At 9/17/15 10:47 AM, egg82 wrote: Mm, delicious 10
Also, just incase you weren't aware: http://www.theverge.com/2015/5/29/8685251/hola-vpn-botnet-selling-users-bandwidth
At 9/17/15 10:47 AM, egg82 wrote: Mm, delicious 10
Also, just incase you weren't aware: http://www.theverge.com/2015/5/29/8685251/hola-vpn-botnet-selling-users-bandwidth
At 9/15/15 02:27 PM, Glaiel-Gamer wrote: btw I hate sharing actual $ amounts because people will find it in a google search
Blah money is weird. I would feel equally weird about sharing that stuff. In fact, honestly I wouldn't have even shared as much you as you did. Not sure why people would be anything but stoked for an independent developer doing well, but then again - money is a weird thing. I hope your game does well. I'm sure things will pick up.
I started tinkering around building a multiplayer dungeon crawler. I'm using this language called Go to build the server. It's pretty pleasant to work with. I haven't gotten very far with it yet. But I hacked out a little front-end so I could visualize what was going on. Graphics all done in maya.
At 9/17/15 08:44 PM, PrettyMuchBryce wrote: In fact, honestly I wouldn't have even shared as much you as you did.
I've been a little bit more open about it lately because of steamspy (http://steamspy.com/) which makes "owners" public, is basically completely accurate, but also completely misleading, and I don't want people to think I'm a multi-millionaire just from multiplying "owners" x "price"
because 1. 90% of closure's owners came from humble bundle and
2. closure has been on sale <2$ a bunch of times
http://enkiangames.tumblr.com/post/129397559488/before-you-ask
Feedback appreciated. Except for changing "Twitter" to the bird icon, I know already.
At 9/17/15 10:20 PM, Glaiel-Gamer wrote:At 9/17/15 08:44 PM, PrettyMuchBryce wrote: In fact, honestly I wouldn't have even shared as much you as you did.I've been a little bit more open about it lately because of steamspy (http://steamspy.com/) which makes "owners" public, is basically completely accurate, but also completely misleading, and I don't want people to think I'm a multi-millionaire just from multiplying "owners" x "price"
because 1. 90% of closure's owners came from humble bundle and
2. closure has been on sale <2$ a bunch of times
Lies! Indie developers hide their riches to keep out the competition.
Seriously though, I essentially took the polar opposite career direction to yourself. Working at EA developing FIFA.
Never had a huge interest in developing games on small teams with 1 or 2 people. I enjoy working with others a little too much. Could see myself wanting to work for myself in the later stages of my life, after learning as much as I can from people better than me.
At 9/15/15 02:27 PM, Glaiel-Gamer wrote: 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)
Cool man thanks for sharing. It's potentially a labour of love but sounds like you're doing almost as well (if not as well / better) than working for someone else. More freedom working for yourself though!
And agree on the $100k point, a lot of people don't include tax and the fact you have to split it etc etc. It's naive to think these days that $100k of sales means the developers are now rich.
At 9/19/15 12:59 AM, MSGhero wrote: Feedback appreciated. Except for changing "Twitter" to the bird icon, I know already.
You should change "Twitter" to the bird icon.
I'm so clever!
In all seriousness, it looks good. That's the kind of direction I wanted to go with my website, anyway.
Also, I'll probably end up switching my site over to an actual WordPress site since that's what my day job is anyway.
But yeah, I'm really excited for new coding projects from you guys since I want to compare and contrast experience and style.
Programming stuffs (tutorials and extras)
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thank Skaren for the sig :P
At 9/19/15 01:06 PM, Rustygames wrote: Cool man thanks for sharing. It's potentially a labour of love but sounds like you're doing almost as well (if not as well / better) than working for someone else. More freedom working for yourself though!
Yeah I'm doing about as well as getting an average (but not great) job, but you know... each game has a chance of being a giant hit... and its slightly better odds than winning the lottery.... so....
At 9/19/15 05:14 PM, Glaiel-Gamer wrote: Yeah I'm doing about as well as getting an average (but not great) job, but you know... each game has a chance of being a giant hit... and its slightly better odds than winning the lottery.... so....
Not to mention the creative freedom you won't always get with a 9 to 5. And you're the boss!
