the more fun casual shooters I've played on mobile in a long time! My thoughts on MilkChoco: Google Play: https://play.google.com/store/apps/details?id=com.gameparadiso.milkchoco&hl=en iOS: https://itunes.apple.com/us/app/milkchoco-online-fps/id1244497574?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
  20. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, documenting my first impressions here and on YouTube. Below is the latest episode. Here's a quick overview of all games I've covered so far. Controller support, 60 FPS and a relaxed monetization - top-down twin stick mutant-shooter "Xenowerk" by Space Marshals developer Pixelbite has a lot going for it! The game's fun and has a neat atmosphere, and although the controls take a few minutes to get used to, the game's highly optimized, meaning it should be able to run smoothly on most devices. My thoughts on Xenowerk: Google Play: https://play.google.com/store/apps/details?id=com.pixelbite.mutant&hl=en iOS: https://itunes.apple.com/us/app/xenowerk/id969447496?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
  21. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, documenting my first impressions here and on YouTube. Below is the latest episode. Here's a quick overview of all games I've covered so far. With its 50-player online Battle Royale matches (think Player Unknown's Battlegrounds), Free Fire is a nice, more casual, alternative to NetEase's 3 similar games. The matches are quick (often around 10 minutes), there's no pay2win monetization, the game runs smoothly, and it appears that all players are ACTUAL players instead of bots! Only slight downside is that the game offers less settings for customizing the gameplay experience, although I didn't find this to personally be an annoyance. My thoughts on Free Fire: Battlegrounds: Google Play: https://play.google.com/store/apps/details?id=com.dts.freefireth&hl=en iOS: https://itunes.apple.com/bt/app/free-fire-battlegrounds/id1300146617?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
  22. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, documenting my first impressions here and on YouTube. Below is the latest episode. Here's a quick overview of all games I've covered so far. A small, but fun, 8-bit arcade indie boxing game that plays both in portrait and landscape mode. The controls are genius (screen split into 4 big areas with both tap and swipe controls instead of a button layout), there are plenty stats to upgrade as well as customizations for the character, and the game's decently challenging. My thoughts on Prizefighters: Google Play: https://play.google.com/store/apps/details?id=com.koalitygame.prizefighters iOS: https://itunes.apple.com/us/app/prizefighters/id1310218912 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
  23. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode. Run, swipe, die. Rinse and repeat. Seriously, Glitch Dash looks gorgeous but might just be the most difficult arcade game I've played on mobile (well, apart from Flappy Bird). Avoiding the swinging hammers and laser beams is pure torture, but extremely satisfying when you finally complete each level. The game's currently in beta, but I decided to include it as I was having a lot of fun with it, and I figured some of you might want to signup for the beta. In terms of monetization, you start out with ten lives, which you'll quickly burn through, and get 10 new lives after 120 seconds, or immediately by watching an ad. Luckily, we can also remove the life system entirely through a $2 IAP. My thoughts on Glitch Dash: Google Play: https://www.signupanywhere.com/signup/nvip99qq iOS: https://www.signupanywhere.com/signup/nvip99qq 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
  24. This promise to be a colorful heaven filled with kindness, so stick around ! The main goal of this blog is to not only present our ideas regarding the game, but mainly to share an adventure of building this game with it's up and down, take your suggestions and comment, discuss various subject around game design and share the more we can about how we do it. This is impossible to achieve without a solid community and I hope we will get a warm welcome from GameDev community. I heard good stuff about it Ironically, this first entry is the needed boring one to tell you who we are and who am I. Ok, I did promise you a "rich in color" experience, but you know... word can be colorful too ! I'll try to make this quick so you all know what this is all about. Just read what may interest you and drop be a welcome word or just a hello ! This blog commitment My intention is to have this blog updated as much as possible to share each step of the creation of the game. By that I mean at least once per month, but i'll try to do it twice a mount. I prefer to do short but frequent blog entry. Once per week would be cool, but we will see. I'll cover all kind of stuff, including what we fail at too. We want to be transparent to ourself and too people. We learn a lot from that. I want to share concept art, talk about game feature, talk about our philosophy and thinking of what a good game is for us, i want to ask you what is best for the game. The current game process We are not on day 1, but we ain't achieve alpha build yet. For me, an alpha build is when you have at least 1 complete level with some finish and unfinished asset with a general set of the basic feature. We don't have all that yet. We do have completed many important feature of the game. Thousands of line of code is already there and we are working inside a dev level to test code but we have very few asset ready. You will