EpicRaid's Forum Posts

  • Hello dworkgames.

    Some things I suggest/noticed after playing.

    • Would be nice if I could 'loot' those crates on the ground or are they only for cover?
    • How do I knife attack?
    • No music and pause button?
    • That enemy archer on the tower is always a pain in the butt to kill! He destroys so many of my troops, perhaps I can have my units take down the tower?
    • What do those thingies that the enemy drops do when picked up?
    • Definitely need to be able to run, or at least only to the right so I can catch up with my mates
    • When the enemey base is destroyed, I'd LOVE to see it crumble and destroyed. Right now they keep bashing the palisade, even when I already won
    • Kinda difficult, even on lowest level, thought first 2 levels took too long to win (+ I didn't really know what I did to win)
    • It's about Barbarians invading, but skeletons and such? Magic? Nothing wrong with those units, but it'd be cool if I saw more actual barbaric looking enemy units so that it's in one line with the name of the game!

    All in all a nicely done game. Graphics are very nice, and the whole UI looks very slick.

    • R
  • Will Construct 2 licenses still be for sale after the release of Construct 3?

    Ah yes, would like to know that too.

  • I guess a little flexibility couldn't hurt. Pay for what you use model you mean? Not a bad idea.

    Updates should always be free of course, but I'm guessing you mean more like extensions/options or something.

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    Thinking again, it entirely depends on the price they would ask if it would be a one off payment. If it'd be $500, then I think I prefer the subscription model. Even though a subscription is always a disappointment. If same one off payment price as Construct 2, (which everyone is probably comparing it with) then obviously that's a no brainer. But we don't know that.

  • Hey,

    well your portfolio is pretty dang impressive. How do you create those stills? Photoshop? Do you make them from scratch or existing pictures?

    Anyway, it seems like the 'job offers' forum might be more suitable for a request, although a 'job requests' forum might make more sense, but it doesn't exist.

  • Did you check the Scirra assets store? Could be listed there.

    P.S. What's up with that Mattepainting website listed in your signature? Is that your portfolio or are you just refering to them?

  • I'm thinking my game is probably more catered to the browser game audience anyway.

    I'd love to hear takes on making the most money with browser games, desktop oriented. Sometimes I wonder if I explain it correctly.

    So basically I'm currently making games, not for mobile or tablet. I'm trying to keep the project as short as possible, am still learning programming with Construct 2, so I think the browser audience will be best suitable. But should I for revenue sharing, is it possible to sell these games to publishers, e.g. are they interested in buying 'desktop oriented' game licenses?

    • R

    @newt If I read it correctly, you pay a one time entry fee to Steam correct?

  • Hey,

    on Steam you will need to sell the game, as in for < 5 bucks? What I'm making is a reasonably small game. I'd need to sell a lot of them. Not only that, but also go through Greenlight first. Seems like a lot of hassle + the 30% is pretty steep.

    Why is Steam your choice if I may ask? It seems crowded there.

    Thanks.

  • Hello,

    Now the game I'm making requires the arrow keys and 4 other keys and plays best on desktop. Also, the game might be too heavy for mobile.

    Hence I'm asking; where and how would one make the most money from games playable only on desktops?

    I've read about Kongregate and Newgrounds, but I'd rather sell non-exclusive licenses rather than profit sharing from ads for example. Simply because you would get paid when sold, instead of waiting for many months or years for profit to accumulate. Or am I biased?

    Does anyone make desktop/browser games and if so where do you sell them? Or how do you get profit out of them?

    I did some reading around the web, and it seems like people are of the opinion that it's all about more simple mobile games these days, which seem to be much more likely to be sold.

    Thing is, I enjoy making games - I want to make some thing cool and epic, rather than a '5-minute' entertainment piece.

    Which websites/publishers would you recommend? And which profit setup would you recommend?

    Thanks.

