Gonna try to start making a mobile game tomorrow. Could really use an extra income source. Something simple, but fun and with good heart put into it. Maybe i can sell some bonus levels for it.
I might post my progress somewhere. Im not sure where .
Talk about anything
Nerdzmasterz
I found this. It seems pretty promising.
Megalomaniak Perhaps. But that's speculation.
https://www.pcgamer.com/unity-is-merging-with-a-company-who-made-a-malware-installer/
Looks like Unity is over. Expect a LOT more people coming to Godot very soon...
I just wonder who owns ironsource
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A platformer splatter, a splatformer ? Muahahaha :-)
I only fear most gamers just don't care about the doings. I am only personally affected when KSP2 is released, practically the only game I am/was waiting for.
They were public, still are now in the new company. But the shady doings will probably not stop but spread further, can't stop thinking even about political aspects.
cybereality Farewell, Unity. I have learned a lot from work with you.
Now I have to re-purchase all my assets elsewhere...
cybereality https://www.pcgamer.com/unity-is-merging-with-a-company-who-made-a-malware-installer/
Looks like Unity is over. Expect a LOT more people coming to Godot very soon...
The thing I find the most sad about this is that the merge/acquire was right after they (Unity) let go of a bunch of their employees. They seem to have the money that they could have, at least from a theoretical monetary perspective, kept the employees and been able to pay them, but… I digress.
A totally different aside: I’ve been slowly trying to wrap my head around efficient peer-to-peer networking setups, but it is confusing. Payload size isn’t nearly as much of an issue as I thought it might have been, but instead it is latency. Even with smoothing and interpolation between packets, things are still a little laggy visually. I’ve read the way around it seems to be sending data so you can predict where the player will be going next, which can be as simple as passing the velocity or as complex as pooling the player’s recent input and then trying to guess their next input from that.
All of this has given me a new appreciation of all the multiplayer games I’ve played. I’m just working on a 2 player project, I cannot imagine the immense complexity of trying to program the networking for something like a MMO or a battle-royal game.
After reading the article, I think you're overreacting. The malware they mention was adware, which lots of "legitimate" companies produced, and they seem to be past that now and mostly into advertising. Getting more advertising experience is likely to make unity more attractive to developers who just want a really easy way to cash in.
I wouldn't like it, but I didn't like unity to begin with.
I'm of the opinion that the secret to making a good networked game is getting the software to lie convincingly about what happened. As long as each player sees something reasonable, who cares if they all see the same thing at the same time. Einstein would approve.
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I was in a love-hate relationship with Unity, TBH. It's sad to see it change and all. What I didn't like was how those who couldn't/didn't pay for stuff was usually kept in the dark. Plus, the tuts they offered for free were not up-to-date. I liked how easy it was to whip up a game with it using assets from their store, and I also made and published my very first game with it. It wasn't really that great, but it was a huge step.
Some doubted that I would get that far, it was awesome when I managed to officially correct them.
Alright, so this is about my player blinking to indicate invincibility.
Right now, I'm using AnimationPlayer to make visibility on and off.
It's just... well... the node tree.
Normally, it should be either AnimatedSprite or AnimationPlayer + Sprite. Here, I use both of them (AnimatedSprite for explosion effect and AnimationPlayer + Sprite for blinking).
I did try to use only AnimationPlayer + Sprite, but when changing texture using keys, the texture is just... gone.
Maybe because the explosion sprites are on different files, it doesn't want to work.
Assets:
- Ships
- Tiles <- The explosion sprites are here.
So in the end, I have to use both methods. Though, I feel it's not efficient.
I wouldn't be so keen on getting my game flagged by Windows Defender or MalwareBytes. Not a good look.
Tomcat A highly debatable statement.
Can't tell if it's satire or irony, can't be a true statement.
My bet is we'll see if that statement is correct or not depending on how well Unity does now that it has merged. Makes me full of idle curiosity.
cybereality Can't tell if it's satire or irony, can't be a true statement.
On the Internet, it's very hard to tell who's kidding and who's... saying what they really think. That's why I try to be very careful with the wording, to make it as clear and understandable as possible. But I'm not sure that always succeeds.
Exactly this. I usually wouldn't tease without some laughing face or whatever to show I actually am, unless the statement is plain out ludicrous.
cybereality I can only speak for myself, but all the indy games I play are on android and ad based. Generally they have a "no ad" option to buy, but I doubt many would buy it without playing the ad based first. Small teams can generally sell a game on steam, and once in a while there is a solo game on steam that is pretty good. I bought two games on steam that were written by one or two developers. That's all. It's a true statement for me, anyway.
I wasn't so fortunate with ads, but I didn't have much experience then, either. Still, ads sounded better than making people pay and risk missing having a less fortunate crowd try it.
With that being said, there is a nasty drawback: people will use adblockers to stop your ads. I used to swear by rewarded videos for this- it checked if the ad fully ran before rewarding. Other ads are either skipped or completely blocked using ad blockers or putting the phone on air plane mode.
Ads are phasing out right now, but I bet they will return as a valuable method for making money from games.
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A friend gave me a tip recently. Anyone else hear of Rachel Pedersen? She has a podcast on marketing on Podbean. I checked it out and find her stuff kind of interesting. Might be worth looking into for beginners social networking.
I can't say I've ever touched a website in the past year without javascript and ads disabled. Ads definitely should not be relied on for any amount of money.
cybereality
I'm not sure if you're joking here or not. That would be a seriously dumb mistake that would be easy for them to avoid.
