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31

There are several sections of the Unity End-User License Agreement (which is for version 4.x as I write this, although earlier versions are similar) that pertaining to this issue. The most directly relevant is section 3, which reads (in part): You will not delete or in any manner alter any Unity or third-party copyright, trademark or other ...


19

In the Flash world, one size certainly does not fit all. That's the point, for reaching the biggest audience you should publish it on every site you can. The best way, I've found, to go is trying to sell your game for the best price on a site like FlashGameLicense. If that doesn't suits your needs or works for you, it's time to go crazy on publishing it. ...


14

Take your pick There are a number of ways to create an installer for anything, including an XNA game. 1. Visual Studio Deployment Solution This one's is fairly straightforward. If you have the Professional edition of Visual Studio, then you can add a Deployment project to your solution and whenever you compile this project, it will compile all necessary ...


13

This is mostly an unanswerable question, but I'll go through some of the things you mention. You don't have any useful skills to bring to the table - sorry to be blunt - so you basically have to bankroll the enterprise if you want anybody to take you seriously. Your main cost is the people you need to employ. Unless you know what sort of game you're going ...


13

If it's a good idea or not is up to you. And the success of the strategy depends on what your actual goal is. No Time to Explain did this way back in 2011. They uploaded a special version of the game to Pirate Bay that had all the characters wearing pirate hats. “We thought it’d be funny to leak a pirate version ourselves which is literally all about ...


12

You mention that you're looking for a publisher primarily for marketing (rather than funding) your iPhone game, so if I understand correctly, you're looking at companies such as Chillingo (if I recall correctly, they'll take finished titles and expose them to hungry gamers). We've worked with publishers such as Steam, D2D, and OnLive, all of which have ...


12

Today's markets are literally flooded with both products and startup companies struggling to get their share, especially in game development. As I see it, the days when it was enough to be passionate about doing something to be successful are over, not only in game development. Not that I want to discourage someone, but being passionate and having great ...


11

The completeness of the work depends on the publisher, the game, you and the relationship you have with that publisher. Each publisher will have their own standards for what's complete enough. Further, those standards could be tighter or less restrictive depending on the relationship you have with them. If you've never spoken to them, and they don't know ...


10

Hiring somebody to do your PR sounds very "non-indie." And it's certainly not likely to be good from a budgetary standpoint -- most indie games do not sell nearly as well as, say, Minecraft has. For an indie developer with a small (or nonexistent) budget, you probably have to work the grass roots angle more than anything else. Promoting your game on ...


10

UPC codes are designed for retail sale in the United States. They aren't legally enforced, but rather a private industry that's been standardized. Per the GS1 website: Today, barcodes that use EAN/UPC symbology (including the UPC-A, UPC-E, EAN-13 and EAN-8 barcodes) are the only barcodes allowed for products scanned at retail point of sale. Therefore ...


10

Even though hacking the APK seems easy but it will definitely not run, the other option I believe is to upgrade to the Unity Pro version and I found on some research onto it. See links: Answer from the Unity 3D page Forums Documents about splash screen


9

Matt Rix has shared some insight about his game Trainyard in his blog. I think the article shows some really interesting facts about sales and how they are related to decisions the developer made.


9

Is it possible to publish my game concept and ask community for level designs? Yes. And still keep my game concept save from being copied by others. No, once you release your game, anyone can copy your concept. Do I have copyrights on a game concept for a game which isn't officially released? As eBusiness said, you can't copyright a concept, just the ...


8

I prefer equality, because if it's time based then someone who works twice as efficient or is madly talented will be punished for doing twice the work per hour. On the other hand, people might argue that someone talented puts in as much sweat as the less talented so the hours are of equal value. I do know that not being based on equality might demotivate ...


7

For your game, I have some suggestions. Interesting idea, but scrap it and start again. Okay, not completely scrap it, but it needs some work :D (0) rebrand it as an edumacational - pitch it at kids - target the home school market (1) The music seems kind of repetititve (2) The music cancels the user's music which might have been playing in the ...


7

As far as I know, its very hard for a beginner to find a publisher unless you have something, that really stands out of the crowd or something really convincing. So, your first choice should be online distributor. Most famous is Steam which of course has a higher entry margin. There are less restrictive distributors like Desura. There is a new Indie only ...


7

There are three areas that you must take care of: Copyright Patents Trademarks Even if you break something, you might get away with it. The company legal department can contact you and ask you nicely to remove the infringement. Or they can directly sue you, especially when the company is making profit by holding and licensing patents. Copyright Every ...


6

There are a number of iPhone publishers who will submit your app for you under their name, for a percentage of your profits. One that comes to mind is Chillingo (their other company, Clickgamer, published Angry Birds). If you look around, you'll most likely find one that fits your needs. There are also companies who promote your app, but I don't know much ...


6

Basically, you lack the only interesting thing which people actually play platformers for. All these technical stuff you've listed can be done rather quickly compared to the interesting game levels. Levels need a lot of thought, work and polish, also they tend to spawn features when some idea cannot be expressed by existing components. So if you don't have ...


6

Since you just uploaded it today, you won't see the number of installs yet. See the documentation where it says the statistics are updated on a daily basis. The statistics are not "live". You'll only be able to see how many people downloaded on a given day after the day is over. This is similar to Google Analytics. So be patient and check back later. ...


5

While I doubt you will find anything that lists games that are in production stages. (The Industry usually remains a bit more tight-lipped about such things than the film industry does) The rest of what you are looking for is handled relatively nicely by MobyGames EDIT: Almost forgot, GiantBomb Also has the same sort of Data.


5

http://ibetatest.com/ Have people play test your games before sending them off for submission. You'll get great feedback from the people there, and it's really cheap. I usually pay $5 to a beta tester and they offer a lot of constructive feedback. It's better to have a polished game that you want to market then to have an unpolished one.


5

Also once you have gotten sponsorship (or decided against it) and implemented ads like MochiAds, throw your game onto these two distribution systems, which will let all the many many smaller sites grab your game: Mochi Game Distribution FlashGameDistribution.com


5

I would say it is a very interesting problem to have. If all of you are already in the project, then I guess doing Equal Share would be the best thing to do. You cannot quantify productivity in hours and I know sometimes i spend a couple of hours thinking and then implement something complex in just a few hours(which is imposible without the thinking part, ...


5

Let's take the basic legal first. Your copyright applies no matter if you have released the game or not. You do not have copyright for a concept, only for the very game you made. Except for extreme plagiarism you do not have means for stopping other people from making a similar game. Given that you basically have no community, and is unlikely to get one ...


5

Try to push to as many websites as possible. http://www.mochimedia.com/ is a great resources for learning about developing, publishing, and monetizing flash games. If you are interested in getting a sponsor and making some money I definitely recommend you check out http://www.flashgamelicense.com/ . I used them in the pass and got a sponsor to pay me ...


5

Option 1: Best way to market your own game? Talk to a company who publishes games. Pretend they're just a partner who takes a share just like anyone, and make a lot more money than you would have publishing on your own. We sold about 50k copies of our IOS game last year. Really good game, 5 stars in almost all country specific app stores. Would have done ...


4

If you don't already, you should have a (mobile-friendly!) website for you and your game, and you should send polite promotional e-mails to sites that do reviews and news about iPhone games. Make sure you include promo codes so that the reviewers on the sites can play your game for free.



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