DrgnAK's Forum Posts

  • 13 posts
  • NewGrounds did a mini-game thing once, a bunch of people contributed.

    Theme was: mouse controlled, no clicks, 3 seconds to win/lose.

    The result was... weird, but playable and showed off everyone's abilities.

    Reminded me a lot of Warioware stuffs.

  • Maximum game size is 250 MB. If you can do that in Assembly, kudos to you.

    The majority of the package size is usually assets anyways, not code

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  • I did what I could. I can't get the player to die :<

    My intention was to make it in the arcadey atari style.

  • If it's in 3DS Max, if you'd like, I can rig it up quickly for you.

  • I think that the problem lies within avaible platforms. The biggest 2d market is on virtual consoles, and thats where the ppl spend their money, i think.

    Nah, these days, it's all about flocking to the iPhone and trying to launch some one dollar creations in hopes of getting sales. People are hyped up about the potential marketshare because a minority of developers were able to launch a hit on that thing. I wouldn't mind more deployment options, but the PC is where the cool cats roam.

    I'm much more concerned about the free = developers don't make any money = can't keep up development issue.

    I can't think of many people that are concerned about that for any free OSS project. The assumption that something free can't be good is more common.

  • Alternatively, it may suffer from the free=bad mentality :<

  • >

    > > Hmmm... "Pokeybear" seemed the most like a tamagotchi.

    > >

    > It was. Mine was based on the fustrations of tamagotchis >_> It would poo all the time, and it pissed me off as a kid.

    >

    Good thing your parents were a whole deal more patient when you were a toddler, then.

    Yep

  • Hmmm... "Pokeybear" seemed the most like a tamagotchi.

    It was. Mine was based on the fustrations of tamagotchis >_> It would poo all the time, and it pissed me off as a kid.

  • No previous Construct experience and only a general idea how to use Construct here, so yes, it sucks

    http://dret.ch/luls.cap

    Biggest mistake was using Corel Essentials... also with no previous experience.

  • The benefit of using Gamemaker is that it's done and stable, and that's all. Construct (will) provides more features than the free flavor of Gamemaker, and Gamemaker Pro still lacks a feature or two that Construct has (built-in physics, for example). Also, in terms of visual quality, Gamemaker is decades behind Construct because it lacks support for even basic graphical effects, not to mention pixel shaders.

    Gamemaker hasn't had an update in more than a year, but a few million dollars was dropped into development, and an OS X port is in the works.

  • The point of a VPS is that you have a virtual private server. That is, even though you're sharing a box in between other people, you have as much control of your server as you would if you were renting a dedicated server. At the moment, I am running a Tremulous server, Lighttpd/PHP/mySQL/SQLite, postfix/dovecot, a python IRC bot, an IRC client, and other various things. You could run a web server, and an MMORPG server all on one box.

    In any case, it's generally smarter to encapsulate your many things on different boxes so that if one program decides to eat up your CPU clock, your other programs are unaffected. However, I do realize we're talking about indie gaming here, so it's not important as it's (much) more expensive.

  • For something that's starting up, you don't need dedicated hosting. Cheap VPS hosting is more (understatement) than enough to run something small that you need up (US$20/mo for my current Linux VPS on which I run various things). Even a desktop should be ample for the beginning stages of a game's launch.

  • Kotaku does occasionally do indie game posts.

    http://kotaku.com/tag/indie-games/

  • 13 posts