Post number #159898, ID: 2b2ed0
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Since when do you program? Would it be hard to write such a game as a g/u/rl who has never written anything? +looks dank g/u/rl, good work <3
Post number #159914, ID: 5663ef
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Ayyyye. Good job, g/u/rl. Downloaded!
Post number #159929, ID: 8572b4
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>>159898 I only started learning how to code properly recently, doing courses on udemy and YouTube. Anyone could make a game like this! Also thanks!
Post number #159941, ID: d3353a
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I remember your previous post. Just installed. Cheers mate!
Post number #160058, ID: 53c1ca
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Ah I wish I had talent, dreams or a will to do anything
Post number #160705, ID: 0b6bec
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It's definitely cool! Simple, but still fun. Did you make the graphics yourself? If so, good job! Something that would be nice though, was if the enemy bullets were easier to spot. The speed stripes or space stripes or whatever you want to call it looks almost the exact same, and it's hard to differentiate between the two. It might just be the fact that I'm colour weak/blind, but making the bullets more distinct would definitely be appreciated.
Post number #160823, ID: 8572b4
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>>160705 Hey thanks! We made most of the assets in the game, all the particle effects, explosions, music etc. Unfortunately we did end up using some free sprites off the Internet for the enemies and player. We initially tried making our own but our pixel art skills are quite lack luster atm. I understand what you mean about the bullets blending in with the Stars perhaps decreasing the star speed would help with visibility. I'll look into it!
Post number #160828, ID: 537036
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>>160823 Thanks!
Post number #160860, ID: cae622
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Are you guys gonna make another game? If so what's it gonna be about?
Post number #160866, ID: 537036
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>>160860 That's a little early, isn't it?
Post number #161121, ID: 8572b4
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>>>>160860 Well we definitely plan on making more games, it's what we wanna do as like with our lives, this game was just like a trial run, you know just get something out there, just see what we can accomplish. Me and my friend are gonna go back to learning again for a while, finish some courses and the like. And once we're a little more competent we'll look at making our next game. What it'll be, I have no clue. We have 100s of ideas but can only do so much as a 2 man team.
Post number #161124, ID: 8572b4
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But yeah that's the plan, learn and make shitty games until we feel competent enough to dedicate ourselves on a real project, a game we can be proud of. So yeah wish us luck g/u/r/ls!
Post number #161178, ID: 1e21ca
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Luck g/u/rls!
Post number #161685, ID: 3ee4dc
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Btw do you need a designer?
Post number #161944, ID: 8572b4
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>>161685 Yes and no, my friend is supposed to be in charge of all the aesthetics in the game, and I handle all the technical stuff. But as it stands I have much more knowledge in ps and the like. He's more artistic but isn't the best at using these programs... He's focusing mainly on blender atm. We plan on looking for more members to join us down the line.
Post number #161945, ID: 8572b4
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Games*
Post number #161965, ID: 537036
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>>161944 I'm free. Just saying. I haven't posted a lot, and the few things I have posted are just quickly thrown together characters, but I can make some pixel art really cheap. Type small % of the income cheap. I'm @GardGasodden on Twitter. I could try to throw together like an enemy ship or something if you want.
Post number #161967, ID: 537036
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A little tip on how to improve Space Hash would be that the enemies don't start firing immediately. How the game is currently, you are almost guaranteed to get hit as soon as the next wave starts. That could be fixed by setting a placeholder object as the one that flies in, and after like a second or three that object is destroyed and replaced with a normal enemy. The fact that it's a placeholder could be signified by a shipped around it or something.
Post number #161968, ID: 537036
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If you are thinking about further developing it, I'd say starting work on a simple upgrade system would be nice. After each "area", you can choose between a bit more max health, max shield or dmg.
Post number #162471, ID: 8572b4
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>>161967 So I actually already realized that the enemies firing straight away was causing a bunch of problems, firstly there's a very small chance of them firing on the very first frame, the enemies technically spawn in the centre before 'teleporting' to off the screen so that they can fly in, so sometimes a random bullet just appears in the center of the screen and almost hits you, also they're still firing off of the screen and take a while before they're destroyed...
Post number #162474, ID: 8572b4
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So there ends up being a lot more game objects in the scene than necessary, which is just poor practice and causes some from drops when there's alot of enemies. What I'm getting at is that the game has alot of issues, lots of poorly written code and bad practices. This is because everything I added to the game I kinda had to learn how to do it on the go and only realizing later that there's better ways to do it or that it would affect another part of the game.
Post number #162475, ID: 8572b4
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So there's alot of little things that I could fix that would improve the overall quality of the game but would require redoing entire parts, at the end there I was getting real tired and was putting alot of effort into a very mediocre game.
Post number #162476, ID: 8572b4
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>>161968 Originally we wanted to add so much more, different enemy ships that you could unlock with different abilities and stats, implementation of the Google play services, so challenges and leaderboards etc bosses and more levels... But adding all this stuff would take alot of work to implement and I knew the game wasn't going to get very popular or make us any money.
Post number #162481, ID: 8572b4
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So I decided not to add ads, not yet anyways. For now I think I need to improve my skills, and if the game gets more popular or I just have some extra time I definitely wanna revisit it and fix some things as well as make it more of a game. Anyways getting back to you, I checked out your twitter, some pretty decent stuff. Though atm we make 0% income, but I'll definitely bookmark your name somewhere. When we start making our next game, which should hopefully be alot better...
Post number #162565, ID: 167038
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cute
Post number #163081, ID: 2c33cc
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>>162475 That's gamedev for you.
Post number #163084, ID: 2c33cc
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>>162481 I don't mind zero income, as long as I get some if there ever is income. And judging by the poor code and the time it took to make, leaving it would probably be best.
Post number #163090, ID: 13d80d
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>>163084 wow rude
>>161944 I'd help you for free, I just want to improve my design skills. I can work with Illustrator and Photoshop. I can also cut videos n stuff lmao
Post number #163116, ID: 8572b4
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I don't mind paying, I have some cash saved up for those cases, but free help is also greatly appreciated. If anyone wants to possibly work with us or get their stuff out there just post any sort of contact info, I'll save it and contact you guys when we start our new projects.
Post number #163119, ID: 8572b4
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>>163084 We spent about 2 weeks making it, so I don't think it's too bad. And improving it wouldn't be the hardest thing in the world, it just comes down to is it worth the effort. But yeah I'll be leaving it for a while.
Post number #163281, ID: 2c33cc
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>>163119 It was not meant to be rude. I guess I should have formulated it differently. But from what they said, it didn't take a long time to make. And now that they know how to do it, it will go much quicker next time, and the "if there ever is income" was not meant as I don't think you'll ever earn any, it's meant as more of a when you earn something, or star monetising your games, or if you just give up on gamedeving, forever or for the moment.
Post number #163283, ID: 2c33cc
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>>163281 A lot of people give up after having made one or two games. My request was that I could make some assets for them for free, for testing out or prototyping stuff, and if they decide to keep working on it, and eventually monetize it, that I will keep making assets, of course for a percentage of what they earn.
Post number #163285, ID: 2c33cc
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So to put it better. I can make assets for your stuff, and only my name in the credits, and if you earn money on it, I want a percentage of it, considering that I have then helped make something that you have earned money on.
Post number #163289, ID: 2c33cc
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>>163285 * and I only need my name in the credits
Total number of posts: 37,
last modified on:
Sun Jan 1 00:00:00 1519670586
| So uh yeah, I said I'd post a link when it's done... Uhm here it is... Enjoy... Or don't.
https://play.google.com/store/apps/details?id=com.TravelingMerchant.SpaceShooter