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The Flash 'Reg' Lounge

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Response to The Flash 'Reg' Lounge 2015-09-09 10:35:45


At 9/9/15 05:18 AM, dELtaluca wrote: lol.

Holy fuck, out of nowhere O.o
Warn me next time you come back from the dead!

(Also, thanks for the massive amount of help you've given me in your posts)

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Response to The Flash 'Reg' Lounge 2015-09-10 01:34:10


Question: Since YouTube got this whole 360 thing, is it possible to take a game and record multiple camera angles, then stitch it together using the same software Google recommends for a 360 video of a game?
Answer: I don't see why not. I'm gonna try and find a game that I can mod in more cameras and go from there.

Minecraft, maybe? Seems like it wouldn't be super difficult to get a simple Java mod going.
Or maybe just create a quick 'n dirty "game" in Unity.

Hmmmmmm...........


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Response to The Flash 'Reg' Lounge 2015-09-10 23:41:22


I did a decent refactor of my projectile and weapon system, and it basically worked the first time (I forgot to change a variable's name when I copy pasted a line over). I'm worried that it's horribly broken under the hood.

Response to The Flash 'Reg' Lounge 2015-09-11 00:57:35


At 9/10/15 11:41 PM, MSGhero wrote: I did a decent refactor of my projectile and weapon system, and it basically worked the first time (I forgot to change a variable's name when I copy pasted a line over). I'm worried that it's horribly broken under the hood.

I know, I worry about shit that works all the time.
Experience is a harsh teacher.


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Response to The Flash 'Reg' Lounge 2015-09-11 20:58:53 (edited 2015-09-11 21:07:33)


Got our entire company switched over to git. It took a couple weeks and slowly updating little things at a time, but we're here.
Now I need to figure out how they're going to learn how to use it..

Anyway, it's kinda a cool system. Each person's PC has xampp/wampp installed so they can test things locally. Then each repo has a "dev" branch that gets uploaded to our dev server (which has repos as well). The dev server gets automatically backed up (via git) to another external server at 8 PM every day (our backups have backups). Then we have a "live"/"master" branch that gets uploaded to whatever the live site is. Any changes to both "dev" and "live" are then immediate.
Each repo on the local PC has a dev and live branch which just translates to the master branch upstream.

Now, this isn't true for all repos. In fact, there's only a couple that are like that. Most of them are just straight-up "local master = origin master" on the local computer and dev site. 99% of the time we don't make live changes until we're ready to push a website live (only happens once of course) - but for the occasional odd currently-live website that system works wonderfully.

And now I go back on monday and find out two things:
1. Nobody's using the system
2. The software I installed (xampp and sourcetree) broke everything


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Response to The Flash 'Reg' Lounge 2015-09-11 23:14:14


Have you guys been reading anything regarding this "indie games bubble" stuff ? Curious about your thoughts on it. Some of the SteamSpy data is fairly compelling. This article is lengthy, but some most of it up:
http://jeff-vogel.blogspot.com/2015/09/the-indie-bubble-revisited-or-are-we.html

Anybody here worried ? I'm not sure how many of you make games full-time (Not me).

Response to The Flash 'Reg' Lounge 2015-09-12 17:36:45


Google Domains might be what I'm looking for? I just saw an ad for it, and it's in beta so it prolly just came out. $12/yr and comes with whois hiding and email forwarding.

Response to The Flash 'Reg' Lounge 2015-09-12 19:21:30 (edited 2015-09-12 19:22:11)


I guess I should also say that we chose tumblr as a host for now. http://enkiangames.tumblr.com/ and http://enkiangames.tumblr.com/enkiadventures

Edit: oh fuck this is my post #3000. And I can notice that and not have to post #3001 to mention it. Hooray edit button!

Response to The Flash 'Reg' Lounge 2015-09-12 19:29:07


At 9/11/15 11:14 PM, PrettyMuchBryce wrote: Have you guys been reading anything regarding this "indie games bubble" stuff ? Curious about your thoughts on it. Some of the SteamSpy data is fairly compelling. This article is lengthy, but some most of it up:
http://jeff-vogel.blogspot.com/2015/09/the-indie-bubble-revisited-or-are-we.html

Anybody here worried ? I'm not sure how many of you make games full-time (Not me).

its been difficult to make a living making games forever, its just difficult in a different way every year

Response to The Flash 'Reg' Lounge 2015-09-13 13:23:59


At 9/12/15 07:29 PM, Glaiel-Gamer wrote:
At 9/11/15 11:14 PM, PrettyMuchBryce wrote: Have you guys been reading anything regarding this "indie games bubble" stuff ? Curious about your thoughts on it. Some of the SteamSpy data is fairly compelling. This article is lengthy, but some most of it up:
http://jeff-vogel.blogspot.com/2015/09/the-indie-bubble-revisited-or-are-we.html

Anybody here worried ? I'm not sure how many of you make games full-time (Not me).
its been difficult to make a living making games forever, its just difficult in a different way every year

Are you full time making games for a living?

