Recent posts by light_bringer777 on Kongregate

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Topic: General Gaming / The Truth about people,Who call themselves Hardcore Gamers(or in any form of media)

Originally posted by Immortal7777:

mad because he sucks at games

Generally I just use “hardcore gamer” to differentiate between casual gamers and the rest.

 
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Topic: General Gaming / What do you want in Learn to Fly 3

I remember Greg contacting me about one medal that didn’t got sent in real time, but I haven’t really heard much from him since and I did discuss my plans for a biug patch with Kongregate, so like I said, they’re probably waiting on that patch.

Otherwise I would probably have received a couple reminders, especially since it’s not a hard problem to fix most likely.

 
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Topic: General Gaming / What do you want in Learn to Fly 3

Originally posted by ghostcaber:

you should add some badges in LtF3

Not my decision, it’s up to Kongregate but since we’ve been discussing this next big update I would bet they are just waiting on this next version to put badges to draw more people in and see the changes. Haven’t had a word on badges from them, so this is just a guess, but they were discussing badges with players days after the game was released so there’s probably a reason they’re not up yet.

 
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Topic: General Gaming / What do you want in Learn to Fly 3

Originally posted by Tulrog:

Rodeo mode sneak peek on Lightbringer’s facebook page.

Not a mode though, it’s one of the new items I’ll be bringing in with the big update.

The extra mode will be “Gliding Mode”, which should replace bodies with gliders, launchers with a ramp, and brings back gliding mechanics. LtF1/2 in the LtF3 engine basically.

 
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Topic: General Gaming / Banning free to play dlc,pre-orders and micro-transactions

I think it’s only a matter of adjusting to it all.

Developers are learning to make their monetization less intrusive, but most importantly players are hopefully learning to vote with their dollars and not get manipulated.

There are many cases where DLC, micro-transactions and pre-orders have been perfectly fine things. There are certainly others where they have been complete disasters, but I really believe it’s better to view this as “Do it right or you’re not getting any money from me” rather than “Omg we have to ban all these things that some devs did wrong.”

 
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Topic: General Gaming / What is your opinion on idle games?

Love playing them in the background while I’m working.

 
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Topic: General Gaming / What do you want in Learn to Fly 3

Originally posted by Not_An_Anagram:
Originally posted by light_bringer777:

Plus the game is already 100% complete and free. This would literally be extras. And kickstarter backers would get a free pass.

So if you don’t think of something to add, would you make some aspects of the bonus shop premium? I actually don’t know how you would do that, since people have obviously already used it.

No everything that is currently in the game remains completely free. I’m just looking for stuff to add on top of it all. People have asked to purchase Bonus Points though so I’ll probably add more levels to everything in the bonus shop and allow people to buy BPs or farm for them normally. I really want to keep the game the way it is and just add extras around it.

 
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Topic: General Gaming / What do you want in Learn to Fly 3

It’s been discussed before; no monetization will be the death of the series. I tried it, it’s how the game is right now, and the money simply isn’t there anymore. I can’t come up with new stuff if I don’t have the resources to support months of development costs, so I have to play the hand I’m dealt and get something back from this too big project that was Learn to Fly 3.

Plus the game is already 100% complete and free. This would literally be extras. And kickstarter backers would get a free pass.

It’s not a question of whether I think I should or not; it’s whether I can keep on making games or get a regular job. Right now, LtF3 has earned me a fraction of what working at minimum wage would’ve, and I doubt it will even earn anything near half that amount if I don’t do anything at this point.

 
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Topic: Game Design / Teaching the mechanics of the game

Before I begin I just want to point out that this is only my opinion, and it’s not sugar-coated whatsoever, just the thoughts that went through my head as I played..

Okay so first and unrelated to your question, the game is too small, doesn’t scale with browser zooming, and the font is incredibly difficult to read.

The initial bunch of text in not needed, didn’t understand half of it, the boxes appear all over the screen in apparently no particular order or arrangement, icons are unrecognizable, and then at one point it said “press run” but there’s no “run” on the screen. Normally, you would’ve already lost me right there. At level 4 or 5 there’s a text that reads “use this to adjust your path” and “if there is an obstacle blocking a jump you will only jump 1 space”. Use “this” what? And what do you mean jump 1 space? If there’s an obstacle I die, I don’t jump 1 space… anyway.

I played a couple levels and here’s what I would do with your game to teach the players: Force them through the basic mechanics. And let them play as soon as possible, a little between each new learning.

First level would be similar to what you did, but have only “Click this button” to get the game running. The player now knows how to run the game.

Second level would show pickup items with “Get this”, “Return here” as text, and placed accordingly at the pickup and the starting point. The player now knows the goal.

