kahootbird

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  1. I would use caution with upgrades. Look up the case of lodsys suing app developers over an upgrade button a few years back. I think mazoku listed them all. The real challenge is just to make a worthy game. I don't think anybody can make a new platform to solve the problem of market saturation in sponsorship deals. There might be developer demand for it, but there isn't consumer demand. If anything many devs in the industry means sell tools for developers - maybe that's a niche. I'm sure there is market saturation in sponsorship deals because it's been going on a few years now, just like there got to be saturation in the flash games market after a while. It can't just be an issue of sponsors not taking games though - it has to be, on some competitive level, the games suck or aren't fitting the publishers similar games / portfolio. I doubt anybody can make a new platform or API of any kind to resolve consumer demand vs developer demand. if sponsors are the problem and you make a tried and true golden game then just go directly to players on the app stores and with portals and get good marketing. Need either an addictive game, multiplayer game or long play game to keep players coming back, those are the strategies that perhaps make the most sense - because there are people actually doing them. Just look at FRVR solitaire who marketed on reddit, slither.io who got (somewhat) lucky from pewpewdie's youtube video getting the game traffic, or sites like famobi that take longer playtime games with multiple levels. Lastly, facebook instant games might be something to watch in the future, but who knows. Facebook ads might also be a thing that works but nobody is talking or sharing data I know of. All of these strategies have risk and of course are much easier said than done. Then there's the fact that sometimes it takes making bad games to get to the good ones and figure out what people like, and a lot of time.
  2. Found a slight typo in the introduction - "chapions" should be champions. Amazing art. I second what others have said - could use slightly more explanation at the beginning to understand that four operations are being used to make 42 kill the enemies as i found it confusing at first and had to restart. Great concept for a game.
  3. I've noticed a lot of multiplayer games tend to end the domain name with ".io" I'm curious if this is a coincidence or if there is some reasoning behind it. For example - agar.io, slither.io, starve.io, slither even lists the google play game as "slither.io" and reddit has a listing for .io games https://www.reddit.com/r/IoGames/ Is there reasoning behind having a .io ending as opposed to a .com ending or is it coincidence? Just wondering if there is a reason for that trend. If you make a multiplayer game, should you also end with .io?
  4. So if non exclusive licenses go generally for $200-$500 how much do exclusive licenses generally go for these days?
  5. If one enemy ship fires on another there is no damage done - perhaps a bug.
  6. Technologies are rapidly shifting and I don't claim to be an expert (I don't know who reasonable could to a question like this) but I will give my best advice on this. A few thoughts / brainstorm: -Pixi.js is a means to access webgl. If your looking to get into gamedev, this is one viable option - but there is no sound output without another library. -A quick search on upwork.com returned 5 relevant results for "pixi" but that is only one source. -If your coming from a flash background and are an artist, you might look into animate.cc or an alternative. it's cloud based but does have html5 exporting support. -In terms of demand for web technologies, some knowledge is more stable (such as databases for example) and some shifts frequently. Javascript libraries is something that shifts frequently in the web dev world and it's good to be able to adapt to in order to stay relevant. I'm sure there is always going to be demand for making intros for a website though, for example, and if you can find a niche market and portfolio you could establish yourself that way. It's most ideal to be willing to adapt to market/client/employer demands every 1-2 years. -Check the tiobe index for similar technologies/libraries. Find out what people are using. *Edit: Also be sure to find out what people are using in the specific area you live in. -If you live in the U.K. there seems to be more job openings in that specific area for some reason for HTML5 technologies. I don't know why this is, perhaps it's more of a concentrated area like a big city or maybe it's the fact that's where Goodboy digital is, the authors of pixi. -Check your competitors - are they using pixi? Do job descriptions ask for using pixi in your area, or do you have enough experience in web development you could apply for a remote position? Do you think you could get a portfolio built up and a viable plan to either attract clients and/or an employer? -Pixi.js isn't an end in itself, just as flash wasn't (it's mostly dead now). Be willing to adapt over time. Hope that helps.