Do you mind sharing how well you do (for example this year and last year) and how many hours you put in (I assume it's 9-6 5 days a week at least?).


- Matt, Rustyarcade.com

Response to The Flash 'Reg' Lounge 2015-09-13 14:02:09


At 9/12/15 07:29 PM, Glaiel-Gamer wrote: its been difficult to make a living making games forever, its just difficult in a different way every year

Good point. In fact this difficulty could probably be attributed to trying to make your own way doing almost anything, especially something content-oriented.

Just commenting on the actual data, though. I do think it's interesting in that the supply of games has increased so much over the past 5 years. Steam is more lenient on letting new games into the store. Even unfinished games are acceptable. Couple that with the lower barrier to entry, and a lot of it starts making sense. It's not necessarily a problem that needs solving, but just an observation.

I guess if ever there was a time to try to stand out and take risks - it's probably now. Then again, I imagine a single failure is enough to put most indie developers out of business.

Response to The Flash 'Reg' Lounge 2015-09-13 14:27:19


I think when steams barrier of entry got so out of control it oversaturated it all. Which happens alot . Happend with the mobile scene, happend here with the flash gaming and sponsorship thing. Its a tough world out there. Also I havent posted here in years


None

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Response to The Flash 'Reg' Lounge 2015-09-13 14:38:18


At 9/13/15 02:27 PM, Luis wrote: I think when steams barrier of entry got so out of control it oversaturated it all. Which happens alot . Happend with the mobile scene, happend here with the flash gaming and sponsorship thing. Its a tough world out there. Also I havent posted here in years

Sup Luis. How ya been sir ? I too haven't been the most active poster here lately.

Response to The Flash 'Reg' Lounge 2015-09-13 15:11:52


At 9/13/15 02:02 PM, PrettyMuchBryce wrote: Just commenting on the actual data, though. I do think it's interesting in that the supply of games has increased so much over the past 5 years. Steam is more lenient on letting new games into the store. Even unfinished games are acceptable. Couple that with the lower barrier to entry, and a lot of it starts making sense. It's not necessarily a problem that needs solving, but just an observation.

The difficult part just changed from "get steam to accept your game" to "get people to care about your game".

Neither is easier than the other. When steam was closed you had to travel a lot, enter contests, network, etc to even get the right contact at steam to pitch your game to, and then they could just say "no" for whatever reason they wanted.

Now steam accepts pretty much everyone so the difficulty now is getting people to care. So its still like, the same amount of difficulty, just in a completely different way.

Response to The Flash 'Reg' Lounge 2015-09-13 15:23:42


At 9/13/15 01:23 PM, Rustygames wrote: Are you full time making games for a living?

Do you mind sharing how well you do (for example this year and last year) and how many hours you put in (I assume it's 9-6 5 days a week at least?).

Yeah I mean Closure+The Basement Collection did well enough to pay for themselves, Bombernauts, and probably 1 more game. Bombernauts hasn't even broken even yet.

On average I probably work about as much as a regular full time job, probably a bit more, but it comes and goes in waves, sometimes I'll get burnt out and spend a month doing pretty much nothing, sometimes I'll work 10 hours a day every day no breaks (right now I'm in a 10 hours a day phase, 5 hours on bombernauts then switch over 5 hours on... a secret thing, but less on weekends)

Response to The Flash 'Reg' Lounge 2015-09-13 16:53:02


Sup Luis. How ya been sir ? I too haven't been the most active poster here lately.

I'm good, i still snoop in now and again. Havent been in the flash scene in a year now so i kinda faded out. Been reading alot of articles about this indie bubble stuff so its always interested me. Not so much from an active participant but as a spectator where i know alot of friends are actively in the thick of it.

I think Glaiel probably hit it right on the head in terms of it being difficult, and just a new kind of difficult every time. It is rather nuts how much the indie sections at places like Pax have grown. On the one hand its great, because fresh talent, but on the other it becomes really hard to get someone to give you a chance when theres 100+ other games calling out for you. And those conventions are so expensive to be part of that its tough to gauge how much they will help you.


None

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Response to The Flash 'Reg' Lounge 2015-09-14 00:08:53 (edited 2015-09-14 00:11:11)


At 9/12/15 05:36 PM, MSGhero wrote: Google Domains might be what I'm looking for? I just saw an ad for it, and it's in beta so it prolly just came out. $12/yr and comes with whois hiding and email forwarding.

We were looking into that at my work. Since I'll be dealing with all of that when we switch I'll let you know if we do and how it goes.

