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Solidus

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Everything posted by Solidus

  1. I know a few artists/designers over there. I don't know about paying someone who is in China, though, if you are in the U.S. For $500-$1000 a month you could easily hire one of the guys I know, but the odds are they would stick to their jobs because of security. You can always try the Shanghai craigslist, but I don't know if scams are prevalent on there. True Valhalla: Revenue was very high. One game we had a hand in was "Infinity Quest". Revenue was much easier to make back when in-app currency could be more easily earned via people downloading other apps.
  2. Can I put an android game I in the showcase? Thanks!
  3. I think the cheapness comes from if you can hire them as individuals. The companies will still charge a good amount and the deals aren't that much better. Chinese have actually started outsourcing to Cambodia and (sometimes) India! In app purchases were always the best revenue. Ad revenue was very poor and paid apps even worse. Puzzle games and games that were extremely simple in design - just one click to do everything. Think about how simple temple run is to play, or any game where just a swipe or click is almost everything.
  4. Mostly Android and iOS, but I hope the information is valuable none the less. Actually, no! Our strategy was to release games (and we did ebooks) as fast as possible. Mostly time killers. Simple run/jump games, puzzle games, even just memo apps and stuff. Basically just keep hammering away and release as many apps/games as possible in a short time. Graphics were always GREAT, coding/depth of game play were not. Short cycle... 2 weeks. And everything was native, we weren't using anything like Game Maker. If we had been, we could have probably been pumping games out every week, ser
  5. Cool info guys, I'll probably have to pick one up!
  6. I am interested as well. Do you have an audience already to draw from, or will the site be starting fresh with no previously attained audiences to draw from? Are we looking at revenue sharing or straight cash-per-game?
  7. A cool program I've been using can be found online or for the iphone/iPad. It's called makepixelart.com
  8. Thanks for the feedback. I will only be releasing on android and it was really more of a learning process. From now on I'll be focusing on html 5 games with a big focus on simple controls.
  9. Maybe you guys can post about what types of art you have commissioned and how much it cost you. IE, how large was the image, how many frames, the style, etc. I'm sure the OP knows it depends on the size, detail, type, etc. of the art.
  10. A huge advantage to game maker is that the production cycle is shortened drastically, and the game can also be easily exported to other platforms like iOS, Android, Windows 8, etc. This brings in a lot more revenue over time. Imagine creating a game for iOS, Android, Windows 8, HTML 5 and Mac in one month. That's a lot of revenue sources, and if each month can be devoted to a game... it does add up.
  11. I generally avoid playing with sound effects and music on when I'm in public, but alone/in a private setting I use sound for most games I play. It is viscerally detaching to have no sound connecting what someone tells the game to do and what the game does. Even when testing my games, I hate not hearing the sound of a bullet firing or the sound of collecting a coin. I believe people need that kind of feedback to become invested in a game.
  12. opengameart.org is also a great place to find arts, sounds and music. I hope you don't mind piggybacking, I don't have any investment in the website, but it is an amazing resource.
  13. Hi guys. I worked for several months over in Shanghai, China, helping a developer create mobile games. They were the minds behind a few very popular iOS and Android apps. I'd love to fill in any questions you guys may have about the Chinese market, which is quickly becoming very profitable, or about game design, production cycle, costs for the company in particular, etc. etc. I'll tell you the biggest key for success was a very short production cycle and pumping out as much as possible over a short time.
  14. Is the link broken? I also can't see the images.
  15. I hope this is the appropriate sub forum for this question. I'm developing an html 5 game and I'm wondering if you thing a double analog stick control system would work well. The left stick is for moving in a direction and the right stick would be for turning in a direction and firing a weapon. It works quite well on android phones as a native app, but I'm not sure if this would work as well when accessed via a browser.
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