Game 1 with a new coder has begun!
My buddy shannon who i was making that launcher game with has had some computer failures and i have no idea when and if he'll ever be back.
HO HO HOPE you become a Newgrounds Supporter this year!
We're working hard to give you the best site possible, but we have bills to pay and community support is vital to keep things going and growing. Thank you for considering!
Game 1 with a new coder has begun!
My buddy shannon who i was making that launcher game with has had some computer failures and i have no idea when and if he'll ever be back.
Oh damn, everyone is getting on the game industry but me, I seriously need a programmer
look my newest collab and every time you press play you might get a new gift but actionscript makes it almost impossible for you to not get one twice.
keep in mind that although this game may not be"top notch" it was rushed and still one day late thanks to tech issues not even archon68 could fix.
Anyway despite some disadvantages have your one day past chrismas sprirate and dont be judge mentel because we worked hard on it(if you dont beleive me visit the forum page and the struggles toward the last two pages of the collab).
Any way veiw it here
christmas present collab2
(sorry about my spelling i dont have spellcheck on this CPU)
At 12/26/09 09:19 PM, lgnxhll wrote: (sorry about my spelling i dont have spellcheck on this CPU)
Ah, my CPU came without a spellcheck too. I hate when that happens!
I just made the longest post ever in order to get myself an ActionScripter; I seriously pray it works or I'll go Sirtom93 on my computer.
At 12/26/09 11:24 PM, Zyphonee wrote: I just made the longest post ever in order to get myself an ActionScripter; I seriously pray it works or I'll go Sirtom93 on my computer.
haha good luck! what about Toast's DnD game?
Wasn't Johnny taking over Toast's D&D game? Because if he isn't, I could actually do it, I have actually made a bunch of nerdy stuff this year during a camping with some buddies, so we'd play poker while I drew "buff" barbarians that'd make me feel the need of developing a small case of bigorexia.
I totally got derailed there. Anyways, Toast, if you read this and you're interested, just drop me a PM or something.
) face creeps me out
At 12/26/09 09:04 PM, Zyphonee wrote: Oh damn, everyone is getting on the game industry but me, I seriously need a programmer
Some of us are going deeper into animation. I was thinking about the game industry before, but I have more fun with just animation.
At 12/27/09 12:16 AM, Zyphonee wrote: Wasn't Johnny taking over Toast's D&D game?
Zyph, if you're 100% sure you'd like to do it, jump on it with Toast. I'd hate to see progress stop because I'm busy figuring out what kind of time management solutions I can come up with for myself. =p
45/55
isnt that kind of a disadvantaage of working for you (always offer who you hire the biggest sallary)
At 12/27/09 11:16 AM, lgnxhll wrote: 45/55
isnt that kind of a disadvantaage of working for you (always offer who you hire the biggest sallary)
I've seen this mentioned a bunch lately. Game designers proposing ideas and not splitting evenly. I don't see a problem with this at all in most cases. (Obviously some games rely more heavily on programming than art, or vise-versa)
If someone feels they deserve an extra 5% for conceptualizing the entire game, laying the groundwork, probably picking out the audio (Or having to find/deal with someone to do all of the audio) fine-tuning things, deciding how every piece of the puzzle will work and initiating/organizing communication I think they're entitled to another 5% most of the time.
Plus, if the game fails, or if the programmer/artist leaves, or if there's copyright issues, submission issues or advertising issues..... guess who needs to deal with that as well.
If it's a collaboration from the beginning, then it's a different story but there's more work that goes into a game besides Art + Programming + Sound.
An example in the real world. VG programmers generally make 50k-90k a year. Artists/animators can make 45k-70k a year. Lead Designers make 50k-80k a year on average.
Which in this case would make (art+design 65% or so)
Though not nearly as intensive as a Lead Design job in the real field, some of those responsibilities transfer over and need to be accounted for.
So now it's,
Artist + Lead Design = 55%
Programmer = 45%
And I think that's perfectly fair.
Besides, if someone doesn't like the percentages, they don't have to take the job. =)
At 12/27/09 11:34 AM, Johnny wrote: Ramblings
5%-10%, sorry.
At 12/26/09 11:24 PM, Zyphonee wrote: I just made the longest post ever in order to get myself an ActionScripter; I seriously pray it works or I'll go Sirtom93 on my computer.
Not really sure the length will be to your advantage, so far it doesn't seem like it :P
When you advertise like this you're kind of a salesman, you need to show people what you have to offer right off the bat and keep it short. If someone is interested then you can go into details after that.
