TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Page 78 of 79 FirstFirst ... 28333843485358636873747576777879 LastLast
Results 1,926 to 1,950 of 1967

Thread: What are you making?

  1. #1926
    Member
    Registered: Aug 2004
    Thanks, henke. Yeah, there's a chance each move that a cloud (or any wind-borne object) goes one hex off from the prevailing wind direction. I dunno, I prefer it this way? The minimum 60 degree turn is a bit distracting, I agree, but having all the clouds move in a straight line without spreading out/diffusing/billowing looks unnatural, IMO. It would also mean that fires only spread in one direction instead of expanding as they go.

    Do you think it would help to smooth out the turn or something?

    Random debugging woes: I've been trying to figure out why the smoke cloud at the top vanishes without fading out first. I put in some debug info and poked around and was able to solve a different bug (the one near the middle where a cloud "pops" back in for a single frame after fading out), and now I can't explain or replicate the "disappearing without fading" bug. Hmm. Maybe it's gone. Or maybe if I took some more video...
    Last edited by Pyrian; 13th Sep 2017 at 02:49.

  2. #1927
    Member
    Registered: Aug 2004
    Alright, time for some transition prototypes. These are strictly quick prototypes, any "real" versions would be hand-painted, smoothed out, and varied instead of copy-pasted. Also, no shorelines yet.

    Here's a section in the game as-is:


    In this approach, border hexes get some bits of rock or grass from adjacent hexes all throughout the hex. The direction of adjacency is ignored:


    Here, the approach is similar but the direction of adjacency is taken into account:


    Finally, in this prototype, we're smoothing out the corners when two hexes are the same but the third is different, reducing the jaggedness of "straight" lines:


    I would really appreciate any opinions on which approaches you think work best! Thanks.

  3. #1928
    Third one looks more natural to me.

  4. #1929
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Yeah, the one with adjecency taken into account looks alright.

  5. #1930
    Member
    Registered: Jun 2004
    Tbh I found the transition so subtle I actually had to spend a few seconds trying to find what is transition to what :/ I'd make it much more explicit.

    On my end, I wrote a one-year retrospective on moving to Seattle for indie game dev:


    Considering Moving to Seattle as an Indie Game Dev? My one Year Retrospective



    If you want to move to Seattle to pursue indie game development, I’m now you one year into the future. Looking back at my experience, I have attended many more gaming events than before, met countless developers in my shoes, fostered promising business connections, and got a chance to showcase my upcoming game frequently. But there are some disappointments as well, such finding a flourishing social life like I had before. Here are all the pros, cons and what I learned from living in Seattle for a year.

    Continue Reading ->

  6. #1931
    Member
    Registered: Aug 2004
    Thanks for the feedback, everyone.

    Quote Originally Posted by Yakoob View Post
    Tbh I found the transition so subtle I actually had to spend a few seconds trying to find what is transition to what :/ I'd make it much more explicit.
    Hmm. Making the transitions less jarring was exactly what I was going for. I'm not quite sure what you mean, honestly, but I can't afford to make separate transitions for different types, by and large. I'm already at 96 sprites for the strategy I'm pursuing, which is about the same as the rest of the terrain system put together.

    Quote Originally Posted by Yakoob View Post
    Perhaps I got lucky, but I built a pretty big friends network in LA, in 3 completely different circles – something I have yet to even get close to doing here. I do not miss the “always-hour-late” and last-minute flakery of many LAlites, however.
    I would swear these is a world-wide cultural correlation between friendliness and tardiness. It's like you can either stop and chat or get to your next appointment on time, but not both.

  7. #1932
    Member
    Registered: Aug 2004
    Grass transition paintings were quick to do. I hope they look as pretty in game as they do on paper:


  8. #1933
    Member
    Registered: Aug 2004
    Basic grass transitions in-game. Way more work to import and setup than they were to paint!




  9. #1934
    Member
    Registered: Aug 2004
    Grass transitions now have "corner cutters" to smooth them out. Here's a before and after view of the grass transitions:





    Hope y'all are proud of yourselves 'cause I wouldn't have done this if you hadn't pushed me to it. Took about 7 hours, only 1.5 of which were programming (thanks Toggl), which is kind of an indictment of how much free time I have lately. I hope to do the rock transitions in 5. I'm still not sure what I'm going to do about dirt/mud shorelines.

  10. #1935
    Member
    Registered: Jun 2004
    Nice, that looks way better!

  11. #1936
    Administrator
    Registered: Oct 2000
    Location: Athens of the North
    Agreed - that looks much less jarring while still keeping the hexes intact.

  12. #1937
    Member
    Registered: Aug 2004
    Belated thanks! Stone transitions are in! Basically done the same.

    Before:


    Paintings:


    After:

  13. #1938
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Man, that's starting to look incredibly good.

  14. #1939
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Yeah, holy shit, all that iterating is really paying off! It looks very good, those stone pebble transitions add a lot.

  15. #1940
    Member
    Registered: Jun 2004
    Yea I'm digging it. Feels very unique compared to most top-down 2D strats!

  16. #1941
    Member
    Registered: Aug 2004
    Thanks, everyone, that's very reassuring.

  17. #1942
    Member
    Registered: Aug 2004
    I'm trying to pick up the pace with spell-created terrain add-ons. Here's the first six: Flowers, healing berries, thorns, icicles, ice, and spikes.




