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Showing posts with the label publishing

"DualBall" released

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This is just to inform, that " DualBall " flash version was released yesterday to Newgrounds (click picture to access the game). Judgment process has already been passed, and users have rated the game to 2.88 stars (out of 5) currently. But it is a bit different story if this was worth all the effort. For some reason, this game has several setbacks during the development process (HDD failure, migrating from Linux environment to Windows, some lack of motivation, lost asset library, etc.). Anyways, we were able to finish and publish this game. We started developing this game somewhere in the beginning of August. I had an obsession to try how two objects could be controlled by turns using just one mouse button (or touch on mobile device). Even if I have not yet released any mobile games, I have spent lot of time thinking the UI for them. Anyways, when you are planning a game for mobile devices, you should keep in mind that controls should be as simple as possible. The...

"Dualball" the Game

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We have been working on two separate game projects in parallel. Now one of them is in quite mature condition and it is likely that it will be published in a couple of weeks. So it maybe is time to shortly introduce the game concept? Working title for the game is "Dualball". This is a platform game where player controls two balls at the same time with single click (or touch, depending on the device). The challenge comes from the parallel nature of this game: you must be able to do some multi-tasking and time your clicks correctly. Timely performance is rewarded with coins that are spread on the levels. Collecting all coins is not always straightforward, and you have to carefully think what kind of a sequence is required to clean up the level. We have been testing "Dualball" on flash and Android platforms, and it seems that the latter one is bit more convenient for this concept. However, game will be released in flash format first. Android version will follow ...

Turbomole statistics update

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Here's the latest chart showing the daily " Turbomole Trial Run " views over last 38 days. Total number of views is at the moment 36105, so there has been in average 950 views per day (source of data: Newgrounds Statistics). Still going strong, although the momentum is gradually slowing down. I decided to publish this game also on Kongregate, because it required very minor modifications. Basically, all I had to do was to remove Newgrounds API stuff and replace them with Kongregate equivalents. Since game was created with Stencyl, it was just matter of removing some blocks and selecting the new ones from the list. Another thing to do was to setup the Kongregate Statistics for the leaderboard implementation. And, of course, you had to remember add the block called "Setup Kongregate API" in the startup scene, to make sure that everything works as expected. BTW, there has not been too many views yet on Kongregate, but at least one comment was already receiv...

Fledgling game artist...or not?

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Most of the negative feedback on our games has been related to the poor quality of graphics and/or animation. I have to admit that these comments are appropriate: Our gamedev "team" currently has no artist at all, and actually all graphics are so far been drawn by me. And I'm really bad at drawing. Anyways, there has been a need for graphics and animation in our games. So I have tried learn to draw at least something using Gimp, Inkscape or Aseprite. Tools itself are not an issue here: there are plenty of tutorials and online manuals available. But even if you could use all tool features perfectly, it does not help a lot if you have no eye for art. I thought at some point that pixel-art would be a solution for me, and I dug out this tutorial:  Pixel Joint forum: Creating Pixel Art . Basically this tutorial was fine and everything was understandable, but I did not have enough perseverance to follow the guidelines. The theory of anti-aliasing and dithering was qu...

Game update: "Turbomole Trial Run"

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As defined in the "roadmap", we decided to make updated versions from our two flash games. Because the plan was made and the work seemed to be quite straightforward, I started evaluating and updating "Turbomole Trial Run"  flash game.  Game was originally created with Stencyl and published using the Mochimedia distribution network. I had no intention to do everything again from the scratch, so I dug out the latest development version from my backup disk and started to explore how game was implemented about half an year ago. I have to admit that my old "code" (i.e. Stencyl blocks) is not too easy to understand, mostly because of the bad "coding" style and missing commment blocks. But anyways I got an idea what I've done before, and started planning the modifications.  First task was to remove Mochimedia API blocks out from the game, and replace them with corresponding Newgrounds stuff (leaderboard mainly). I also started new game pro...

Gamedev plans

First part of my summer vacations is over, and tomorrow it is time go back to work. Luckily, I have still one week vacation left in the beginning of August. :) My game development activities have also been quite minimal for last couple of weeks. However, there is a small exception: I've been discussing with my brother how our gamedev activities should be continued for the rest of the year. And as a part of this process we have tried to sketch a roadmap for upcoming game releases. I work full-time in large telecommunications company and all my game development is done in leisure time, so there is a clear need for some kind of a rough plan to keep things progressing smoothly. First of all, we have a plan to release three html5 games in the next six months: Two smaller ones and one large one. Smaller games are planned to have relatively simple graphics and gameplay, so we are able to finish them ourselves quite smoothly. There are already technology demos up and running for both ...

