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Messages - Noroup

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46
I think you would benefit from watching this talk by JW from Vlambeer about game feel . You're on the right track but still have some ways to go, comparing what you've got to what JW talks about is a good way to keep things moving :)
Thanks for linking the video sir! I will most certainly watch it

47
what are your hopes for this project, is it just for fun?  the answer to that will decide what feedback I will give.
My hopes are to make an addicting and compelling game which involves hand-eye coordination and fast reaction.
Ah will do thanks and I didn't get the game on Apple yet
I can give you feedback on that when I get hands on with the game. What I was looking for was if you wanted the game to be commercially successful. The main thing is you finished a game, which is not an easy thing to do, so well done for that. Also if you have managed to tackle all the apple stuff to get it on device, that is another good achievement, it can be very tricky.

However, if you are hoping for a commercial success, In terms of how the game looks, I think it needs quite a bit of work. Have a look at the past featured games from stencyl, have a think about how does your art style stand up against those games. Browse the App Store and look at the features list, try to get an understanding of what apple is looking for from a polished indie game.

Ah will do thanks. Also I didn't get it on apple

48
what are your hopes for this project, is it just for fun?  the answer to that will decide what feedback I will give.
My hopes are to make an addicting and compelling game which involves hand-eye coordination and fast reaction.

49
I like the concept, but before anything focus on aesthetics. I'm learning myself that a good game not only has to have great gameplay, but compelling visuals as well.  Also what software are you using to record your screen? I'm looking for a good software to use.
Nvidia Geforce free best software ever

Any ideas? What can be improved on the visuals?

50
https://youtu.be/Zm2xtr-ngCo

Appreciate all feedback/ideas

51
iPhone / iPad / Android / Re: Yo! Let's UP
« on: April 23, 2017, 09:30:57 am »
Did you advertise your game at all? Did you write to anyone? How did it become so popular?

No advertising, I emailed TouchArcade and PocketGamer a couple of days before release but didn't bother w any other press than that. In the end PocketGamer wrote an article but TouchArcade never bothered.

People keep asking how this happens but there really isn't a magic trick to it. They either gloss over it when I say it or just don't want to hear it, but the goal HAS to be "make a good game". A game that's good enough to get featured by Apple, and then good enough that people keep playing it because they like it. (note: this isn't aimed specifically at you or meant as a complaint, Noroup)
Can you personally look at a game I'm developing on YouTube and tell me if it is a good game? And give some advice please since you're experienced?

https://youtu.be/hZXyCAOvL9o


52
iPhone / iPad / Android / Re: Yo! Let's UP
« on: April 23, 2017, 01:49:45 am »
Yo! is now available on Android!

I think I'll go that model as well.  What's the best reward video company?  . I know there's rules with some companies about reward videos.  What about get a skin or outfit when video is watched?

Unity is p good for video ads, I use them and Applovin at the moment. You can do anything you want as far as rewards go :)
Did you advertise your game at all? Did you write to anyone? How did it become so popular?

53
iPhone / iPad / Android / Re: Yo! Let's UP
« on: April 16, 2017, 06:26:56 pm »
To be honest I wasn't expecting Yo to do as well as it did so I didn't really bother with a dev log or getting press (though I should've!). I think Pocketgamer wrote a review but TouchArcade didn't.

I don't really have advice for people outside of "make a good game and hope for the best"
Dude... How did it feel to make this much money? Are you overwhelmed?

Also, could you please give advice as to where to place ads, what ads to use, etc.

54
Ask a Question / Re: If you can figure this out you're a god!
« on: April 10, 2017, 02:28:40 pm »
When block two collides with block one, set the X-speed of block two = 0

55
iPhone / iPad / Android / Re: Yo! Let's UP
« on: April 10, 2017, 09:37:50 am »
yup. it's at something like $40K by now.
Hey I'm a teen developer using Stencyl could you give me some advice? Got Skype? Discord? Kik?

56
iPhone / iPad / Android / Re: Yo! Let's UP
« on: April 10, 2017, 07:12:54 am »
Didn't get a banner, alas. But it's doing pretty well regardless :)
You made $25k off this app in one week??

57
Thats fine , but you might notice some different placements of UI and Text elements. If you do, just ask for help!

I'm relieved! Thank you! Do you have Discord/Skype/Kik?

Edit: I pm'd you on Discord

58
Mostly yes, but offcrouse the controls are different and the screensize might be different. This last may result in UI issues if you have a complex UI

Thanks, my screen size is 480x320 will that be a problem for iPhone/Android?

59
Ask a Question / Support Transitioning from Flash to iPhone/Android
« on: April 09, 2017, 06:42:59 pm »
Hi there, I have a question. Will my game be the same on iPhone and Android as it is whenever I test it using Flash?

60
Ask a Question / Re: Why do my bullets curve like this?
« on: March 03, 2017, 07:16:28 am »
You can add an always event to your  bullet behavior that sets it's Y speed to 0.

Do this.  Go to your bullet behavior and select "edit behavior"

Go to the left and select "add event"  choose the "always" event

Go to the pallette of blocks on the right.

Click on the "actor" section.

Go to the "motion" sub tab

Drag over the "set x speed" block and drop it in

Change "x" to "y"

It should automatically say "to self"

So the code reads "always set Y speed to 0 for self"

This will a me sure it never goes up and down, the only way it can go is horizontal.

Make sure this event or behavior is attached to the BULLET not the actor creating it
Thank you sir! I really appreciate it!

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