    • R
  • Well, I'm kinda winging it too, since I'm only a starting and an indie developer, winging becomes part of the job. But I'm enjoying the process of making games. But also treat it bit like a business or work. It is work after all.

    But RTS is always interesting too. Not sure what you have in mind though.

  • I think that's kind of a cool idea, the dinosaur park. Except that it's going to take quite some effort to get proper graphics (read: animations) for dinosaurs, even for top-down. But then again, it's all about searching for that one affordable artist who can pull it off.

    It does sound like that you don't know where to go with your game. When starting, I personally find it best to have a good idea of what the game should be. Admittedly, I start with an idea, visualize it on paper, and then 'wing it' as I go by adding more features and ideas. Anyway I digress.

    Just saying, perhaps it would be easier to give your game direction if you had an idea on the table. All it takes from there on are audio, graphics and programming. I think you are at least capable of the latter.

    If you want the game greenlit on Steam then I think it will need to be in an advanced stage. Like where you have a small demo, but the graphics and perhaps audio, or at least a soundtrack in place. People can be crude, especially with the flood of new games in that section.

    So if I were you, I'd really think well about platform and the idea. If it would be a theme park in RCT style, then people on Steam might be like; 'what is the added value/difference with Planet Coaster, Parkitect etc.? But if you go to the Kongregate or Newgrounds then you'll have an audience that love to play these small 'in a box' games.

    Or at least that's how I view it.

    Also, you could collaborate with an artist. I don't know how much exactly, but art may cost you hundreds of bucks.

    • R
  • OK, let's see..

    Gyrospeed

    Gyrospeeder

    Space Dungeons

    Space & Dungeons

    Space Crawler

    Graviteer

    Gyro Master

    Space Race

    Combinations, like Spacedoubt made with 'Gravity' and 'Adventure' are neat too.

  • Doing something similar to Rollercoaster Tycoon, isn't that a bit too much asked from Construct 2? Perhaps like Prison Architect - I never played it but saw that is was top-down - it could be done nicely that way. Perhaps some 2D (not isometric) like shadows or at least some illusion of an extra dimension besides top down would make it only much more nicer.

    Have you done some research on such theme park tycoon games already existing on the web? Mobile is definitely getting more and more popular, and tycoon games seem to have a never ending demand. But yeah, RCT on mobile is quite professionally done, lol, so you will be in direct competition.

    Why not go for the desktop audience, you could sell many licenses (if your game is well done) and I don't think the big sharks are going after that. The way I grasp it, is that the big kahunas go for the big bucks, obviously. They have everything to make a game look and play that great.

    I don't know how much time you have on your hands, how fast you work, and if you can do everything on your own, but if you got what it takes as an indie developer you can afford to make errors. Why not go through with it and gain some experience? We don't know much about your plan, do you want to make thousands or would a some pocket money and experience be satisfactory?

    In any case, I am kinda excited to see what you have so far. I believe I saw a 'demo' of your theme park idea once, I thought it was kinda interesting and am curious as to how you developed it so far.

    Anyway, from my online marketing experience, it's better to go and take your piece of the pie / piggy backing on a trend rather than doing something that has never been done before. If you do everything right, make it interesting, sound and look good, you shouldn't have to worry about the concept itself.

    • R

    P.S. I know little about marketing your game on Steam but I always felt it's swarmed and even greenlit games get little exposure simply because people generally go to Steam for high quality or AAA, or at least AA titles. I got the idea sites like Kongregate are much better suitable for games made in Construct 2.

  • A layout doesn't load until you go to it. The memory being used is for the current layout.

    Hey, thanks for your reply.

    So if I didn't put all the assets on one layout it would affect performance correct? In a positive way.

    Multiple layouts would reduce memory usage no? Backgrounds for example. All unique pieces. Instead of having them in one sprite, divide them and use tiled backgrounds each unique one on a seperate layout?

    If you say memory is used for each current layout, the above would make sense.

    I'll go and see where what causes the big usage. I think it's the background sprite indeed.

    Regards

    • R
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