Recent posts by Sanchex on Kongregate

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Topic: Game Programming / Payment

Originally posted by EsCaPeThEfAtE2:


The email it was “sent” to was NEVER A PAYPAL EMAIL, I didnt know what paypal was at the time I entered the email.

I mean, even if the email is not a paypal email, if its yours, you can simply register a paypal with it and get the money. You should have gotten an email about that though.

 
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Topic: Game Programming / Payment

Originally posted by EsCaPeThEfAtE2:

I know this is probably not the right subforum but anyway

31st of January I got paid out x amount of money, and at that time I didn’t have a valid paypal e-mail, but I updated it yesterday, but it says the payment is pending, what can I do? Do I have to ask someone to manually pay to my actual paypal e-mail adress?

What email adress did you had written there? Is it an email you own? Because if the payment was made to this email and it’s yours, you can retrieve the payment with it. Else, you’ll need to contact Kongregate. Not sure if they can cancel the first payment or not, you’ll need to see with them.

 
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Topic: Game Programming / Under 18 game developer.

Originally posted by under7dude:

Just wondering, whats different in my paypal account that is fake, and my parent’s?

The difference is that since your paypal account isn’t legal, theorically, Paypal is allowed to freeze it, as well as all the money on it, until you are 18. But in practice, it usually work.

Anyway, in general, making games when under 18 doesn’t represent any problem. I’ve done that for years now (and just turned 18), sold games, got contracts, etc… But yes, just get paid by check maybe? Or parent paypal. ;)

 
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Topic: Game Programming / Is Starling worth it?

Depends on what you want to do with the game. If you plan on uploading it only on Kongregate, or if you plan on making a mobile port, Starling can definately be a great idea. But on the other side, if you want to try to get a sponsorship or spread the game a lot, it will surely hurt your distribution a lot, and I wouldn,t recomment it, at least, not yet.

 
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Topic: Game Programming / Games for the people?

@JensRasch, the problem here is that when you upload a game to kongregate, it actually means you care about players. Else, why would you upload it to kongregate? If you wanted to make games for yourself only, like Senekis, it’s perfectly fine. But if you want the game to be popular and players to like it, you got to listen to the feedback they give, even if it’s annoying sometimes.

I personally make games for players and money, like UnknownGuardian. I’m happy when I see that a lot of players made my games, and that they enjoyed it. On the other hand, it already happened to me to release games that players disliked. I can either think that the game is great and it’s just everyone who dislike it, or accept the fact everyone dislike it, and make my next one better. ;)

You also have to understand that flash games are a market. Even if the games are free to play, developers always try to make games better, more popular, etc… And when players come to a site like Kongregate, they do have expectation. They expect to have fun and play cool games. Else why would they come to Kongregate?

 
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Topic: Game Programming / Adobe Roadmap - Goodbye Actionscript "Next" and changes to Premium/licensing

Originally posted by BobTheCoolGuy:

Churning out a whole new ecosystem may very well have been a dagger in Flash’s heart. How many people would have taken the time to write libraries and learn everything new? Instead of invigorating the Flash community it might have had the opposite effect.

Yes, that’s what I also think. Previously, when they did the as2 – as3 switch, there wasn’t much alternative to flash. But today, with html 5, unity3d, the mobile platforms, etc… Flash is not alone anymore. People keep using it because they are used to it, because there is tons of engines and because it’s popular. But if they had to learn flash again, as a new language, a lot might decide to switch to another language.

That’s why, as bob, I think they took the right decision. ;)

 
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Topic: Collaborations / Creating Team For Raccoon Invasion

Why are you looking for an animator and an artist then?

And btw, I suggest you show some example of your arts, in order to attract people.

 
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Topic: Collaborations / Creating Team For Raccoon Invasion

Originally posted by seloumagame:

Need :
- Music producer
- Programmer
- Animator
- Artist/Level designer

The question is, what do YOU do?

 
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Topic: Game Programming / How to make money by making games?

Originally posted by Bronsoner:
Originally posted by Amibtious:

I have a bookmark somewhere….hang on.

http://kaitol.com/income/

From someone who apparently didn’t ever use microtransactions, bet they’re kicking themselves.

Another fantastic source! Thank you!

Just keep in mind that this data is old. The market have changed in the past 2 years, and the overall quality of game have got up. A lot of these games would sell for less today.

 
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Topic: Game Programming / Cost of making a game

Nevertheless I disagree with what you said about audio, game design, writing, marketing and business being ‘very secondary’. While it might be true in case you just want to make games you enjoy making and playing it’s not a good way to make games players will truly enjoy and you making profit.

