GG-Works's Forum Posts

  • Voted, looks interesting!

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  • Wow, end of an era? Though it'll mean one less competitor. After all that YoYo went through to allow devs to make games for the current gen consoles they just sold out. EDIT: After reading the reddit posts, GM may not end up being taken off the market, similar to the havok engine.

    I can't imagine what die hard supporters must feel right now. Unless I'm not understanding the situation.

  • Updated intro trailer and gameplay:

    I'm doing my best to combine the pick up and play mechanics of Kirby's DreamLand with the "unlimited lives" aspect of Super Meat Boy, where you keep playing until you want to stop. There are puzzle elements added once you finish Act 1, like block puzzles, using the enemies to open paths, finding switches, etc.

  • I'm planning on redoing the trailer for this game, but for right now I have a level showcase. Just follow the link under the image to see the progress on the changes and how the game is played.

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    I used to use Frapps, but lately I can't record footage anymore so I had to use Bandicam. Now, I've just purchased the full version of Bandicam but have to wait for paypal to clear before they send me an email for the full version. I don't want to do a trailer with the watermark, still waiting on taxes before I opt for a capture card so I can get some good video editing software to boot.

    There have been tons of improvements since the original Baxter's Venture on Desura a couple years ago:

    -3 save slots as opposed to save/load states

    -Act 1 graphics toned down dramatically

    -Added slight animations and effects

    -Overworld redone

    -Updated graphics/effects/animations.

    -Intro and new ending sequences.

    Best way to describe this game is Super Meat Boy meets Kirby's Dreamland with a dash of Portal 2. It mixes action and puzzles and you have infinite lives to help keep you in the game until you're ready to quit. Great entry level for those who want to get into gaming to hardcore and competitionists looking for a notch on their belts.

    Eventually I want to get around to adding steam achievements since it'll add another incentive to play.

    I'll be updating this thread as more develops, please leave any feedback. Also, this game is on greenlight waiting for more votes:

    http://steamcommunity.com/sharedfiles/f ... =274636766

  • So, I've taken a page from some indie game devs, and seems to me the best idea to get your game out there is not the gaming press but the individuals who do lets plays.

    I had an idea to send a press kit that includes art and a free game to youtubers, to see if they could give it a lets play or review. Does anyone think this might be a bad approach? My plan was to do a non pressure gift of a free game to play on their channel in hopes that they would return the favor by pointing viewers to Greenlight.

    My experience with the gaming press is that unless your game creates enough buzz they'll consider running an article, even if you send them a press kit with promo art and a finished game chances are nil to get anyone to run an article. For games like FlappyBird, Five Nights, Revolution 60, or even notorious greenlight games and Meme Run had people criticizing and playing their games on their channel and pointing their viewers to the devs websites and steam pages.

    I'm honestly considering this approach this week unless I get talked out of it. The worse they could do is not play it, or somehow distribute the game as their own... which would really blow.

    Your thoughts?

  • I'm starting a new game called "Dodge Fu" I have the protagonist done already.

    [attachment=0:3c6asklb][/attachment:3c6asklb]

  • A few suggestions if I may:

    • Easier way to implement save/load functions and allow multiple save files. I mean, yes we have webstorage and states, but for save files there should be a way we can easily enable it to show completion percentage, levels cleared, etc... perhaps it's probably way more complex that I'm thinking of since I'm obviously not a vet programmer .
    • Advanced lighting features. They've added a light not too long ago, perhaps they can go further. If I recall Clickteam Fusion seems to have more functions with lighting and shadows.
    • Like the poster above, a native tile set object/feature like RPG maker, While I do like the more flexible object placement C2 offers, tiles just feel more organized and great for pixel themed games.
    • Let Platformer/ 8 direction/ etc behaviors interact with physics. Unless I'm out of the loop and missed an update, I had to make a work around for one of my earlier games to push a block.
    • Wipes for transitioning layouts. For example: Fade out, Fade In, White Out, White in, and for those who want to make a zelda type of game is there a way your object can transition to a different layout as if he was walking from one end to another? It's a bit tough to explain, but if you played the first Zelda game I'm talking about how Link moves from screen to screen. RPG maker you have the option to add from and to points on the layout since they used a grid style of editing.

    Other than that, good luck!

  • Aurel, this is amazing stuff. You've taken a sought after concept and made an action orientated game. It's truly remarkable. Raising the bar is an understatement after watching the devlog.

    Imagine if you were able to port that on the Wii U, FZero fans would truly appreciate it.

  • This is looking pretty good, love the NES styled graphics. I'd like to see it in action.

  • Wasn't there one called "Team Notion" or is that on another engine? I could of sworn I saw concept art of that.

  • As far as the indie side, it's about the same as making an app that you need a bit of luck to get attention for your work.

    I remember sending out resumes to numerous game companies, back between '08-'11 few of them emailed back and those were rejections. Pay can be great, but the turnover is very high, even moreso for AA - AAA. There is hardly any job security unless you work the non-game related stuff like PR, Marketing, Producer, etc.

    Indie there's more freedom, but you have to make the right game at the right time and get noticed very well. Flappy Bird's success was due to PewDiePie playing it (moreso his fans jumping on the bandwagon)

  • Every game maker unfortunately has a very high volume of shovelware titles, even back in the days of Flash. I remember when Game Maker and RPGMaker were new, there were tons of uninspired titles floating around and it gives the bigger publishers a very bad impression, which is unfortunate.

    But I think there is something else I'm not seeing, just maybe they don't have the means to support C2 yet.

  • Hope I have this in the right section.

    Any devs found success on the Kindle platforms? Found a few articles online how small indie devs found far better success on said devices using Amazon's app store compared to Google's play. I was under the impression that most apps are just free to play with ads and in app purchases, now I'm not so sure. Have a few acquaintances who tend to get amazon cards for app purchases among other things.

    I'm talking about a simple full 99-2.99 game.

    Anyone willing to share?

  • Ha! Funny how things work out... looks like I was given a second chance today during work, talked to the rep who was very nice and had to verify a few things.

    Looks like I'm official!

  • Your mileage will vary, I don't know much indie focused lets players. Could always make your own video and share it on social media and see if it clicks.