Third level would be missing a single element, like 1 platform or a misaligned one, with only something like “Click here” text. Maybe a small animation that would show them to click at the right spot, move the mouse in the right direction and release, skipping unneeded text. The player now begins to understand the challenge.

Fourth level could probably be to leave the player complete a regular level on his own. Maybe 2-3 levels in increasing complexity. The player now has a decent grasp of the basics.

Then introduce obstacles simply as “You cannot jump over obstacles” or something, and so on… The least amount of text, the quickest way to actual playing, and teach only 1 thing at a time, giving the player a little time to experiment with each new element.

All in all, I’d say you aren’t too far from doing a good job at teaching the mechanics, but it feels a little all over the place and disorganized. There’s a bit of “what the hell is he trying to tell me???” and that’s not good. Add to this that the game is small and it’s hard to make things out and you’ve got a pretty rough early game IMO.

Also remember to favor “showing” over “explaining” so that there is less reading involved.

 
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Topic: General Gaming / What do you want in Learn to Fly 3

Being entirely free is what’s going to doom the series though, which is why future Learn to Fly games will probably be sold on Steam or something.

There’s >$100,000 in this project and I doubt I’ll be seeing $25,000 from ads, so it’s kind of a financial disaster. Ratings/plays-wise it’s a success, but the money simply isn’t there anymore with ads being worth less and less on top of people using ad-blockers (which I have nothing against btw, I use them). I’m not talking about you in particular, but if you like something, you have to support it somehow if you wish to see more.

If I can keep a perfect balance I’ll certainly do it, but it remains a single player game after all, and kickstarter backers already get some relatively unfair advantages.

Plus opt-in ads are a wonderful way of exactly not putting stuff behind a paywall.

I’m thinking about content that is not game-breaking, and that could be acquired by grinding, watching ads OR paying. And not paying “only $179.99” like some crazy F2P games out there. I’m fully aware the majority of my playerbase can’t spend on my game, and I’m not going to just drive them away.

 
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Topic: General Gaming / What do you want in Learn to Fly 3

Hey everyone, Kongregate offered me to add “opti-in” or incentivized ads along with in-app purchases on Learn to Fly 3.

The game wasn’t originally designed around those, but it’s hard to say no to extra revenue when a project took so long to develop.

So anyway, if I was to add “premium” content to Learn to Fly 3, is there anything you would like to see?

 
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Topic: General Gaming / Is grinding in free to play games,The equivalent of bullshit?

If a game sells you (or hold behind excessive grinding) anything that could grant you an advantage over other players, that is P2W.

If normal progress or cosmetic items require a ton of grinding, that’s not P2W, that’s bad pacing.

I have yet to see anyone who thinks P2W is a good thing, and it’s giving all F2P games a bad rep.

 
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Topic: General Gaming / Anyone here play league of legends?

Used to play it quite a bit but the community was just so terrible…

 
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Topic: General Gaming / Learn to fly 3

And it finally is also here on Kongregate:
http://www.kongregate.com/games/light_bringer777/learn-to-fly-3

 
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Topic: General Gaming / Learn to fly 3

Oh and Fishing Cactus released their Learn 2 Fly mobile app.

http://learntoflymobile.com/

 
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Topic: General Gaming / Learn to fly 3

Aaaand it’s officially released on its sponsor page: http://flashpenguin.com/game/learn-to-fly-3

Working on making stats work on kong and switching our online saves to work without extra login as Kong requests… ETA: 72 years.

 
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Topic: General Gaming / Learn to fly 3

This is it guys, finally got the OK to release tomorrow.

I honestly have trouble believing I’m writing this myself at this point XD

 
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Topic: General Gaming / The "What was that game called?" Thread

Been looking for a game where you fought other robots 1-on-1 and the game was essentially “rock paper scissors” where you could transform into one of 3 forms which each had a strength and a weakness to other forms. The goal was to push the opponent until they fell off the platform iirc

Anyone remember that?

 
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Topic: General Gaming / Idle Games...Why?

Originally posted by CamoMag:

Haha…i’m quite sure of that. Idk, i can’t say much because i don’t really kno how to make my own games and i’m sure its a challenge to make something like Sonny or Endless Zombie Rampage. but idle games just seem like the easy/lazy way out.

I was actually wondering myself the other day whether the average player would look kindly upon games such as Endless Zombie Rampage if they were released today. Browser games quality has gone way up a few years ago, and that hike in development cost pushed some changes on the industry.

I mean I remember being crazy for games like http://www.newgrounds.com/portal/view/359194 back in the day.

 
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Topic: General Gaming / Is there some sort of ban?

They’ve been doing that for as far as I can remember.

 
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Topic: General Gaming / Is there some sort of ban?