  18. #1943
    Member
    Registered: Jun 2004
    So 52.45% of People Playing my Indie Game Have Pirated it…



    Three weeks after release, I shared this statistic with a few online dev communities. The response and questions that followed surprised me more than the piracy itself. So I wrote an article with full details of how I got the number, and what I make of it. of it.

    Also I just downloaded one of the pirated copies of my game. They asked me to remove my ad-blocker to keep their site running. Oh the sweet irony:



    And wow - they sure put extra effort these days...



    (FYI the red box is my own, but they changed the game header)
    Last edited by Yakoob; 27th Oct 2017 at 20:47.

  19. #1944
    Member
    Registered: Mar 2001
    Location: Ireland
    I'm really not a fan of pirates desecrating your splash screen to advertise themselves.
    That's just going too far.


    More seriously, I'm surprised that the ratio is that high. €3 is not exactly any significant amount of money.
    Last edited by Nameless Voice; 27th Oct 2017 at 23:43.

  20. #1945
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    I did a check on Piratebay and Bipolar Game was not worthy of a torrent. Hmm.

    So Yakoob, would you be willing to share sales stats? I'd be curious as to how many sales the game has had vs the pirated amount. I know it's 52% but how many.

    For me, piracy does not faze me. It's been part of the games industry side of things since day 1. It's always going to be there. We may not like it, but nothing will change it. There was a study done in Europe a few years ago where they did research into video game piracy and it actually turned out that piracy had zero effect on sales from a negative perspective, as those who would have bought the game legit did, and those who pirated never would have. Compare this to the movie industry where piracy does have a significant impact as the ratio of "would have paid for it" is FAR larger.

    How would I feel if someone pirated my game? I'm not sure. I'd rather just not know + I've been giving away free copies quite often anyway. And sales haven't been that huge (under 200). For me I just wanted to get one of my games onto Steam. It wasn't for the $$$, it was more just the want to have something I made make it on there. If it made heaps of money then bonus .

    And it got me my current job as a teacher at a university teaching games development. For me, that's a great outcome.

  21. #1946
    Member
    Registered: Aug 2004
    The irony is just dripping. Ugh.

    That study, man... I mean, it's just a survey. Their methods are interesting, but there's literally no way to calibrate their effectiveness. I wouldn't put any stock in it at all, which is honestly about what the study says with its rather enormous error term. And really, I think the type of game and type of monetizations and even type of crack are important factors.

    Quote Originally Posted by Nameless Voice View Post
    I'm really not a fan of pirates desecrating your splash screen to advertise themselves.
    That's just going too far.
    I distinctly remember them doing that on Apple ][ games.

    Glade Raid anecdote: I had a hell of a time actually getting that screenshot. I needed six spell effects on screen, two of which required prior spells to pull off. So I just set about creating all the effects with the Druid in-game while the Ranger provided covering fire, slowly dropping the enemy slingers. Then a couple Fell Badgers and a Knife Boggin got across the river (sped up by the handy ice) and everything went to hell. I tried to have the Berzerker use extra-dodge while the Kern and Ranger applied their missile weapons, but the Berzerker dodged onto the ice, slipped and fell over, whereupon the badgers tore him to shreds. Then the badgers confounded my counter-attack - one went on the defensive, and the other ate all my healing berries! With two undamaged Fell Badgers rampaging, I broke down and started throwing spells at them (instead of continuing to prepare the screenshot), specifically tremor. That bought me a breather - but it also knocked all the icicles off the bushes, and more enemies were arriving.

    I ended up re-starting the level.

  22. #1947
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    I used to love those crack files included in the warez stuff back in the 90s - early 2000s. You'd get the Amiga / Watch Dogs's Dead Sec style hacker screen with the awesome Amiga / early 90s techno style music. I know that piracy = bad, but I loved those.

  23. #1948
    Member
    Registered: Mar 2001
    Location: Ireland
    I don't think there's anything wrong with piracy if a) the person wasn't going to buy it anyway and b) it was acquired for free.

    Copying digital data is a victimless crime, no one actually loses anything for it other than potential earnings, and if they weren't going to buy it anyway then I'd rather people were at least playing my (potential) games than not - plus, they might even decide that they like it and buy it later, or recommend it to someone else who will buy it.

    Far worse is non-free piracy, like the people in that photo selling pirated games on disc, since those people are actually taking money from folks who are willing to pay for the game and not giving the actual developers anything.

    Also not a fan of those key-selling sites that acquire keys in dodgy fashions and then undercut the developers. In you particular case, it doesn't look like they sell Headliner, though.

  24. #1949
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    On a side note I got asked if I'd like to have Bipolar Game in a Steam bundle. Some bundle called "Cubic Bundle". I made about 2x the amount of cash I normally do on Steam the last time I tried one of them, so I thought meh why not. Can let you guys know how that goes if there is interest.

    To give a ratio of the last one, there was about 3,000 and something sales (at a pay what you want rate) and I made about $300-$400 out of it. So was alright. In comparison I've only made like $300 from pure Steam sales so far. At the time of the bundle I'd made about $150 I think.

  25. #1950
    Member
    Registered: May 2004
    Nameless Voice is exactly right -- piracy is not a bunch of bad people set out to rob you, it's a bunch of essentially good people rationalising away not paying you three dollars so they wouldn't feel bad about it. Deep down they probably know that they are doing something wrong and that they are not entitled to play your game for free.

    Here's a video on the topic of this type of dishonesty, with even a couple of suggestions on from what angle to tackle it (seems like guilt-tripping actually works):


Page 78 of 79 FirstFirst ... 28333843485358636873747576777879 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •