Recent posts by acedragon64 on Kongregate

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Topic: Kongregate / Anniversary Giveaway

I have been here for a little over two years. I started playing earlier than that though. I started my account Feb. 24th 2010.

 
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Topic: The Arts / FL Studio 10 Collaboration

There are lots of tutorials for FL on YouTube. They should be able to get you started.

 
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Topic: Kongregate / New Developer to Kongregate: Educate Me! :)

Originally posted by Ericzander:
Originally posted by acedragon64:
Originally posted by racefan12:

People come to kongregate to play free games, not a free demo.

A demo is a game.

A demo is only a piece of a game, and not a full game. So calling it a game is misleading, and people don’t like to be mislead, and that is why they would down-rate it for only being a demo.

A piece of a game is a game. And if he states it’s a demo, than he should not be downrated for it if it’s a good one.

I did not say it should be downrated, I said it would be.

 
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Topic: Kongregate / New Developer to Kongregate: Educate Me! :)

Originally posted by racefan12:

People come to kongregate to play free games, not a free demo.

A demo is a game.

A demo is only a piece of a game, and not a full game. So calling it a game is misleading, and people don’t like to be mislead, and that is why they would down-rate it for only being a demo.

 
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Topic: Kongregate / New Developer to Kongregate: Educate Me! :)

No, most people will not take it kindly. The reason is because Kongregate is a free game site. People come to kongregate to play free games, not a free demo. A lot of Kongregators even hate in-game purchases. So your game won’t get the rating it deserves for gameplay, even if you stick “demo” in the tag.

Oh, I created a Threshold account today. Very fun, but a lot of rule reading ;P

EDIT: Sorry for sounding so harsh. Just wanted to make sure what I was saying was clear.

 
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Topic: Kongregate / I'm a high school student. Am I able to make money off my games.

Why not do both? You’ll have to sacrifice some of your social life but if you’re doing what you love I’m sure there’ll be no problem.

 
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Topic: Kongregate / Kongregate Purchase Funorb Games?

Jagex is still keeping the games up apparently, and are just not updating them. The Fanbases of the games probably wouldn’t like the idea of the games either being moved or being updated by another company. Not to mention I highly doubt this would be a profitable move for Kongregate.

 
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Topic: The Arts / Chat Room Logo

Make the Sun an hourglass.

 
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Topic: Game Design / Dakija - Turn-based Browser RPG [Demo Online!]

How open-world do you plan to make this game?

Originally posted by UnknownGuardian:

This forum is fine. You aren’t looking for a team member, which is what collabs is mainly for.

For your indiegogo, you might want to redo the audio portion of your video. The voice is really muted and hard to hear over the music some times, which could discourage people from donating to your game.

Subtitles would also be nice.

 
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Topic: Collaborations / Poetry / Story Writer Wanted

Screenshots would be nice. Can you do cutscenes?

 
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Topic: Off-topic / What do you think is the best man made invention ever?

The written word.

 
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Topic: Kongregate / Is is safe to buy Kreds from Kongregate?

Absolutely! Kongregate is owned by Gamestop, a major company in the game industry. I have never had an issue with buying kreds. If your Dad still doesn’t trust Kongregate than he can buy a Gamestop giftcard and use that to also buy Kreds!

EDIT: Also, Kongregate has a Paypal option if your Father would prefer that.

 
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Topic: Kongregate / Kongregate Plus

I would say it is worth it. The ability to play ad-free on Kongregate while still supporting devs with revenue was the thing that sold it for me.

 
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Topic: Off-topic / If you had to be a fictional character for the next 9 million years...

Doctor Who

 
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Topic: Kongregate / Changes to the Collabs section

Originally posted by IceWeaselX:

The metrics showing the amount of activity that section gets don’t justify the amount of manpower they’d have to dedicate to improving it noticeably.

Yeah I guess you’re right. Sad to see it go.

 
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Topic: Kongregate / Changes to the Collabs section

And improving the collabs is not an option? I’ve always thought it was a very cool feature of the site.

 
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Topic: Off-topic / what do you get when you go to mcdonalds

I try to eat elsewhere if I can. But when I do eat there I get a small fry, a large coke and a 10pc chicken nuggets.

 
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Topic: Game Programming / Opinions Please

I like the first one. The black outlines in the second one give it a bad feel.

 
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Topic: Game Programming / Creating a launch game

Originally posted by GameBuilder15:

I have never played a good launch game. They’re just grind-to-win games.

Some people enjoy those games. Just because your opinion is that they aren’t doesn’t mean they shouldn’t be made. If someone doesn’t like your game should it be removed? I thought not.

To the OP, with launch games just play a lot of launch games and keep practicing remaking your game. Every time it’ll (hopefully) get better and better and better. Experience is the key.

 
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Topic: Game Design / Gaming Website Jobs

Also, practice writing down your ideas with very clear explanations. Doing this will not only help you remember, but also make it so others know what you’re talking about.

 
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Topic: Game Design / How should a "free" to play MMO be funded?

Originally posted by UnknownGuardian:

Also, superficial items (like hats) that don’t affect the game are generally well liked.

Problem is, they aren’t purchased enough, or so I’ve heard. ‘Useless’ items will only be bought by an incredibly small portion of your players. Much much smaller than your paid portion I would think.

When it’s overpriced

That is a hard line to find. Underpricing will hurt you as much as over-pricing will. And the content has to be worth the time that it would normally take the player to acquire OR be worth the value that the content gives to the game.


There is also another way to possibly do something that I haven’t mentioned yet since I hadn’t put much thought into it and might use it down the road somewhere. Friends could potentially be a powerful motivator. When you want to play with more friends, I think players would find it logical that they’d have to pay some amount if they wanted to play against a larger group. For example, if you have a FPS with servers that support 6 on 6 fighting, you could make a premium package to ‘offset server/bandwidth costs’ that would let them play on a server that supported 12 on 12.

Of course that alone most players wouldn’t spend much on. I would say this feature should be just be one of many things on a P2P server.

As UG said, “Friends could potentially be a powerful motivator”. Great words of wisdom. An MMO should not be a single player game.

Sounds obvious right? I mean the whole Massively Multiplayer Online bit pretty much covers that, right? Well, sometimes having others around doesn’t make a game really, at the core, an MMO. Interaction shouldn’t be upfront mandatory, but the need for it should be there.

Communities. A community is like a bunch of bacteria. First it is just a few cells, but then expands into a small community. As life goes on more communities are created, but all come together to make one big community. If you give the community the right food this’ll happen, give it the wrong food and the community dies.

Communities keep people playing. Build a strong community and you keep players. If a player keeps playing your game he will eventually get bored, I’m sorry, your game might be great but everybody has an attention span. Not wanting to stay but not wanting to leave his friends he’ll probably opt to just expand the game, instead of leaving. Keep playing with his friends but not be playing the same identical game.

This being said, add-on content should not just be new items. As cool as trading your Mystic Blade for Excalibur is, it just doesn’t add much. Gameplay should be what is changed. Also, make sure you have different servers for P2P and F2P, (still have server wide PMing and general chat).

 
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Topic: Game Design / Ideal Length of This kind of game?

The time to get all the upgrades should take multiple game sessions. I suggest 5-6 hours for a flash game. The players (the general ones, not the gifted and extremely skilled) should have to have at least half the upgrades to get to the end. This shouldn’t an adamant thing however, just the difficulty should increase to the point where you need a lot of upgrades. The completion time for the main mission with half-upgrades should be 10 (suggested)-15 mins. If you want to get extreme go for 20 minutes, this is NOT suggested.

Your game also lacks Suzzah. It’s fun, but needs a theme to go with the bad art. Doodle Jump gets away with the bad art with no rap because the theme is a doodle on a piece of paper. Because your art is all black and white I suggest a theme similar to Doodle Jump.

 
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Topic: Game Design / Gameplay progression or Give players all items from start

I would say little by little and level by level, but don’t give them a chance to miss them. Make it so there is almost no way to continue without at least acknowledging the upgrades.

 
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Topic: Game Design / How should a "free" to play MMO be funded?

Originally posted by UnknownGuardian:

There is always the content you can pay for. Don’t make them superficial, but limit the interaction between paid and non-paid items perhaps, to suit both paying and non-paying users.

For example, lets say you have a premium weaponry item. It isn’t fair at all if the system that you can use that in is person v person, unless the stats of the weaponry item are comparable with non-paid weaponry. However, in a co-op style system against a computer, it wouldn’t really matter if you mixed paid and non-paid weaponry. Everyone is working towards the same goal with the equipment each one has, with maybe a few benefits:

  • Less hate towards the paid items
  • Easy demo of paid items
  • [Friendly] Competition encourages users to buy items

A model like this that worked well was Runescape. They had different servers for F2P and P2P. The P2P members had some discrimination towards the F2P which encouraged F2P to become P2P. The problem with that tactic though is that it builds two communities, one that pays and one that’s free. Which can lead to difficult situations, like deciding which child gets the gas-mask in a toxic environment.

But it all depends on your players as well. You should start your mmo completely F2P. After you learn your community you start adding some P2P into the game. Also, don’t do medium sized installments of P2P. You either ease it in or you do a massive P2P update. If you ease it in then you can adjust it easy to your players, if you plan to do a big update then the players get really hyped for it leading to a lot of revenue on launch date. Medium size installment are too big for easing it in but not big enough for hype.

 
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Topic: Game Programming / Interest for GiTD #28? Date: Dec. 27th, 10 day jam!

January 3rd would be a good date. Also, I think we should try the 3-day game jam.