What I mean by very secondary is not that you need to negligeate it, or anything like that. By example, I think i personally have good game design and marketing skills, as well as programming. And I also hire sound designers for most of my games, to get great quality audio. It’s only secondary because what is essential is to be either able to draw or to program. You won’t make a game being only good at marketing, writing, game-design or audio. You need one of those 2 essential skills. ;)

Anyway, it’s surely good to try to understand how other successful teams work, and how the market work, but at the end, the best for you is to get started, making games for fun at first, while you learn. When you’ll become good, you can start to worry about all the other aspects of the market.

 
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Topic: Game Programming / Cost of making a game

Do you happen to know how those studios/companies/groups look like from the inside?

Yes. By example, to start with me (www.highupstudio.com), I’m a programmer (and a student). I’m alone in my team, I don’t have any official partner, but I always collaborate with artists for all my games. And usually, when I like an artist and that we do good work together, I end up doing many games with him. I usually work for percentage share, which mean that I usually offer around 40% of the profits to the artist, sometimes more, sometimes a bit less.

http://berzerkstudio.com/ started as a team of 3 friends, artist and developer. They got a lot of success and now have a studio of 9 person.

http://sky9games.com/ is principally about Juice-tin, the programmer. He code all his games alone, and collaborate most of the time with 2 regular artists.

http://www.turbonuke.com is a team of 2 guy, not so young (in the late 30s). An artist and a programmer. They produce an enormous amount of great quality games. They are really efficient and most of the time, they take kongregate performance deal instead of finding a new sponsor for each game.

http://www.dampgnat.com/ works alone. He does both art and programming. He don’t produce a lot of games, but the one he does are amazing. His last one was wonderputt, and was a huge success. He did everything alone, and it took him almsot a year.

http://aethosgames.com/ is a student, and a programmer who is alone in his team. Like me, he collaborate with different artists, based on the game he is doing. Sometimes for percentage, sometimes for flat fee.

http://profusiongames.com/blog/ and of course there is also UnknownGuardian, who is also a student and a programmer, and work with a regular artist. But I’ll let him tell more about himself. :P

Anyway, these are just a few. I could name a lot more, but I guess you have way enough to understand and see the dynamic of how things work. ;) In the free flash market, there are a lot of teams, but probably more programmers / artist who are alone, but who either makes their game alone or collaborate with others. Collaboration is VERY common in this market. ;)

At the end, what is essential, is to be good at either programming or graphic design (or both). The rest, like audio, game design, writing, marketing, business is all very secondary.

 
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Topic: Game Programming / Cost of making a game

For portfolios, I’d just check a lot of the major game studios. Portfolios should just be a list of games for most people. Artists and musicians of course will have specific portfolios, maybe deviantart or soundcloud accounts.

These portfolio are all very nice. But well, when I was talking about portfolio, it’s not that much of a developer site. You don’t need to have complete games either, but at least some assets to show. As UG mentionned, Deviant art, by example, can be a good option.

Here are a few artist portfolio, which can be a bit different from the game dev / teams UG’s linked :
http://ramclotario.carbonmade.com/projects/2257487#20
http://flashgameartist4hire.deviantart.com/gallery/
http://tuskgames.com/tomtusk_portfolio.png
http://gilbertdevera.carbonmade.com/

As you can see, it can be very simple, as long as you can show assets. Because if you want to find a programmer to collaborate with, the first thing you would normally ask the programmer is, do you have any example of your work? So I can see that you are good. But that is also the first thing he will want to know about you. ;)

 
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Topic: Kongregate / Introducing Cinematic Mode

This feature is nice, but I personally don’t like how it works on Kongregate. I find it annoying to have the game pop up, and especially, to have that big “X” button on the top right corner.

I personally prefer how it’s made on other sites, like Newgrounds, by example. Here is an example: Newgrounds . They simply deem the light around the game, without changing anything.

 
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Topic: Game Programming / Cost of making a game

@Bronsoner, I was wondering, do you already have a portfolio with some graphic design you do? Because, it can be good to know how it work, to have the best game design document either, but if you have no portfolio and no programming skills, you won’t go really far. So if you have a portfolio, it’s good. And if you don’t, you’d need to start building one. ;)

 
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Topic: Game Programming / Cost of making a game

@Bronsoner, if you want some revenue statistics, I suggest you check this link : https://www.fgl.com/report_monthly_site_sales.php . It have live statistics on the game sales on FGL’ where most of the flash games get sponsored.

As for living out of flash game, it’s definately something possible, and many developers are doing it. But for that, you need a lot of experience and talent, and to work very hard, cause it’s surely not easy. You also need to consider that the market is in constant movement. Today, the sponsorship model is very popular, and each month, some games get sponsored for > 10k. But maybe in 1 or 2 year, the market will have shift to MTX or mobile.

PS. Stats may seem encouraging, but even though tons of games sells for many thousand $, as UG said, most of the games don’t sell at all. Only the best ones manage to sell.

I just played Dungelot. The game is very nice, and doesn’t seem too complex. I think it could be done in 50 hours of work (that’s my estimate, I might be wrong). From then on, if you calculate that a programmer could cost you $20 per hour, by example, you arrive at around $1000 to develop a game like that. Might be very inexact though.