At 9/20/15 01:34 PM, Rustygames wrote:At 9/19/15 05:14 PM, Glaiel-Gamer wrote: Yeah I'm doing about as well as getting an average (but not great) job, but you know... each game has a chance of being a giant hit... and its slightly better odds than winning the lottery.... so....Not to mention the creative freedom you won't always get with a 9 to 5. And you're the boss!
Yeah. At this point I don't think I'd be fit at all for a "regular job", but I have enough friends in the industry I could get contract work from if it came down to it now.
At 9/20/15 02:02 PM, Glaiel-Gamer wrote:At 9/20/15 01:34 PM, Rustygames wrote:Yeah. At this point I don't think I'd be fit at all for a "regular job", but I have enough friends in the industry I could get contract work from if it came down to it now.At 9/19/15 05:14 PM, Glaiel-Gamer wrote: Yeah I'm doing about as well as getting an average (but not great) job, but you know... each game has a chance of being a giant hit... and its slightly better odds than winning the lottery.... so....Not to mention the creative freedom you won't always get with a 9 to 5. And you're the boss!
I'm curious as to why you feel this way.
Maybe I'm wrong, but the dream is to work for yourself and take risks when you're young as you do now. Once you're old and tired you can take a more stable position at a company (or start your own stable company?) that will see you off into family and retirement some day.
This makes it look like it's viable to create a game purely in AIR that supports server functionality.
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 9/21/15 12:37 AM, 23450 wrote:Yeah. At this point I don't think I'd be fit at all for a "regular job", but I have enough friends in the industry I could get contract work from if it came down to it now.I'm curious as to why you feel this way.
Maybe I'm wrong, but the dream is to work for yourself and take risks when you're young as you do now. Once you're old and tired you can take a more stable position at a company (or start your own stable company?) that will see you off into family and retirement some day.
Eh I just like having my own schedule. I know what times of days I work best at, and how forcing myself to work when I don't feel like it ends up just making me less productive overall, and I don't think a regular company would be okay with me working 11am-2pm, 4 hour break, and then 6pm to midnight, or sometimes 9am to 2am, or sometimes just taking a week off for whatever reason.
Anybody wanna quit their jobs and make a game about the indiepocalypse with me ? I think it would be a good marketing ploy, and we could sell a lot of games until this whole thing blows over. LMK
At 9/21/15 04:11 PM, PrettyMuchBryce wrote: Anybody wanna quit their jobs and make a game about the indiepocalypse with me ? I think it would be a good marketing ploy, and we could sell a lot of games until this whole thing blows over. LMK
I'm making a mediocre game atm, decided to lose all the bells and whistles of component entity systems, networking etc. and to go with the good old static design choices that end up being hell afterwards when you want to extend new features. Mediocre games call for mediocre code right?
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
Also, holy shit, the company I work for created the ".ski" TLD
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 9/23/15 12:27 AM, egg82 wrote: Also, holy shit, the company I work for created the ".ski" TLD
What, that costs like $200k to do.
At 9/23/15 12:34 AM, MSGhero wrote: What, that costs like $200k to do.
Yeah, I'm actually pretty sure we have that much to spend on something like that.
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 9/22/15 08:31 PM, egg82 wrote: I think I might have enough RAM now.
I know it's overkill, but I wanted overkill.
I also kinda want another 980 and an SSD for my entire OS
DDR3
At 9/23/15 03:31 PM, Sam wrote: DDR3
I want DDR4 :(
I've been looking at a mobo that can hold 4 980s and 64 gigs of DDR4.
I will render THE WORLD
Programming stuffs (tutorials and extras)
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At 9/21/15 12:37 AM, 23450 wrote: Maybe I'm wrong, but the dream is to work for yourself and take risks when you're young as you do now. Once you're old and tired you can take a more stable position at a company (or start your own stable company?) that will see you off into family and retirement some day.
People tend to do it the other way around actually! You get your skill and experience from working for other companies then when you've got enough know-how, you do it yourself.
One problem if you're working on your own a lot is that actually you'll find it hard fitting into employment as it usually involves team work and other skills you might now have picked up working independently. It's not like you can just walk into a high paid job just because you're older and have spent more time doing it, you need a certain set of skills
At 9/20/15 02:02 PM, Glaiel-Gamer wrote: Yeah. At this point I don't think I'd be fit at all for a "regular job", but I have enough friends in the industry I could get contract work from if it came down to it now.
