procrastinator's Forum Posts

  • hmmm you're expecting someone to take a risk by working for free, yet you're putting restrictions like 10% for first year? Many games don't catch on till many months after release, some even years...

    If you really believe in your game so much, then pay upfront and you can have all the restrictions you want. Just seems really unfair the way you have it now.

    This is how it should be..

    small upfront payment AND 10% for first year

    OR

    no upfront payment AND 10% lifetime

  • Why do more people expect artists to work for free than coders?

    Your game doesn't need great graphics yet. Looking at those screenshots, the game is most likely less than 50 events so far.

    Why do you need an artist so soon? Why can't you put the effort in to produce something that tempts artists like myself? Sure, you might not be able to afford a decent artist, but art isn't everything in the beginning. Gameplay is. And gameplay doesn't need fancy graphics. If a game is fun, then it can be fun no matter what the art looks like.

    The ironic thing is, you want an artist to prove how serious THEY are, yet, from what I can see, you haven't exactly proven how serious YOU are.

    How does anyone know you won't get fed up with this project and quit it. Your word is only worth as much as the work you've put in and I don't see much of that...

    [quote:nx6mvc55]The project currently being worked on is not yet planned. Instead, things will be done on a whim until the base story line is set. Meaning there may be minor changes here and there. But, nothing major.

    Not yet planned?? Minor changes but nothing major?? Now, from that alone, you seem very inexperienced in gamedev.

    [quote:nx6mvc55]So, as a pixel artist, you are eligible to receive a portion of the money in the case that what is profited is enough to pay for you as well as all other necessities (multiple servers, other's who are working on this project, etc).

    So basically, others who work on the project will get paid before the artist? I've either read that wrong or you've really worded it wrong.. :}

    I admire your honesty that it's not yet planned, but seriously..... and I hate to quote the old cliche but "fail to plan, plan to fail".

  • Here's the simplest method - https://dl.dropboxusercontent.com/u/666 ... scape.capx

    Sorry I don't have time to comment it etc, but hopefully it makes sense :}

  • No problem. Hope it's useful. There are flaws of course, but if you design your tracks right, that method should be fine.

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  • I basically threw this together.. hope it helps some.

    https://dl.dropboxusercontent.com/u/666 ... oints.capx

  • Add an instance variable to the killing zone sprite (spriteToKillUID : number)

    On creation of both, KillingZoneSprite.spriteToKillUID = Sprite.UID

    On KillingZoneSprite hit, pick the sprite with KillingZoneSprite.spriteToKillUID and you can do whatever you want to the associated sprite.

  • Oh.. I thought he meant some object in the game.

  • So you learned more than you think. If you're changing / deleting / adding something major, it's best to save to a new capx. :}

  • In the image editor, select the fill tool. Right click the black area/s. That is, assuming it's a pixel style sprite (hard edges). Otherwise, you'll need to do it in Photoshop or similar (Gimp etc)

  • > Mhm okay, if you say so, also found another so its ok ^^

    >

    What can I say? I've got my screensaver set for two minutes. If your pitch doesn't make me move my mouse in enthralled anticipation within that time...I'm out.

    That made me laugh!

    Nice arts man.

  • You might find this interesting, and maybe learn how easy it is for them..

    Subscribe to Construct videos now

    but if there's no monetary value in your game, then I don't think there's much to worry about from guys like this.

  • Great stuff. Glad I didn't offend. With your positive attititude towards criticism, I think (and hope) you'll get there someday. I wish you the best of luck!

  • It's a shame you cancelled the project as I thought it would've driven you to work even harder, but hopefully that's why you've cancelled.. to give yourself more time to work on it

  • Yeah huge mechs would be cool! That little gif looks nice! Shame you didn't show more of the parallax though ;p

  • I'm glad you didn't see me as being too harsh. Sometimes I find it hard to give feedback when something is really bad, and your Kickstarter is bad, but you can still fix it! Between 4 guys, it should take a day or two to redeem yourselves and make a kickass Kickstarter page.

    When it's something as important as a Kickstarter campaign, it makes me a little mad when I see people waste an opportunity by not doing enough to sell themselves. I'm no expert by any means, but I've seen enough good and bad Kickstarter campaigns.

    I didn't know about not being able to change the reward tier after someone backed it.. but yeah that makes sense anyway... maybe you should add something in the description to clarify that error since it will confuse people.

    I'm not sure how much of that Kickstarter you can edit, but maybe you should put a little time into some research now and make that page a lot better. Tell people exactly what you're selling. TBH I'm still not sure if you're selling the team or the game or what..?

    Here's some links that might help you see where your campaign is going wrong..

    Kickstarter Crap -

    ^ This guy slates all bad Kickstarter campaigns.. I'd hate to see yours on there But he makes very good points..

    Preparing for Kickstarter

    ^ Very useful info

    ..and search Google for "kickstarter post mortem" and you'll find very useful info from people who document what they did right and what they did wrong.

    Just because your page is up, it doesn't mean your work is over. I'd say the hard work is just beginning ;}

    The main problems I see are...

    The game. It looks amateurish. There's nothing unique about it. Unless there's something you haven't added. You need to devote a section to the game and what IS so unique about it. What other ideas you have etc. Even add other game ideas you want to pursue. Also, I'd lose the weebly site along with the playable game. That game is nowhere near a point where you can show it. Work on that and get it to a point where it's very playable. Although people love good eye candy, graphics mean nothing if the game is fun to play.

    The video... as it stands, is very off putting. It needs to be short, and to the point. Leave out the team members' photos. As I said before, they can have their own spot in the description.

    The team... you need to state what each member brings to the table. With 4 members, I'd expect a better looking game (and Kickstarter page) tbh. Sorry if this is too personal, but why can't FOUR guys afford $400? If I'm thinking that, then other people surely will be too. That comes across as, you can't be that serious about your game / business if you can't fork up that cash between you guys. You mention you want to buy a Construct 2 license, but why can't you all pitch in and buy one? THEN ask for money on Kickstarter to fund artwork, music, etc.

    The description... too short and not filled with enticing info. Plus there's no structure to it. Where are the stretch goals? You also need to do a breakdown of where the money will be spent.

    Hopefully you'll spend some time researching and get that page looking better. Plus, work hard on that game. It needs a LOT of work.