threadly reminder that /agdg/ thinks your game is a failure and sells modestly if you're under 15k sales
Ian Long
>t. nomoney fag who thinks he's a master memer
Caleb Price
My dream game consists of a Maplestory-like World-pathing system where you get from place to place, in a vanilla/alpha World of Warcraft-esque setting and skill system (think back when they were going to make the game more dark and edgy) with a Starbound/Terraria style deconstructable world that you could decorate, with factions of furry races like WoW's Alliance and Horde, all online.
Where do I start?
Josiah Lewis
Why do you care about other people's financial situations? There are literally people who are rich just because they were born lucky.
That's not a good way to live your meme.
Brandon Thompson
Anyone know what's a good number of Steam wishlists/followers before launch? My game has 600 wishlists + 100 followers atm, releasing in 2 weeks. Would that be enough to recoup the Direct fees for a 10 bucks game?
Isaac Walker
>600 wishlists That's maybe 3 buyers
Austin Diaz
>Pricing your game at $10
You are never going to make it.
That's high-end indie pricing.
Lincoln Evans
It somewhat works now. A lovely, botched A* algorithm that I think will be better working for this monster type than a well-made one. I like them wandering around instead of going straight to the player.
Bug: The monsters still go through solid tiles sometimes. They used to do more, but I fixed that with a bandaid fix. I'm not entirely sure what's causing it now.
Also, the FPS drops ARE because of some chinks in the code this time, probably because of the bandaid. I'll have to look into it.
Matthew Ross
>live your meme.
Ryder Jenkins
I need to sell at least 1750 copies at 5$ each to fund development for 1 year.
Assuming games take about 2-5 years to make, I'll need to sell 3500-8750 copies each game in order to live off of game dev.
Matthew Jackson
>Taking more than a year on a single project
I'm sorry, you were never going to make it, just stick to this as a hobby.
Jaxon Barnes
Threadly reminder that if you deny a fact, it ceases to exist.
Welcome to post-truth /agdg/. Enjoy your stay.
Andrew Ortiz
>I need to sell at least 1750 copies at 5$ each to fund development for 1 year. >Assuming games take about 2-5 years to make this is all sorts of broken.
Gavin Scott
Sorry, mobile trash mothers and 8 year olds aren't my target audience.
Jackson Brown
I don't. I'm just proving people wrong on the internet.
You need to save a little for when you get older through.
Thomas Lopez
>tfw fatty owned by little princess's screwball trap card
Gabriel Perez
This sadly.
It's fascinating how delusional some people are here.
Charles Nelson
What's wrong about it?
>implying I'm not just going to kill myself when I become incapable of dev What's the point of living if you can't do the only thing you love?
Aiden Jones
Threadly reminder that if you deny a creep, it ceases to exist.
Jose Gomez
Is anybody uses libgdx here? Can somebody give me a example code for how to implement collision to tilemap.
Retirement is a tool used by jews to slave you even further.
The only thing you should invest money in is yourself.
Aaron Murphy
>spending more than one year on a game >spending 5 years producing a game that can only sell for 5 dollars
Hudson Rodriguez
>>spending more than one year on a game Sorry, not everyone wants to produce below mobile shovelware tier meme garbage that nets you $0 on patreon and burns your braincells until you turn into an insufferable namefag cunt.
Adrian Ortiz
>There are people IN THIS GENERAL that have spent longer than 3 years on a single project
???????????????
Nathaniel Taylor
you're missing the point i was making when mentioning the year these games have been around for a long while and made their way to bundles, which boosted their numbers while not making a whole lot of money, and discounts there's also the fact that the indie landscape is changing and shifting, hurting the full-price sales even further since you mentioned the median, here are some articles i found through quick google pcgamer.com/median-game-sales-on-steam-are-down-dramatically-steamspy-says/ develop-online.net/news/average-indie-game-steam-sales-halve-year-on-year/0219745 these articles were written after 2015, so after most of >10k owners /agdg/ games made their debut. to save you the trouble of putting these through the archive, here are some quotes 16th april 2016 >Median indie games sales in April 2015 were 5,400 copies and they dropped to 2,800 in April 2016. But on the other hand the sales for #10 indie game in April 2015 were 104,000 copies and 102,000 in April 2016,” he tweeted. “So the tail become longer as more games get released on Steam, but if your game is one of the top indie titles, you're safe. if you're the big fish, not much changed, but only like top 5 /agdg/ devs can call themselves that, with only hopoo really being around anymore. you're probably in the tail. the amount of competition you're dealing with increased, having a good game alone won't defend you
Cameron Price
oof ow oh ow my gogem
Sebastian Rogers
both WtV have SIT have cleared your year of development threshold and both took around 2 months.