I've been contracting exclusively for the past year and I have to say, it's soooo much better than the whole full-time employee thing!
At 9/25/15 12:23 PM, Rustygames wrote: One problem if you're working on your own a lot is that actually you'll find it hard fitting into employment as it usually involves team work and other skills you might now have picked up working independently. It's not like you can just walk into a high paid job just because you're older and have spent more time doing it, you need a certain set of skills
Yeah plus big companies want you to specialize. On my games I do: engine code, gameplay code, graphics code, game design, level design, special fx code, tools code, sound code, etc. Jumping between jobs depending on what I feel like working on. I like doing all of those things so I'd probably go crazy if I was locked into just doing 1 of them and had no control over the rest of the project.
At 9/25/15 04:10 PM, Glaiel-Gamer wrote: Yeah plus big companies want you to specialize. On my games I do: engine code, gameplay code, graphics code, game design, level design, special fx code, tools code, sound code, etc. Jumping between jobs depending on what I feel like working on. I like doing all of those things so I'd probably go crazy if I was locked into just doing 1 of them and had no control over the rest of the project.
This is why I moved from working at megacorps to a startup about a year and a half ago. There is much more freedom to move around, and work on what you are interested in. Obviously not as much as working for yourself where you can literally do anything, but it's a nice balance between freedom and learning from other people. I'm really enjoying it. I wish I would have just skipped the megacorps altogether.
At some point years down the road I would like to go out on my own just to work on some ideas that I have that I think would be fulfilling to work on. Open source projects mostly. Some of them are so weird or uncommercial that I don't think I would make any money. It would probably be more like a sabbatical. The median rent here in SF is $4000/month. So.. probably not the best place to take a break from income.
At 9/22/15 08:30 AM, slugrail wrote: I'm making a mediocre game atm, decided to lose all the bells and whistles of component entity systems, networking etc. and to go with the good old static design choices that end up being hell afterwards when you want to extend new features. Mediocre games call for mediocre code right?
Ha. Why are you making it if you think it is mediocre ?
Sometimes all the abstraction of things like ECS can distract from the actual game. I've worked on things before where I'm having so much fun designing the systems, and making all of the code beautiful until I realize "Wait a minute.. This game sucks. I'm just enjoying making it". Whoops. Maybe we could all use more mediocre code sometimes.
At 9/26/15 02:24 PM, PrettyMuchBryce wrote: Sometimes all the abstraction of things like ECS can distract from the actual game. I've worked on things before where I'm having so much fun designing the systems, and making all of the code beautiful until I realize "Wait a minute.. This game sucks. I'm just enjoying making it". Whoops. Maybe we could all use more mediocre code sometimes.
Yeah sometimes I like my internal systems more than the game itself. Right now tho, I'm enjoying both. The coding is more fun, but the game is promising. I just coded promises to reduce my callback hell, and it was fun figuring out how to make it work. There are several promise libs in haxe, but they all kinda suck in their own ways.
At 9/26/15 03:18 PM, MSGhero wrote: Yeah sometimes I like my internal systems more than the game itself. Right now tho, I'm enjoying both. The coding is more fun, but the game is promising. I just coded promises to reduce my callback hell, and it was fun figuring out how to make it work. There are several promise libs in haxe, but they all kinda suck in their own ways.
I have a love/hate relationship with promises. My experience with them is limited to the Q framework in javascript. They are definitely nicer than callbacks, but they can introduce their own complexities.
I'm enjoying Go right now. Everything executes synchronously with the exception of goroutines (closures) which are lightweight thread-like primitives. You use these alongside channels to get concurrency.
Example: http://play.golang.org/p/KLsp_dKE1W
At 9/26/15 04:32 PM, PrettyMuchBryce wrote: I have a love/hate relationship with promises. My experience with them is limited to the Q framework in javascript. They are definitely nicer than callbacks, but they can introduce their own complexities.
Yeah I see why now. I added delays, but I need to be able to pause groups of delays... Not really working for me.
What the fuck was this guy on?
I've been playing around with OCR. Tesseract is fun.
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P