At 9/13/15 02:27 PM, Luis wrote: I think when steams barrier of entry got so out of control it oversaturated it all. Which happens alot . Happend with the mobile scene, happend here with the flash gaming and sponsorship thing. Its a tough world out there. Also I havent posted here in years

Don't say that, because I actually remember your last post. Please don't tell me it's really been years D:
Edit: Oh whew it hasn't been years. I was genuinely worried.


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Response to The Flash 'Reg' Lounge 2015-09-14 01:28:24


At 9/14/15 12:08 AM, egg82 wrote: Don't say that, because I actually remember your last post. Please don't tell me it's really been years D:
Edit: Oh whew it hasn't been years. I was genuinely worried.

The years fly by when you're in the reg retirement home. That's the last thing I remember Luis saying.

Response to The Flash 'Reg' Lounge 2015-09-15 02:41:59 (edited 2015-09-15 02:42:26)


I'm still not 100% sure if I should have done this.
I mean, if people know about it and it's easy enough to get rid of, it can't hurt right?

The reason I added it in in the first place is because it helps ship games with tighter RAM/CPU constraints when you're working around a handicap, and though I don't think it really applies to Flash I figure why not add something like that in as an option? Remove it when you're ready to release and everything will run like hot butter.

Or everybody will hate me. That's possible, too.


Programming stuffs (tutorials and extras)

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Response to The Flash 'Reg' Lounge 2015-09-15 06:25:54


At 9/13/15 03:11 PM, Glaiel-Gamer wrote: The difficult part just changed from "get steam to accept your game" to "get people to care about your game".

Neither is easier than the other. When steam was closed you had to travel a lot, enter contests, network, etc to even get the right contact at steam to pitch your game to, and then they could just say "no" for whatever reason they wanted.

Now steam accepts pretty much everyone so the difficulty now is getting people to care. So its still like, the same amount of difficulty, just in a completely different way.

A couple of years ago I was worried about how to get my first game accepted onto Steam and that fear has gone out the window. Like you said, it's not about getting people to care about. I don't think we're even fully sure how to do that, the best we've got until the game has more to show is to blog about it and share it on Twitter and honestly, that doesn't seem like much. We've got maybe 3 or 4 people we know about who stumbled upon it by accident and are keen to keep up with it.


Tale of Enki: Pilgrimage, an RPG with a few twists. Available to buy it on Steam here!

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Response to The Flash 'Reg' Lounge 2015-09-15 07:08:39


At 9/13/15 03:23 PM, Glaiel-Gamer wrote:
At 9/13/15 01:23 PM, Rustygames wrote: Are you full time making games for a living?

Do you mind sharing how well you do (for example this year and last year) and how many hours you put in (I assume it's 9-6 5 days a week at least?).
Yeah I mean Closure+The Basement Collection did well enough to pay for themselves, Bombernauts, and probably 1 more game. Bombernauts hasn't even broken even yet.

On average I probably work about as much as a regular full time job, probably a bit more, but it comes and goes in waves, sometimes I'll get burnt out and spend a month doing pretty much nothing, sometimes I'll work 10 hours a day every day no breaks (right now I'm in a 10 hours a day phase, 5 hours on bombernauts then switch over 5 hours on... a secret thing, but less on weekends)

By break even I assume you mean costs for stuff you bought for it (software and assets etc) as well as paying for your time, but that's what I get stuck on, how much do you value your time at?

I guess my question is, how much do you make annually working on just making indie games? I know it's a slightly rude / personal question, but I figure there are few enough visitors to this forum that it's not exactly shouting it from the rooftops.

For openness and for the sake of comparison, my last programming full time job I was making £50k a year (with all the perks that come with permanent work, holidays, sick days etc).


- Matt, Rustyarcade.com

Response to The Flash 'Reg' Lounge 2015-09-15 13:57:15


At 9/15/15 07:08 AM, Rustygames wrote: By break even I assume you mean costs for stuff you bought for it (software and assets etc) as well as paying for your time, but that's what I get stuck on, how much do you value your time at?

I guess my question is, how much do you make annually working on just making indie games? I know it's a slightly rude / personal question, but I figure there are few enough visitors to this forum that it's not exactly shouting it from the rooftops.