Mason Cox
...
Ayden Lee
>My dream game consists of a Maplestory-like World-pathing system where you get from place to place God damn, thanks for making me sad.
Wyatt Gomez
Then I should make at least triple of what I expect and enjoy myself significantly more by not making utter trash.
Evan Barnes
>implying we see the world the same nodevs dont get to see this world
Alexander Robinson
Name a single game that 1) Is good 2) Has at least 2 hours worth of content (aka you still see new stuff 2 hours into the game) 3) is made in less than 3 years. Bonus: The game sold over 50k
Alexander Gonzalez
>then I should make at least triple of what I expect monolith took 5 years right?
Logan Flores
Threadly reminder if you're not making a game, YOU cease to exist
Nathaniel Martinez
cool animation but where's the game?
Xavier Diaz
I recorded how I do ascii art.
Sorry for the shitty quality.
Ayden Watson
Faster than Light was made in 9 months.
Owen Turner
Should probably specify a game made by an indie team or solo. There are plenty of AAA games that would fit this.
Jacob Lopez
Older games had more time to sell it's natural for them to have more sales. It doesn't waiting some time if it pays off eventually
Brody Collins
What % of my portfolio should I allocate to Japanese bonds?
Camden Price
I need my sales now, my rent is coming up next month, not in a year when my sales get good.
Eli Cox
Monolith made some pretty big mistakes if their plan was to make money. It's too hard (cramped fast paced bullet hell levels with confusingly chaotic bullet patterns), so only a small niche will be able to enjoy it properly. The resolution is also shit, it looks neat as a retro aesthetic at first but it's like looking through a gameboy screen, you just don't see as much/clearly as you should.
Gavin Price
in 5 years any game concept can potentially go from fresh to stale.
Logan Johnson
>What is Owlboy?
Oliver Reed
>tfw after 2.5 years on twitter and constant updates you still have less than 200 followers
h-how does this work?
David Anderson
Googem has lost since he has never tried.
Don't be like googem.
Wyatt Ross
post twitter and we'll answer
Adrian Price
Every game by looking glass and arkane
Adrian Wood
Back to devving game after dicking around with shitty sprites forever. Much funner than drawing
Ryder Flores
Should or released a years ago then. You only have yourself to blame
Oliver Gonzalez
>post twitter and we'll bully
I'm onto you user. You can't trick me.
Elijah King
>doesn't want to shill his own twitter this is why you have less than 200 followers after 2.5 years
Aiden Thomas
AGDG should be renamed to Salt General lmao, goddamn
Easton Nelson
>Faster than Light was made in 9 months. it's also kickstarted. so it's not fair to compare it with others
Luke Parker
shilling among developers is breddy useless though. Unless you are retweeted by someone like notch you'll never leave the circlejerk.
Owen Long
We should add a rule that every post need to be followed with a pic of your game. That should curb shitposting.
Jaxon Torres
>gaining more followers is breddy useless though this is why you have less than 200 followers after 2.5 years
Tyler Thomas
>shilling (...) is breddy useless though this is why you have less than 200 followers after 2.5 years
Ethan Morgan
holy shit who comes up with this crap
Matthew Sanders
I wish I had a large company to make my games for me.
Julian Baker
Start by posting your game along with that Oh wait
Jose Rivera
"endless night" is okay, but "you are not the main character" is indeed stale as shit
John Mitchell
How does it being Kickstarted affect the development time?
Jordan Williams
Well i mean it's not like I haven't tried that. I'd even say it's one of my biggest problems that I can't find actual communities filled with potential players instead of just people who merely take note of development details.
I have threads in several indiedev forums but how many people really read those? You got like 10 original posters per thread, over a couple of boards. Even if every second had a twitter account it wouldn't really help much.
In fact, you'd probably end up with exactly the amount of followers that I currently have.
