sved's Recent Forum Activity

  • ahr Ech

    Thanks, I also look forward seeing all these in motion ^^

  • Usually people go to Illustrator because it's easier in terms of workflow (reuse elements, manipulation and such), but all pixel artists are most likely to use Photoshop instead.

    If you mean style, you may check on Braid, a platformer with a nice paint-ish feel and interesting time mechanics.

    <img src="http://images2.wikia.nocookie.net/__cb20100507135312/tig/images/5/52/Braid-screen01.jpg" border="0" />

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  • Thanks, I would love to see that too ^^

    I will try spriter soon, and I'm pretty sure Brashmonkey would have the exporter to c2 working fine by the time I get something acceptable to integrate...

  • <img src="https://dl.dropboxusercontent.com/u/61894646/tryscene.jpg" border="0" />

  • Have a devblog with very regular updates. Be reactive, always nice, enthusiastic and professional.

    I was reading this article this morning, some interesting insights: polygon.com/features/2013/5/29/4362838/the-birth-and-re-birth-of-klei (it's quite long, but nice to read)

  • No idea how I missed this topic so far, but that, sir, looks awesome!

  • I actually got mixed feelings about this one, I have it(and it really got the most ugly cover in my whole library) and if the non-digital approach to game design is refreshing at first, it's more a list of homework exercises with different constraints to try.

    Good if you are often short of inspiration, or are looking for ideas for a creative workshop/rainy weekend with kids/school masterclass... Best check it first.

  • I was reading this article on Gamasutra about user metrics, and how to take advantage of them.

    I'm thinking here about heatmaps for websites, but applied to a platformer,to check what are the areas most visited, to measure backtracking somehow, would that be possible?

    Edit: I found this article that links to this, but if I get the rough principle, code is beyond me.

  • Very nice to see the different steps of your drawings.

    I believe the product is good and can get even better. I paid money to support the people developing it so they can continue doing so.

    If I ever put a game on the market AND get lots of sales out of it, I would be totally fine with paying back a small amount of it to upgrade to commercial license.

    It's human, based on good will and makes sense on a business scale, all good to me.

  • Actually I don't think that is legal. If there is no legal front, there are no income declaration, no tax, and no liability in the transaction. One could "run away" with the payment, without giving access.

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sved

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