be able too all that come to life here ! Another blog post will cover what the game will be and on what ground we started from. Who is Gon'Interactive ? Gon'Interactive was funded in 2009 by a group of 4 college in Montreal (QC, Canada). The main interest was, at the time, to provide multimedia services of a professional level with a budget friendly price to accommodate smaller business and independent people that couldn't afford the big studio. The company was producing website, flash game, 3D illustration and photography. As it evolve, the company became more and more focused on 3D Animation and illustration as it was driving it's main design interest. The company focused on creating marketing illustration and animation for a varied kind of client sets. A clear line grew over the year to establish Gon'Interactive as being an artistic studio capable of producing cool video and animation production from A to Z (Asset production, video montage, sound edit, post prodZ (see from A to Z) ) to accomplish. The Interactive part of the studio was to mix modern traditional medium such as video and enhance them with new multimedia medium. We became strong at building complex AS (action script 2.0) games and website. Unfortunately, as you may know, AS2.0 became AS3.0 and flash was already dying on it's own and replaced by html5, webgl and other medium. The interactive part of the company naturally evolve into Unity C# coding where we felt for the first time completely free to achieve whatever we wanted, and that feeling was awesome ! We started a new learning curve around Unity a couple of years ago to mix our arts with modern tools such as unity. After being involve in projects for other client, we felt it was finally time for us to do our own game. The one we always dreamed of and finally feel comfortable enough to do. Gon'Interactive have always been about putting all the work require to achieve the best image possible and this apply to the game. To keep a focus on this project, we cut down the amount of job we will take during the time of development because we are really committed to it. Who am I ? Well, that's a philosophical question I won't be able to answer in this life probably, but on a more scientific approach to the question, I'm Stéphane L'Abbé, president and owner of Gon'Interactive. For as long as I remember, I was addicted to drawing cartoon and superheroes. It was my first contact with art. I started learning photography in high school and also started programming. It was TurboPascal and I was doing boring animation and game with terrible fabulous graphic. Photography became one of my favorite hobby that eventually evolve to a ProAm level. Photography is a complementary skill to any 3D work as it involve a lot of understanding in light, material and composition. I like how lights and composition could affect perception and emotion. In college I started to learn and use 3D application to complement my work on a daily basis. I went to university to study architecture. During those years I learn a lot about, how to design, how to communicate emotion out of space, how space can affect people, how our mind read stuff, philosophical approach of what space is and how 3D software work and I got my master and became an architect. This was my professional answer to merge multiple interest into 1 job. Design, mathematics and arts. The real life of an architect is mostly project management and team management. You reach a point where you get very good at dealing with tough project, impossible schedule, budget, team management and those skill apply to every type of project management. The need for more artistic freedom is always inside me and building a game like Third Encounter Of A Kind is a dream come true ! I'll manage the community (if we ever succeed to create one) and i'm responsible of design and do a lot of coding too. My native language is french, so please, be nice to me regarding my English. I also understand a bit of Spanish. I try to do my best at each language, while not being perfect with any of them ! My favorite game was Space Defender. On the personal side, i'm a gamer. My gamer life started with Colleco vision, I still like the game ! I was lucky enough to have a mother working for a Commodore Store and we were owning soon after an Amiga 500 computer which was way ahead of his time in terms of graphic and processing power (3mhz ?) I then skip to SNES. Big lover of Mario of that time. The first console a bought myself was a Sega Sturn, my brother went on the Sony side at that time. We join back on Xbox, xbox 360 and xbox one. I'm not a fan of console brand, i'm a fan of good game.
  25. I'm a man on a Mobile Gaming Quest (MGQ) to play a new mobile game every day, and document my first impressions here and on YouTube. Below is the latest episode. A level-based side-scrolling "runner" where you control a girl riding on a dragon, wreaking havoc in zombie-infested cities to retrieve the pieces needed to create a time machine and go back in time to prevent the zombie apocalypse (yes, seriously). The game's fun and reminds me of "Death Worm", but getting enough gold to upgrade your dragon is a boring grind, which is slowed down so that the developer can sell gold through IAPs. Apart from that, there's a single $2 to remove all ads from the game, which is nice. My thoughts on Dragon Hills 2: Google Play: https://play.google.com/store/apps/details?id=com.rebeltwins.dragonhills2&hl=en iOS: https://itunes.apple.com/us/app/dragon-hills-2/id1248326158?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
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