At 12/27/09 10:39 AM, notwasimthatsforsure wrote: VIRTUAL DJ B)
after a fuck ton of time practising ive finally made my virtual dj mixtape..... all scratches and mixing were done by me boi B)
http://www.youtube.com/watch?v=bJEoPHsq0 RA
I'll say this for you...you got good taste in hip-hop. :)
PS who was it on here that likes dubstep? I think it was Saza. I uploaded a new track called 'CURBJOB!'. Have a listen, if you feel so inclined.
At 12/27/09 11:57 AM, doctormario wrote: PS who was it on here that likes dubstep? I think it was Saza. I uploaded a new track called 'CURBJOB!'. Have a listen, if you feel so inclined.
http://www.newgrounds.com/audio/listen/2 99265
Are you kiddin me son?
Although tbf that tracks pretty badass. Something psychedelic maybe?
rev split
I usually do it proportional to how much work each party put into the game.
Generally, if the 2 parties are on the game from the start, working at the same time, and both doing bits of the design and levels and misc. parts of the game, that's 50/50. Aether was this, and all my Bomtoons collabs were this.
If I have nearly the whole game done without art, and pull an artist on at the end to touch it up, that's between 20-40% depending on the amount of work needed. Closure was this, and Jon got 30% I think (maybe I bumped him up to 35%). Tetraform was a lot of simple static art, so Greg got 30%.
If a game is heavily, heavily art based (I don't have any personal examples, but see stuff like Machinarium or other point and click adventure games), it makes more sense for the artist to have the larger share unless it's like programmer/designer/musician + artist.
The most important part is that both parties are happy. If you agree upon a percent before beginning, make sure it's fair, but there's not much one can do later on if they want a higher share. If you wait till the end to come up with a share, be sure to ask "are you OK with 30%?" if you don't feel the game was a 50/50 split.
Also, if you find ways to make more money off a game, "low" percents still end up being worth decent money. I tried "licensing" with Tetraform. It's locked for websites, but they can buy an unlock, an adblock, and/or an API implementation, and it's almost no work to do any of those if you set it up right, and pretty decent money too compared to the little bit of work it takes to do what the other site wants. Assuming your game is good (I mean popular). If Tetraform scored like a 3.8 I would have just unlocked it for everything. Licensing deals have made me 39.2% of the main sponsorship so far though. Ads still made me like nothing, don't expect much from them (expect sites hate them and are willing to pay to have them disabled).
Also tomorrow is my account's 5-yearversary
FPS
I just found out that games like Call of Duty run at 62 FPS. Are you surprised by this? I mean, just yesterday I saw a guy make a sprite animation at 60 FPS. For huge games like COD I would think the FPS would be like 100 or something more. What do you guys think about that? I use 26 FPS, its far from 62 FPS, but its reachable for any animator with practice.
I am a FAB
At 12/27/09 12:33 PM, windowskiller wrote: For huge games like COD I would think the FPS would be like 100 or something more. What do you guys think about that? I use 26 FPS, its far from 62 FPS, but its reachable for any animator with practice.
What, the huger a game the greater its framerate? It's the opposite. The more detailed the graphics and the more complex the calculations the slower the hardware can do them, obviously.
It's not about animation as 3d models are not animated with keyframes like traditional 2d.
At 12/27/09 12:39 PM, GustTheASGuy wrote: What, the huger a game the greater its framerate? It's the opposite. The more detailed the graphics and the more complex the calculations the slower the hardware can do them, obviously.
It's not about animation as 3d models are not animated with keyframes like traditional 2d.
a lot of games nowadays do 30 fps + motion blur over 60 fps, and people cant tell the difference
FPS
No way glaciel. 30 FPS is what games like Super Mario 64 ran at ( an awesome game)
I am a FAB
At 12/27/09 12:43 PM, windowskiller wrote: FPS
No way glaciel. 30 FPS is what games like Super Mario 64 ran at ( an awesome game)
Then, developers started getting into higher and crazier frame rates. Then, they added motion blur which allowed them to slow their rates back down and still have fluid motion.
At 12/27/09 12:41 PM, Glaiel-Gamer wrote: a lot of games nowadays do 30 fps + motion blur over 60 fps, and people cant tell the difference
You mean like rendering the 30 fps image twice at 60fps with a filter on top?
Are you kiddin me son?
Although tbf that tracks pretty badass. Something psychedelic maybe?
Thanks, but now I'm gonna have to go through all these pages to find out who the hell it was. urghh.