  7. There is a reason people have roles in companies - if your a programmer it might be worth considering focusing just on that and outsourcing the artwork. Critique and improvement is a learning, time consuming and harsh process. That being said, consider joining an art developer community where you can get meaningful feedback on your work and how to improve than you can get here. If your focus is sprite work find a community focused on that. Read books on the subjects, read about 1,2 and 3 point perspective. Imitate artwork colors from photos or other drawings using a small palette. knowledge of color theory would probably help. You have the internet at your fingertips. I'm not much of an artist, so take with a grain of salt but here's my critique: the first two images the colors seem out of place - it doesn't seem realistic or cartoonish, it just seems like you need to keep trying - it can take several attempts. The clouds are mostly a flat color and don't look puffy. There is actually a bit too many flat colors for a sky background - the sky looks more like a gradient if you want to take more of a realistic approach? Look out the window wherever your at at the sky - observe and draw. Sometimes artwork takes a lot of refining to get to looking decent. The third image is ok I suppose, and the fourth image seems like too much is missing - the angle bothers me because it's flat looking and we see a little bit of structure for a blue building with windows, but we can't see all the building or the sky. There is no sidewalk or grass, it's almost like we are standing on the roof of a building that keeps going up. I can't tell by looking at it if it's a brick building or what it's made of. I see a bicycle and what looks like two garbage cans -- but this image doesn't really catch my eye. The colors are dull - for a game that's not really good unless it was a horror game or something. There is no real focal point to the image, nothing stands out. Is this the message you want someone viewing the image to see? Dull colors, nothing of interest here? Google images for the side of a building or building sprite artwork. If you want to focus on spritework, you might look into sprite images from DOS or Nintendo games, maybe commander keen series for example. I suggest you start by observing, then drawing, and imitating, Slowly developing your own style. Hope that helps.
  8. It's not a bad idea if you wanted to make it harder for someone to view the HTML portion of code, you could try it with javascript to decrypt the main portions of it client side live on the web and probably mobile. It would have to be fast enough that you would not lose performance. But if that's all it is then I don't see what's to stop someone from getting the content once it's decrypted, it just might make the standard file-save as feature of the browser non functional. I wouldn't call this absolute web security. The user has the decryption key if they really want to get content and a decrypted version of that content in the browser. Also the terminology "absolute web security" would imply preventing attacks on the security of the site such as SQL injection and cross-site scripting - I don't see how it would prevent that at all.
  9. Is there any general guidelines about the resolution of the game? Why allow such a variety of technologies? WebGl, HTML5, Flash, and Unity. Does y8 regularly sponsor games made with any of these technologies? Asking out of genuine curiosity.
  10. I would think Ionic or maybe HTML5 + javascript with google maps might be worth a try, but I do not speak from experience with those, only what I have read. As for C/C++ modules, how are you going to compile that? Android uses java, and Apple devices use Objective-C. I suppose there is probably a utility to compile C to javascript if you google it. For general HTML5 game engine options, check this link: https://html5gameengine.com/ if you just want basic webgl, pixi is one option of many.
  11. Thanks for the tip! I attached a screenshot to the post.
  12. http://www.kahootbirdgames.com/Bumpercars/ Bumper cars game. Made with phaser P2 physics engine. Edit: Attached a screenshot
  13. Out of curiosity, are you spending all of your time making HTML5 games or just doing it on the side? I've always wondered the wisdom of either way given the somewhat new and volatile market.
  14. I rarely listen to music while working. Once I had a hard deadline to meet for a school project a couple years back and I was physically exhausted after work but needed an hour or so of work done for a hard deadline. I heard someone say they listened to hans zimmer and sure enough it actually helped. Dark Knight Soundtrack: Hans Zimmer is a famous movie composer with many tracks. I don't think I could listen to this particular track every day, particularity since it's composed more for a movie but occasionally it's interesting.
  15. Wait a sec - isn't marketJS developer driven though? i.e developers submit there games to the site expecting to get paid if the game sells? If I'm right in understanding that, then isn't it other developers who are ripping off these games and submitting to marketJS under the pretense of an original game?