I just read the very interesting console article, and I have to say that if I were a young developer, looking to make money, godot would not be my first choice. There's less support for consoles (the source of "most of the revenue from independent developers"), even if you count third party companies. It's harder to insert advertising -- based on the many posts I've seen asking for help on the subject. There's just not much to recommend it.
Of course, mine is very much a layman's opinion, but new developers don't have much more knowledge on the subject than I do. They might reach the same conclusion.
Okay, I'm not sure if this would help, but... Fahir Mehovic made a tutorial about setting up Admob in Unity- not Godot, but go with me. Could anyone possibly convert the code he uses to GDScript? Would that work?
That feeling whether your tutorial is good enough or you still need to improve it.
For context, I'm currently making a tutorial for Udemy. I have created the game for the tutorial, but I don't know whether they will like it or not.
Functional speaking, it's ready. But there are some that still need to be improved, I think.
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For my own part, I will not install a game (or any software) that needs an internet connection, a registration, has some sort of DRM or does not run in user space alone. To be provocative, one either has the idea for a nice game that's worth spending money on (e.g. Factorio, KSP), or not. They are not that many. But if they must rely on ads to boost their income, they're not my cup of tea anyway.
@KanataEXE , I would say that a game for a tutorial doesn't need golden handles, bells and whistles. Too much info might distract people from the underlying principles. It is not much that even a good teacher can transport in an hour lecture. People often tend to pack too much into it. That doesn't mean it should be repetitive, but just enough to give the listeners the feeling of achievement. It is an edge to walk, and you have no feedback like in a classroom.
Disclaimer: I have heard for decades that I am a bad teacher :-/
I really recommend everyone read this book if you want to be successful.
GAMEDEV: 10 Steps to Making Your First Game Successful by Wlad Marhulets.
To each their own. I sometimes like the stuff that has ads if it's not insanely packed with them. They're free, so I'm not out anything. If I don't like the privacy policy, I just move on.
I also like offering the game to multitudes rather than only those who are willing to pay.
Both ways to sell games have pros and cons, just like free to play stuff with IAPs.
It's not necessarily about how you prefer to play games as a dev, it's what brings in the actual money.
duane I have to say that if I were a young developer, looking to make money, godot would not be my first choice
This is simply not true. Lots of games have made millions on Steam, and only ported to consoles after they were a success. For example, Slay the Spire, which launched on Steam in 2017 and made about $25 million in the first year (before porting to consoles). It's certainly possible if you make a hit game.
I remember when it launched in 2017. I still play it hours on end which is rare for me to do in current year. Did it really make that much year one?
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Thanks, cybereality , book is queued but must wait until reconstruction of my bookshelves.
Atm I must (besides constructing a new place to live in times of shortage and inflation) get behind C++ concurrency and at least the basics of the available semantics. Need it for my terrain renderer. Also need a tileable image format, or brew my own. I need to separate the data structures from the data to be really independent from size constraints. Need to bring my skills to the next level, so to say blah blah.
packrat Did it really make that much year one?
Yes. It sold 1.5M copies by 2019 (this may have been slightly more than a year, but still before consoles).
https://www.gamesindustry.biz/articles/2019-03-20-megacrits-slay-the-spire-has-sold-1-5m-copies
I did the estimate, because the price was around $15 to $20 during that time period.
Pixophir get behind C++ concurrency and at least the basics of the available semantics
This is very tough. I've been programming in C++ probably like 15 years, and concurrency is still very confusing. I understand the basics now, and have done some small tests, but scaling that to a full app is difficult. Also, the bugs are madness and it's almost like programming with quantum physics, because it makes no sense. But you can learn it.
This is one of the only modern books that is decent on the topic. Much of the other material is super outdated compared to the current C++ standard. C++ Concurrency in Action by Anthony Williams.
However, I didn't fully understand things until I did the course at my school for Computer Science. So you may not get it, even after reading that book. But it's the best place to start.
Okay, the game that I'm working on is basically finish; I've even created additional levels and have 14 levels in total. Still, there is one little change that I need to make to the game; I need to find a way to change to logo and I don't know how. I'm reading about this issue in the documentation right now. If I'm able to get in done this week, I'll start putting on promotional information about next week. I'm feeling tired again but, I'm glad I'm close to the final stretch.
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Yep, got the Williams on the table and I too find it confusing. It is not a didactic highlight.
There is a German book I find more on the point: R. Grimm, Modernes C++ Concurrency meistern, Hanser 2018. The first chapter introduces C++ memory models , atomic operations and data types, sequential consistency, acquire/release semantics, relaxed semantics, and so on with simple examples one can understand without too much abstraction. Will come to the multi-threading chapter in the coming days.
Edit: I see there's an English version apparently on packt pub:
https://www.packtpub.com/product/concurrency-with-modern-c/9781839211027
While quality on packt pub has a broad spread, this one I can recommend.
This was the book they had us read at school that allowed me to understand. It's about operating systems, but you kind of have to understand the full stack to understand how to use threads properly. You might want to check this one.
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cybereality I really recommend everyone read this book if you want to be successful.
GAMEDEV: 10 Steps to Making Your First Game Successful by Wlad Marhulets.
Okay, I just checked out a digital copy from the local library. Only the audiobook edition was available.
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I mean, I dont want Unity to fail. I think it's decent technology (the engine itself), but John Riccitiello doesn't know what he is doing and took the company in the wrong direction. They might still survive, but it will require new leadership and a new direction. And it would be nice to get some refugees coming to Godot, but at the same time Godot isn't quite a 1:1 replacement for Unity (it's better in some areas, worse in others) so it may be too soon to declare victory.