Kongregate has a handicap $1000(ads) + month prize if you win…
No one will ever get $15000 from kong with a free flash game.

Learn to Fly 2 earned more than that on kongregate since they share their revenue with the developers.

 
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Topic: General Gaming / Is there some sort of ban?

Originally posted by hamuka:
Originally posted by tvlab13:

So basically, game devs don’t care about the gameplay experience any more, or have any respect for the players…. they just want the quickest route to their money.

While at it, do you know how much a flash game costs

Let me just take the example of Learn to Fly 3
Putting together the costs of programming, cutscene work, art and etc.
The amount of money needed to fund the project was $15,000 at a bare minimum

Bear in mind that, if you get the highest amount of ad revenue Kong promises on this Developer Centre page ($2.00 per thousand views)
It’d take 7.5 million views to make back the money invested in the game
That is pretty close to unachievable for any single-player game that doesn’t get daily advertising (like some games on here do nowadays)

It’s sad, but we have to face it: as of now, good games are not worth the effort, and are sometimes even harmful to its developers

With you on the whole argument, but just for a healthy dose of realism here, because cost of development is so poorly understood and so few people seem to talk about it:

Learn to Fly 3 is a 3-years project, probably more around 2 years of full-time work involved (sickness and all).

At $20/hour that represents $41,600 a year, or $83,200 in salary if I was paid by the hour. Cost of living however is about $40,000 where I live with mortgage and all, so 3 years means a development cost of $120,000 on my part.

The kickstarter cost about $3,000 to run. About $6,000 was paid for art and animations, something like $1,000-2,000 (?) for server, website and online saves and everything, about $40-50 a month for said servers, around $2,000 for software, tools and licenses, another $1,000 in sound and music, over $3,000 in accounting fees, and I’m probably forgetting stuff here.

So either 83k or 120k + 3k + 6k + 1.5k + 2k + 1k + 3k….

Learn to Fly represents an investment of $99,500 to $136,500, ~$4,000 of which was provided by crowdfunding (7k minus 3k cost of campaign).

For a browser game.

That is the cost of game development.

Just for fun:
A quick project, something taking like 1 month, means ~172 man-hours.
That’s $3,440 at $20/hour, more if you want a better salary.

A medium project of say, 4 months on a team of 2 represents ~1,376 man-hours, or $27,520 at $20/hour.

A large project taking a year for a team of 5 would take ~10,400 man-hours, and that’s $208,000 in wages alone. $312,000 if you want $30/hour. At $40/hour, which is about what some friends in the software business earn around here, you’d be looking at $416,000.

Games take a cr*p-ton of money to develop, and that’s before you even account for royalties, licenses, tools, freelance work and support/maintenance.

That’s why we’re seeing low(er)-development cost games, or micro-transaction schemes and all those freemium games and everything.

 
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Topic: General Gaming / nintendo should make zelda a girl in the next game

Originally posted by Zamnfan1997:
Originally posted by RollerCROWster:

zelda has been a boy in every game that is sexist nintendo should check their privilege and make a strong independent woman zelda.

Not sure if trolling or legitimately this stupid….

That’s like 2000% troll.

 
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Topic: General Gaming / Is there some sort of ban?

Originally posted by tvlab13:

So basically, game devs don’t care about the gameplay experience any more, or have any respect for the players…. they just want the quickest route to their money.

That is a childish thing to say. Imagine this:

You can have either of these jobs in the exact same field.
Job A earns you $1000/week with 30 hours/week.
Job B earns you $500/week for 50 hours/week.
Think many people would pick A? Would YOU pick a job that pays less and gives you less free time?

As a matter of fact I kinda personally did with Learn to Fly 3 and I can only assume at this point that it will be a financial disaster. Sponsors weren’t interested because it was “too big” for the current market. I could probably have either tripled my salary or worked half as much if I had gone for more trendy stuff or smaller projects.

And again, remember that a play is a vote. Devs produce what people play. Games that get on the front page are there because play them and rate them well.

 
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Topic: General Gaming / Buying a Game from a developer.

Definitely possible, but I would say you have it backwards.

If a dev made a game (i.e. invested thousands of dollars and hours into a project), selling it is the nice part of the job. A dev could sell an entire IP once finished, but you’d have to make an offer than could outweigh the potential revenues.

The way this is more likely to happen is you order a game from a developer, ask for all rights on the IP and pay them upfront. This would be the value you add for the dev; you guarantee revenue and finance the project, they abandon the rights.

But yes, definitely possible, and requires little more than a contract in many countries. You can either go for purchasing entire Intellectual properties or getting license for particular rights you desire (e.g. can sell the game but not develop derivative work or things like that)