Halfgeek's Forum Posts

  • In my experience, no. It's how you use them that matters.

    Always test on your target device as you develop the game, from the start. Don't wait til much later and find out its too slow.

  • If it exports natively to PC, MAC, Linux and uses the updated Vulkan renderer (next level of OpenGL, multi-thread rendering support), it should be as strong as Unity (which is moving to Vulkan & DX12).

  • laoniustudio

    Yep for Steam.

    kowalsky

    Thanks!

  • Thanks!

    OddConfection

    Thanks for the tips, I didn't think of putting SN1 on sale to attract attention. That's a great idea!

    What's really funny is immediately after launching the Kickstarter, I am bombarded by marketing emails from all these various PR groups & experts, asking for anywhere from $8 to tweet to their 40K followers to hundreds $ for features in gaming sites.

    At this point I still plan to spend $0 on marketing/PR, see how it goes.

    Brian Space Game Junkie gave me a shout out when it was on Greenlight, he's a very nice guy.

  • Hey, it's pretty cool for a first effort!

    Performance for mobiles is good with optimizations, for most games its fine.

    I'll check it out on my tablet later and leave you a rating.

  • C-7

    Thanks, I haven't decided on the music just yet, talking to a few composers.. it's super expensive. O_o

    ultrafop

    Rushty

    Thanks!

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  • did you seen this title?

    http://store.steampowered.com/app/107200

    it somehow looks like carbon copy... <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Top-down spacesims are a genre. I have played many of them over the years, including back in the 90s with Star Control, Escape Velocity etc.

    Here's a let's play of Escape Velocity:

    Subscribe to Construct videos now

    I've also played Space Pirates and Zombies.

    Do you consider games like Battlefield the same as Counter Strike?

  • I had planned on using free music found on various public domains for my next game due to limited budget, but now that it's coming together, I see that it deserves a special treatment, an all unique soundtrack to take it to the next level.

    The music style I am looking for is found in this trailer:

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    The first intro music is ambiance, perfect for space travel while the latter is action packed for an epic combat situation.

    If you are confident you can deliver audio of this genre (futuristic sci-fi/cyberpunk), tracks of soothing exploration, suspenseful travel and spirit lifting combat, please contact me via email:

    halfgeekstudios@gmail.com

    I'm looking for potentially 2-3 combat tracks and up to 7-10 ambiance/travel tracks, each range from 2:00 to 3:00 minutes in duration. Please let me know your asking price per track so I can prepare my budget.

    Thank you! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    EDIT: Offer is now closed.

  • Thanks for the advice and kind words OddConfection <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I just started a Kickstarter campaign: https://www.kickstarter.com/projects/16 ... ar-nomad-2

    I should have done a Kickstarter simultaneously with the Greenlight campaign, cross-over the audience/clicks early on... but I didn't plan to, as I can finish the game without extra financial assistance. I had planned to use free music & sound effects to save money and dropped the idea of using painted scenes to tell the intro and ending story.

    But I think Star Nomad 2 deserves better so I'm talking to some composers now to negotiate and contacted my favourite artist for the scenes.

    Sadly I still suck at promotion/marketing so its limited to a few posts on gaming forums and that's it. See how it goes, whether a good game can market itself or $$ for marketing is a must...

  • You want bullets that fly straight for some time then change course?

    For the bullets, add a instance variable, call it:

    IsTurning=0

    Then use On Create(Bullet) -> wait (time that you want bullet to go straight) -> set IsTurning=1

    Bullet (Compare Instance), IsTurning=1 -> Rotate towards whichever direction.

    It's what I use for my missiles in Star Nomad 2, when you launch it, it flies straight for some time (adding ship velocity) before activating the thruster & target seeker AI.

  • Indeed. We must persevere to be successful. As an indie dev myself and having some friends who are trying their best to promote their game I feel that one has to be very determined or must have a lot of passion and I can see that in your trailer and posts. Sorry if comments sounded too harsh.

    No, you were spot on with the comments. But we're only human, so seeing great games fail is very disheartening for the rest of us who are making mediocre stuff compared to The Next Penelope or Airscape.

  • Voted! It looks really good - good luck with this!!

    Thanks. Good luck with Umbra too!

  • Hmm... I don't see anything wrong with what you're doing by reading that article. And having a lot of C2 games rejected is expected from my point of view. When you have an engine that is powerful and easy to use by anyone as C2 you'll have a lot of stinkers (no offense to anyone please). Your game looks absolutely great. Indie game dev is not an easy job these days unfortunately.

    Oh it's not the rejection of many that is depressing, it's the floundering of the few that are in all respects, great games of their genre.

  • OddConfection

    Thank you very much!

    I had a bad exp with bundles for Star Nomad, IndieRoyale included it in their Greenlight bundle without informing me, a week AFTER it passed Greenlight by itself. It was selling on Desura for a few months before that and IndieRoyale is a part of Desura. Long story short, they went bankrupt and owe me a lot of $$. Not only did they gave away thousands of keys for peanuts with their bundle when I didn't need it or even knew about it, they ran away with every indie dev's $$ who sold their games on Desura...

    No more bundle shenanigans this time.

    C-7

    The Next Penelope also did not do well according to Aurel, he had hope it would do much better. Honestly I thought that game if any, would be a success. It's amazing in production, looks fantastic, plays very well.

    If there's anything one can gather from player feedback (which I've read a lot lately), they definitely prefer indie games that have a lot of replayability. I think its understandable, because big AAA titles can get away with fancy graphics, for indies, we have to focus on gameplay and part of that is replayability, it increases the perceived value of our game a lot. So while an indie game can be brilliant, but if there's low replayability (for a shorter game), its unlikely to do well on Steam. Mobiles is a different matter, there its more about consumable entertainment, so being good is good enough.

  • What are you doing wrong? I don't really get the numbers in the article. My game was launched on greenlight without any kind of marketing. Heck I didn't even share it on my social networks and I got more visitors and yes votes than they got with the help of the Dare to be digital expo the first days.

    So I don't know if they tracked their traffic or just guessed it came from the expo

    And if you need more visitors at some point join a bundle. Your game is great and with the votes from the bundle owners you'll get greenlit in notime

    Good luck!

    Most of these guides are always the same, its ALL about marketing.

    Well for starter I don't have a social media group or used it to generate a following. I used it more as a news, when greenlight starts. I don't attend any expos because I prefer to work on my game. I've spent nothing on marketing because I think that a good game can market itself. Also my Greenlight page is pretty bland..