BurningWood's Recent Forum Activity

  • Don't create "hype" create and market an experience. Hype is a lie that most people don't have the budget to do.

    Social Media depends on how relevant you are, so ask or hire someone with a higher relevancy then you.

    Make a press release to give to game journalists who cover indie games. Have the press release available on tumblr or your website so you can post a link to journalists or people of interest on twitter to read it.

    I just watched this video which should help you ask some hard questions about yourself and the game you want to market--

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    And here is my playlist for marketing indiegames

    https://www.youtube.com/playlist?list=P ... 4K_QEzR4dv

  • I have to give credit to the game for having a market watch as part of game play. I think it would be better to have a game teach people on how to be an indie team. After watching this video--

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  • So basically I'm making an asteroid clone and want to pin the a alien on a UID asteroid. I know how to pin 1 object to another, but how do I do it to a clone?

    I know this is super simple.

  • Thanks for the monthly curation.

  • Thank you

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  • megatronx and at

    I get the reset factor sucks-- it just sucks-- it's like learning to drive a four wheel car in a world that has converted to self driving cars. I've studied art to make webcomics and focusing on making games was a hard decision as it was a complete refocus for my life. Luckily those art skills help in making game art or I would feel the last 20 years weren't worth it

    I tried hard coding games in 2003 but debugging lines of code in C++ and Visual Basic for hours just ate me alive inside. Gamemaker for me was too complicated. I tried it in 2010 and flat gave up on game design again because of it. Unity also seemed pretty code reliant and not code light as C2 is.

    What I like about C2 is it helps me find my errors faster, and god willing, most times I get help from the community here or on Google Plus when I'm stuck, but yes I want to be better and faster at prototype to final product for things like Ludam Dare. This may take another year at the rate I'm going.

    I had to take a break from C2 for a year and am trying to catch up as people I know have been making both games and are close if not over the $5,000 dollar mark of money made from their games.

    I'm investing time with C2 and am looking forward to C3. However, at times, I wish this was like a Blender project, because I fear a Adobe scenario again with what happened with Macromedia where the software becomes so big and popular, a competitor buys it, raises it's price and basically changes not only the price but a bunch of other stuff. I really miss "Free-hand" :/.

    In any case, there are tones of game engines to make games for free like the unreal engine, it just seems easier with C2.

  • Catching up with Construct2 posts--

    I think about the old Stanford story on how he had made money during the gold rush. He made his money selling the equipment to the miners. Yes, some miners became rich, but Stanford made more millions than many of his miners. The same phenomena happened in web-comics with the Half-pixel crew and Penny Arcade. Interestingly it was the boom of decent graphics on computer screens with faster internet that prompted that ten year boom. However, the cross over between comics and video games help pave the way for PAX to act like a Stanford, creating a platform for indies to compete with larger developers on multiple devices.

    Looking at Timberman a huge success on the Android Market than a it's success on Steam, there is a visible cross market fro PC and Mobile.

    http://www.businessinsider.com/the-insi ... iew-2014-7

    However, considering Indie Game the Movie, focusing on the quality of the product matters the most as you want people just to play your games. This could lead to a publisher wanting to publish a game or work with you. Thus, another similarity to web-comics; this idea of gaining many likes or follower via the art you make. This kind of leads to the question of how much or what kind of marketing one has to do for mobile games?

    https://www.youtube.com/playlist?list=P ... 4K_QEzR4dv

    I contend, the indie games have become the next webcomics and people of all ages will continue to make games even if we have smart watches with projector screens instead of real screens. I believe this because of how the web comics creators and market has evolved.

  • jojoe Wow. Too bad I never really got #Blender to work for me, but I have #Daz3d and #MangaStudio, so this confirms a 2D Sprite sheet idea I had; however, I find it easy to draw than mess with rigs. I just tried a manual conversion below--

    Here's the list from Ludam Dare

    http://ludumdare.com/compo/tools/

    "Ase Sprite" had been my favorite so far. Tell me what you think <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • I just finished "Game Corp DX" and realized no one has really made a GameDev sim the way it should be. Here are my notes, and I hope it starts a conversation--

    http://store.steampowered.com/app/399670/

    LOL, stopped me wanting to go on Heists and shoot people in GTAV and back on thinking about game development. Ironically, there goes 6 hours I could have been doing developing a game. In short, it's a great game but it lacks the conflicts of development as seen in serious shows like Codemonkeys.

    This game reflects a “current trend” or a “historical prospective” of indie devs becoming AAA, and a happy story at that. In 6 hours or I think 7 years in game time, I won every award, had more than $900,000,000, and went from making crappy games to games of various scales and deadlines. The real life strategies of looking at markets, hiring and training new talent, and schedule a variety of games to pay monthly expenses helped me consider a real life business plan.

    However, I had no shareholders to deal with, no taxes or laws to cope with. "Zynga" being an example, it would be interesting to have to deal with outside pressure to make the company public, this causing tension between myself and the people I've employed who do not want me to sell out. The people themselves, should like to work with others and not like others for different reasons. It would have been nice to deal with "sexism" and "race" where play testers would give me tough moral dilemmas such as "bigger boobs" and "can we have less black and gay people in the game". The cause and effect would be, if I go with AAA standards, I would make more money, but would get more flack from certain groups. Also, what about distribution, is it online, or will have to deal with stores like Target or Walmart? Rating systems could also be in place and getting banned from countries which could effect press and sales over all like Rockstar?

    Imagine, EA is going to try and buy you out and you have to stop them from being a boss-- get it, a "boss battle".

    Gameplay Notes to Dev--

    Please add a back "button" in menus, and sadly the loss of skills due to specialization doesn't seem to make sense.

    Also, it would be nice to have some conflicts as mentioned before (*Cough, expansion pack).

  • There will be no official 3D support is what Ashley said in an interview, but I've seen a 3rd party 3D webopenGL plugin, so I suppose it's possible. Also, if I recall correctly Unity didn't start off as Unity3d in the beginning.

  • I haven't try this myself, but what about making a hi-rez Sprite font version of the font?

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BurningWood

Member since 29 May, 2013

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