Post-mortem: Soccer Breakthrough

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I decided to write some kind of a post-mortem analysis for " Soccer Breakthrough " flash game we released around 21st of June to Newgrounds (and Kongregate). Overall rating for the game has been 3+ stars at Newgrounds and 2+ stars at Kongregate. But there has been huge variation in ratings from different players: Some players have liked game a lot because of it's simplified gameplay and medal system. They even have encouraged us to continue same way with future games. But then there have been several comments concerning the lack of realism, the fact that game gets boring quick, most of the sounds are irritating (in fact, they are), and so on. I have even received direct requirements to change literally everything in the game. Yippee. Soccer Breakthrough was originally intended to be a HTML5 game with very simple gameplay and simplified graphics. However, we had very tight schedule because of my holiday trip, and we decided to make this release with Stencyl because ...

Stencyl and Newgrounds

Since Mochi Media is winding down the services  in the end of March, I started to look for alternatives for publishing and spreading my own flash games. Previously, I have posted couple of games to Kongregate just to test the flow, but there has been only handful of players for each of them (with zero marketing). However, I also posted Explopool  to kong for a week ago, and this time there has been enough players to get the ratings visible (2.7 / 5.0 stars at the moment). Clear progress, I would say. :) I have heard stories about Newgrounds and how demanding the audience is there. So it has been bit frightening choice for the fledgling game developer who is unsure about his own skills. Nevertheless, I decided to make a Newgrounds version of Explopool (with scoreboard and ads), and test how game publishing flow works there. Basically, integrating Newgrounds API to game made with Stencyl was very easy: Just create game project at Newgrounds and copy the API ID and encry...

Don't think - publish!

"No matter what you publish, as long as you publish something" . I have tried this strategy for a while when learning game development and released several flash games (or equivalent) without much self-criticism.  There are many hobby game developers who start a project, work passionately on it for some time, and finally dump it to the trashcan or leave to the drawer to wait for better times. And this is repeated over and over again, for every game project. Basically, there is nothing wrong with this approach: sometimes project has to be terminated for some reason. And there is always something to learn from each project, even if it was left unfinished and never shown to anyone else.  For most game developers the funniest and most interesting parts are concept creation and actual development of the game. Who would not like creating game assets and mechanics, or sketching characters and new worlds? Bug-hunting, game polishing and balancing are also tolerable tasks for most...

Creativity

How do you get ideas for games? How do you further develop and grow your ideas? Do you consider yourself as a creative person? Since I have long background on so-called non-creative sector, the concept of creativity is not too familiar for me. I have colleagues who consider themselves as hightly creative persons. But in practice most of them are rather systematic thinkers and great problem solvers, than truly creative persons. Of course there are individuals that differ from the mass, but there are not many of them.  In my daily work (as SoC specialist), most of my ideas are born because of practical need. There might be a task that no one has done before and there is no ready-made solution for that. Also because I am bit lazy by nature (typical engineer?), I will try to find  the easiest possible way to perform the task. Therefore, I write lots of custom scripts for a wide range of applications. This is commonly called as problem solving, and in many cases it has nothing to...

Learning process

After releasing my latest game-like work at Mochimedia, I decided it is time to have a small break in game development and evaluate how things have been going in last couple of months. My goal for the overall quality of my first flash game was not pretty high, but yes: I still was able to fall below that: game idea was not earth-shaking, graphics sucked, there were performance problems, and to top of it all the game had some nasty bugs or unexpected features. But hey: I was able to get something ready and distributed! I think it was the most important thing at that point, and it encouraged me to take next steps forward. Following game projects were bit easier to implement, and I was able to add some complexity to the game mechanics and graphics. But more complexity means also more work and to a certain extent also higher probability to errors. Couple of my projects have ended up in deadlock situation where I was unable to figure out how to fix them. I would say fledgling game dev...

Game marketing and promoting

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Since we are beginners in the field of game development, we have been learning game creation process, tools and production the hard way. During the process, we have noticed that making any game to the public distribution requires quite much: mechanics should be well planned and implemented, gameplay should be optimized, and game itself must be fun. Also, you should not forget the importance of visual appearance. To get all of this to one package requires lot of time and effort, but it is certainly possible and, ultimately, rewarding. But even if your upcoming game would be the first-class product, there is still one tricky question left: How you are going to get players to your glorious game? Do you just put the game to the distribution and then wait for success? I would guess this method works only for the very few games (or alternatively you are a famous game industry veteran with solid fan base). In most cases, getting large number of players for a game will require advertisin...

Serious or not?

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It's been months since my latest post to this blog, even though I have done something related to game development too. My day job related to semiconductors keeps me busy at daytime (and sometimes evenings also). I have got new responsibilities and at the moment I am very happy to my job. However, I started semi-seriously game development activities with my brother about 5 months ago. Our target was to learn how to develop and publish games, and even make some money besides that. To date, we have published seven small and simple flash games via Mochimedia ( edit: Mochimedia does not exist anymore ).  I can honestly tell you that only 2-3 of our games meet the characteristics of proper game. Rest of them are more or less stupid demos, but almost all of them work as originally planned. Every game has been better than the previous one, both from technical and visual point of view.  There has been thousands of players for our games, but still the ad revenue from Mochimed...