Logan Smith
>"endless night" is okay >make whatever game, then add a dark blue background with a light yellow circle for the moon WOOOOW
Colton Ward
Why don't you just draw regularly and then use a ascii art generator
Or is there a legal issue in using them for commercial products?
Gavin Sanders
I think it looks more iconic when it's hand crafted. I can't draw anyway.
Noah Brown
Ah, I see that you are a brainlet who can't think of anything beyond surface aesthetics.
Caleb Myers
you can exploit half of the themes like that
Sebastian Wood
If you aren't going to post your twitter than no one can help you.
Jayden Moore
>You are not the main character
Jace Allen
What's it gonna be about?
Also please provide trigger warnings for the irregular grid thickness on that fence texture.
Jaxon Carter
>born lucky
Imo, this is a bad way of looking at life. You being born isn't some random act, you are part of a line that existed countless thousands of years before you. If you are born rich, it means your line was very successful for whatever reason.
When you think that you just randomly were born to your parents and that you could have just as easily been born a crab or a flea, you're ignoring that your birth was a deliberate action on the part of your parents. You're just looking at your birth from your perspective, not the perspective of those that gave life to you.
Dylan Diaz
Can't you formulate an abstract piece of advice that is applicable for a broad spectrum of underrepresented social media outlets?
Or at least make some funny agdg-typical remark so I feel a bit better?
pls
...pls hlp
Jeremiah Myers
its a mobile game isn't it
Jack Jenkins
Your game's art is shit, is the most likely cause.
Ryan Nelson
>its a mobile game isn't it
I may come to /agdg/ begging for advice on how to be popular but I'm not that desperate.
Asher Campbell
???
Brayden Carter
Fair enough. Your art seems like it can get its message across
Landon Gomez
I'm very new to webdev but I'm quite okay with programming, I mainly work with c++ and embedded systems. I'm going to have lots of freetime and I want to tinker with some 3d games of sort, would you recommend an engine, a good library or bare metal openGL?
Also, does anyone use Godot for 3d?
Juan Murphy
Godot's 3D is pretty lame in the current version but it's getting a complete overhaul in 3.0 so that might be worth checking out.
Lincoln Torres
Godot is good if you don't want high end 3D. Godot 3.0 has better 3D though.
Brody James
I use libGDX.. Do you use Box2D and Tiled?
Grayson Baker
>tfw you'll never make a game half as good as CDF ghost ship
Jace Rodriguez
Niko was already been created.
Carson Butler
>there's only space for one cute animal character
Samuel Nguyen
No one is cuter than Niko.
David Mitchell
>he doesn't want the night to last forever smugluna.jpg
Connor Ward
did you have a close look a this part. this part is key.
// perform collision detection & response, on each axis, separately // if the koala is moving right, check the tiles to the right of it's // right bounding box edge, otherwise check the ones to the left Rectangle koalaRect = rectPool.obtain(); koalaRect.set(koala.position.x, koala.position.y, Koala.WIDTH, Koala.HEIGHT); int startX, startY, endX, endY; if (koala.velocity.x > 0) { startX = endX = (int)(koala.position.x + Koala.WIDTH + koala.velocity.x); } else { startX = endX = (int)(koala.position.x + koala.velocity.x); } startY = (int)(koala.position.y); endY = (int)(koala.position.y + Koala.HEIGHT); getTiles(startX, startY, endX, endY, tiles); koalaRect.x += koala.velocity.x; for (Rectangle tile : tiles) { if (koalaRect.overlaps(tile)) { koala.velocity.x = 0; break; } } koalaRect.x = koala.position.x;
that's for the x movement, you do the same with the y. i'm too tired to explain it to you tonight but key to pixel perfect collision is the for loop, look it up. study it and how it's applied here.
Carter King
Historical yakuza in sci fi setting (dungeon crawling w/ paper marioesque combat)
Ian Gray
>it's a 2D sprite platformer with a dash mechanic episode
Zachary Wood
>it's a 3D model puzzler with a dash mechanic episode
Jose Gomez
posting superior cute
Justin Mitchell
When is the next jam?
Nolan Adams
I'm making a RPG and don't know how to handle turn order Give me ideas
Samuel Roberts
"speed", "agility" or "dexterity" attribute
Xavier Jones
we're working out the code for the fair scheduling of dev duels