But I don’t suggest investing money into it, at least, not before you can start making revenue, and knowing the market better. You should definately start on a full partnership basis, by example, sharing profits at 50/50, between you and a programmer.

 
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Topic: Game Programming / Cost of making a game

Originally posted by Bronsoner:

Ok so i want to make a game – i got all i need (graphic design skills, game idea, business model, marketing skill, some spare cash and i can even make some simple music and sounds for it, forgot something?) except i dont have full time (my girlfriend and dayjob wont allow it) and programming skills.

I see 2 options for you there. Either you start learning programming, which can be a long route. It can take months, if not years, before you become good enough to make great games. But it’s very possible, just take some work.

Or, if you prefer to focus on your graphic design skills, I highly suggest you create yourself a portfolio. Once you will have a good portfolio, it will be easier for you to find a programmer, as a partner. Of course, you could pay a programmer to program your game, but I doubt it’s a good idea to invest money like that for a game that is uncertain of making profits. So the best way would definately be, as UG said, to find a programmer and to share profits with him, if there is any. But first, you need a portfolio to do it. ;)

 
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Topic: Game Programming / GiTD [#28] Voting - Winners Announced!

1st : Lure or Die – The beguinning, with entering your name, story, etc.. takes way too long, but once you get to the game itself, it’s very fun and well made. The game is also focused on the theme.

2nd : Explode or Die – Although I didn’t really see the presence of the theme, since you can’t really die, the game was fun, original and well made.

 
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Topic: Game Programming / GiTD [#28] Entries and Discussion

Here is my entry : http://www.fastswf.com/smRUdk4

It’s VERY unfinished. Just an early prototype, you can’t even kill enemies yet. Still lots of things to be added, like upgrades, tons of new enemies ( https://dl.dropbox.com/u/12944042/DefenseGameCharacters.swf ) and a lot more.

 
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Topic: Game Programming / GiTD [#28] Entries and Discussion

Originally posted by UnknownGuardian:

If not, we can all blame Sanchex for “______ or die” and cry that we didn’t do the theme that was going to be until 10 minutes prior to the start: Descend.

Oh, even a link to my profile, so you guys can tell me how much you admire my theme suggestion. Thanks UnknownGuardian. :D

But more seriously, the theme is pretty vague, that’s certain. But I think game should still relate to it. The “death” factor should remain central to the game. By example, either you jump in time or you die. Either you make profit or the company die.

 
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Topic: Game Programming / GiTD [#28] Entries and Discussion

Originally posted by nutter666:
Originally posted by TheAwsomeOpossum:

I’d suggest switching to standard WASD movement… I think it’d work better with this game rather than forward-back.

I don’t get why everyone keeps saying that. Nobody in their right might would be walking around in a dark place full of flesh eating monsters without the torching showing what they were walking towards… might just be me I guess.

Way better with WASD now. I agree that the old movement system made sense too, but the problem is that players are used to WASD. So when we arrive to your game, we are a bit confused about how to move.

 
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Topic: Game Programming / GiTD [#28] Entries and Discussion

Originally posted by UnknownGuardian:

Well GiTD has directly helped to create 140 games, 85 of which got uploaded to Kongregate (some later), with a total of 1,081,328 plays as of 10:25AM.

You should count the amount of play since the first Game of The Week. Would be interesting.

 
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Topic: Game Programming / GiTD [#28] Entries and Discussion

Originally posted by nutter666:

So is Kong actually giving us a prize.. a sign that they support/ actually endorse this now?

Yes, that’s really nice from them. And maybe if we start getting lots of great submission, they’ll make it even more official, who knows.

 
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Topic: Game Programming / Make much more money on your flash game

After testing this product on 2 of my games, I have to said I saw no change in number of plays.

I also don’t recommend using this product, especially since the founder of the site claim to be making $465 per month because of it, but constantly ignore the people asking him for a screenshot, to proove his words.

I suggest you guys check the long discussion on FGL about that : https://www.fgl.com/view_thread.php?thread_id=40867&offset=75#post292005

 
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Topic: Game Programming / iPhone Apps

Originally posted by Feffers:

Or just develop for android and not require an expensive license. :P

Well, $100 or $25 per year. Not an enormous difference, especially if you are serious about making mobile apps. The real down-side of developing for iPhone is that you need a mac. :P

 
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Topic: Game Programming / iPhone Apps

Originally posted by RTL_Shadow:
Originally posted by jasonjie88:

Just to clarify on the license thing, you can develop without a license, but you’d need to sell your stuff on Cydia or some other store. If you want to put your app on the App store, it is then that you’d need the license.

So I don’t need it to test on my iPhone?

If your iPhone is hacked, you can test without a license. If not, I think you’ll need a license.