Davioware's Recent Forum Activity

  • What began as a conflict over the transfer of consciousness from mind to machine would escalate into a war that would span over 4,000 years, and destroy thousands of worlds

    It's Flesh to machines. And It's a million worlds.

  • Personally I would prefer export to consoles rather than phones.

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  • But even when you use the layout editor to add the family doesn't it usually prompt you to add the variables to the object?

  • I don't know what the case is with OGGs for music, but it's a pity because OGG is an excellent format, (I just hate the name).

    what's wrong with oggs?

  • What is your plan on how to bring your commercial game (towerclimb) to the people?

    Marketing wise, It will certainly get reviewed on the indiegames.com weblog when it's released. Tigsource will probably feature it on the front page as well. That accounts for a bunch of people who like platformers. Other blogs and sites will probably review it also as the word gets out, which helps a lot. Word of mouth helps too. When people like something, they usually post about it in forums or whatnot, or on youtube. Towerclimb already has a bunch of videos and "Let's play"s on youtube posted by people who like the game.

    I don't have all the details on how I'm going to sell the game yet however. I'll most probably be using BMT micro or Paypal or some other payment handler to handle distribution of the file and payment processing.

  • Actually, all of my games are on gamejolt. It's a newish portal for exe based games and it allows you to get some ad revenue when people download your game (but the ad revenue system is down for whatever reason now). It's useful to host your game there because it also gives you graphs with day by day statistics regarding the number of downloads and pageviews. This is useful because if you see a spike in views, it usually means your game was reviewed or mentioned somewhere, and then you can use google to search for the article.

    And what's next? Or what do you do next with the game?

    Audia isn't really finished, it's more of a prototype than anything else. I might work on it more in the future. As of late however, all of my gamedev efforts have been focused on completing TowerClimb, which will be the first commercial game I release. The only way to make any substantial amount of money on gamejolt is to have a very popular game. Something along the lines of "I wanna be the guy". For every 1000 page views you get maybe 1-3$, depending on the day. The combined revenue for all 4 of my reasonably popular games is just over 20$ USD. Not much!

    Hopefully TowerClimb makes me a bit more cash than that. The alpha was met with praise, so hopefully people will love the full game.

  • Ah, ok then. I did miss the point. It 's just that you used the words "take a peek at them", which made it seem like you didn't want them to see what they contained. Since you used .ogg as the example it made it seem like you didn't want content to be easily accessed. Like you said though, it's for the sake of uniformity.

  • I know why you want this, but in this era of youtube and other sharing sites, it's very easy for people who haven't beaten the game (even casual users), to see all of your game's content in a video or some other thing. renaming music just so someone won't listen to it is a bit futile. Maybe make all the other files .ogg files?

  • I don't know very much on the subject, but i'm pretty sure you can't do multiple passes.

  • Very good idea. The exact same thing happens to me sometimes and I wish I could see what happened.

  • All I want is for it to be as stable as possible, and for the runtime not to crash, ever. Custom datatypes are great, along with the event based behaviors. Multicore support would also be mighty useful for those cpu hungry applications.

  • Hey Karl, nice pitch.

    The problem with it is that you have too little to show for such an ambitious project. Speaking from experience, it's very hard to find someone to help you with a project if you don't have a sufficient amount of content on display. A playable demo really helps in this area.

    Also, You say that the project is very popular, yet on your blog there are no comments, and only 2 screenshots of a few sprites.

    by the time I reach the level of skill required to, for instance, program the crafting/inventory system, all the project's popularity/interest will fade out.

    If your game is truly this good, people will not forget about it.

    Also, pretty much all of the very skilled Construct users around here have their own projects which they tend to. Asking someone skilled in an area for large amounts of their time to build your game,for free, is a very large request. The payoff in the end better be huge; and the only way to show that is by adding more content yourself, or better proving your games popularity. In general, games become popular after they are played/reviewed, or released an amazing trailer showing gameplay, etc.

    Of course I might be wrong, and someone will offer to help you for a while. You never know.

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Davioware

Member since 25 Sep, 2008

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