:\
At 12/27/09 12:43 PM, windowskiller wrote: FPS
No way glaciel. 30 FPS is what games like Super Mario 64 ran at ( an awesome game)
I'm afraid that's uncertain; nowadays gaming animations are all designed to run at 60FPS when they are created, then, depending on the computer, the frame rate can drop, however, the makers are well aware that not everyone is able to afford 60FPS, so, besides from toggle quality options, they smooth down the animations so that it's possible to play at 30fps without being annoyed by the constant lag. It's not really like they finish it and then smooth it, they constantly have this in mind.
Old games or games that game a cartoony vibe like Super Mario 64 may have ran at 30fps, mainly because the character animations are supposed to seem attractive to the eye, not realistic, you can compare an explosion in Mario and a Call of Duty one and tell me the difference.
Also Glaciel
At 12/27/09 12:48 PM, GustTheASGuy wrote:At 12/27/09 12:41 PM, Glaiel-Gamer wrote: a lot of games nowadays do 30 fps + motion blur over 60 fps, and people cant tell the differenceYou mean like rendering the 30 fps image twice at 60fps with a filter on top?
Similar, they can blend it with the previous frame and some other shader magic so they are only rendering the game at 30 FPS and one extra shader call. Lets them render at a higher graphic quality when they only need to render half the frames (plus the extra blend), and they've tested 60 fps no blur and 30 fps w/blur and ask people which is running at a higher framerate, and most say the 30 fps w/blur.
The exception to the rule is games like guitar hero where a higher framerate is more important to actually being able to play the game, but in FPS and racing games and stuff 30 w/blur looks fine, and they can still sample input at 60hz or higher even if it's not rendering that fast
A friend of my mother helped make this, I was surprised by how well it turned out
I remember reading something a few weeks ago about how the people who make Ratchet & Clank (Insomniac?), or some similar game, have just decided to make their games prettier and stick with 30fps rather than having to make trade-offs to get silky-smooth 60fps. Games like Call of Duty run at 60fps but they do this on consoles by rendering at a less-than 'HD' resolution - something just below 720p, and then upscaling.
You get a few games who manage to look fantastic, run at 60fps and still render at 1080p or close to it - Wipeout for the PS3 for example, and I think Metal Gear Solid 4 but I can't remember. This is mainly exclusives (I'm sure there are similar examples for the 360) because if you can focus on specific hardware it's a lot easier than having to make something portable. That's pretty obvious though.
Sup, bitches :)
ads
How much money do you get from NG/mochi ads nowadays? I'm thinking of releasing some small puzzle games that probably no one will want to sponsor (due to puzzles being unappealing to 11 year olds, which are as everyone knows 95% of flash game players) and even something as small as 150-200 bucks could help me out right now. I hate having to come up with graphics and level design for games, plus puzzles are fun because when you finish them you can try to solve them.
Johnny -
Time management is not a problem; there's no rush. I myself can't work much this week until I get back from holidays.
Zyphonee -
If you're really desperate to make a flash I could help you out with the actionscript but I must warn you I'm not very good at finishing large games, so try to keep it simple. Also as I learned from my last project, I'm still very bad at design.
Sorry for not using PM's. It's kinda like a 3-way discussion and I didn't figure out how the mechanics of that work.
At 12/27/09 03:18 PM, Toast wrote: ads
How much money do you get from NG/mochi ads nowadays? I'm thinking of releasing some small puzzle games that probably no one will want to sponsor (due to puzzles being unappealing to 11 year olds, which are as everyone knows 95% of flash game players) and even something as small as 150-200 bucks could help me out right now. I hate having to come up with graphics and level design for games, plus puzzles are fun because when you finish them you can try to solve them.
Dude, I barely recognized you with the red aura!
Anyway, to my knowledge puzzle games actually sell quite well if it's done good. Since it provides a good amount of play time and challenge.
Nonetheless, good luck with your game.
At 12/27/09 03:18 PM, Toast wrote: ads
How much money do you get from NG/mochi ads nowadays? I'm thinking of releasing some small puzzle games that probably no one will want to sponsor (due to puzzles being unappealing to 11 year olds, which are as everyone knows 95% of flash game players) and even something as small as 150-200 bucks could help me out right now. I hate having to come up with graphics and level design for games, plus puzzles are fun because when you finish them you can try to solve them.
I have no idea what the average numbers are. My last game is my first one which had CMPStar Ads implemented. It did about 450$ at 525,000 ad impressions and an ecpm of 0,83$. It's a nice amount if you consider it as an extra (on top of the sponsorship price). I can buy shirts and expensive whiskey with it :D