For openness and for the sake of comparison, my last programming full time job I was making £50k a year (with all the perks that come with permanent work, holidays, sick days etc).

break even is weird, there's like 3 different ways to interpret it / tiers / stages / whatever

1. pay for just costs you wouldn't have incurred if you didn't make the game (software, salaries, contract work, etc).
2. pay for living expenses for the time spent working on the game
3. pay for the opportunity cost too (meaning, what you "would have earned" working at a real company instead, $80k/yr or so for programmers)

closure hit all 3 eventually (basically took until the humble bundle we were in to do so, so a year after release)

bombernauts took almost the same time to make as closure but has only earned $8k so far, though its super hard to tell how much it will sell overall since it hasn't had a steam sale yet and is still in early access. I'm guessing the minimum it could make (over time) would be somewhere around 30k (just from steam sales and the shittier humble bundles), but it could do a lot better depending on if it eventually picks up or not. Who knows its a gamble every game really.

basically, I'm fairly sure I could be earning a lot more money if I just took what closure earned, shoved it in a savings account and went to work for someone else instead. but that's not as fun

closure still sells $100 a week though and I can boost it up a lot whenever I put it on sale, basement too, bombernauts is doing better than that but its also recent. So the idea is if I can get like, 5-10 games on sale eventually their tails will be something that can support me fully, plus with each one there's the small chance it could be an actual hit.

Response to The Flash 'Reg' Lounge 2015-09-15 14:27:19 (edited 2015-09-15 14:28:54)


btw I hate sharing actual $ amounts because people will find it in a google search, and nobody actually knows how to use context for it. When we won a $100k grand prize for closure in some competition, some dude used it against us as justification for giving us $0 in our humble bundle, because "they have enough already" :/ ignoring that 100k isn't really that much when split and taxed, and closure cost more than 100k to make....

(mostly teenagers who think $1k is a lot of money not understanding how much things actually cost for adults I think)

Response to The Flash 'Reg' Lounge 2015-09-15 15:46:30


At 9/15/15 02:27 PM, Glaiel-Gamer wrote: (mostly teenagers who think $1k is a lot of money not understanding how much things actually cost for adults I think)

That's exactly it because I was one. When you don't pay for rent and food and taxes, money earned/given goes a longer way, which inflates what you think of other people's money.

Response to The Flash 'Reg' Lounge 2015-09-16 01:32:18 (edited 2015-09-16 01:33:19)


At 9/15/15 03:46 PM, MSGhero wrote: That's exactly it because I was one. When you don't pay for rent and food and taxes, money earned/given goes a longer way, which inflates what you think of other people's money.

I didn't have a job until I moved out and had a place to pay for, so maybe I missed that boat, but I always gave whatever I could even as a teenager (which, to be fair, really wasn't and still isn't much)
While, yes, I considered $1,000 an absolute truckload of money, I also understood the relative viewpoint from which I was judging the world of finance - on top of that, I expect to need to pay for my entertainment anywhere else; why would that be any different than online? Just because I have to option to take things for free doesn't mean I should.

I feel like these are simply excuses for terrible judgements.

Excuses are like assholes. We all got 'em and they all stink.

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Response to The Flash 'Reg' Lounge 2015-09-16 17:35:37


Alright, they got me. I suppose it's time.

Please nothing break, please nothing break, please nothing break..

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Response to The Flash 'Reg' Lounge 2015-09-16 19:48:29


At 9/16/15 05:35 PM, egg82 wrote: Alright, they got me. I suppose it's time.
Please nothing break, please nothing break, please nothing break..

I've heard nothing but bad things from people who upgraded to Windows 10 rather than doing a fresh install; something probably will break.

Response to The Flash 'Reg' Lounge 2015-09-16 22:49:53


At 9/16/15 05:35 PM, egg82 wrote: Alright, they got me. I suppose it's time.
Please nothing break, please nothing break, please nothing break..

Ok so if your computer just all of a sudden stops responding to keyboard input, do this. Open recycle bin, hit the up "go up a folder" button, go to control panel, accessibility or keyboard, onscreen keyboard on, win+r, type msconfig with admin privileges, boot tab, safe boot enabled, restart. Then do the same to turn off safe mode boot, restart again. Then you're good. This has happened on my tablet and pc, other than that I love win10, especially Edge.

Response to The Flash 'Reg' Lounge 2015-09-17 10:47:30 (edited 2015-09-17 10:56:07)


Haha, thanks guys.
I did the upgrade last night (along with a little spring/winter-cleaning, I figured it was a good time) and so far nothing's broken. At least if it is, it's not noticeable.

The only thing that really "broke" was my microphone wasn't picked up and my input was set to my output which caused an echo. I quickly installed MS's default "USB mono input" drivers and everything worked fine again.
(Honestly I've had this issue a lot anyway, where for whatever reason the drivers get lost or uninstalled randomly and the mic stops working)

So, yeah. So far so good. I remember NVIDIA updated their drivers for 10 a while back so that wasn't an issue, and that was really the important thing anyway.

Mm, delicious 10

Also, I realized it's easier to see bottlenecks using 10's task manager. I realized I need an SSD or I'm just going to suffer.


Programming stuffs (tutorials and extras)

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Response to The Flash 'Reg' Lounge 2015-09-17 13:45:25


At 9/17/15 10:47 AM, egg82 wrote: I realized I need an SSD or I'm just going to suffer.

How do you even live?