Hot answers tagged

18

If you want to self-publish and sell your first game successfully, you will have little other choice than to create lots of attention, and a gameplay video seems unavoidable to do that. As for fears of plagiarism, having the largest possible upfront attention should actually be positive for you. Ideas are cheap and plentiful, it's the execution that matters ...


17

As made painfully obvious by recent events, 'Europe' is not a unified place in terms of laws or taxation, so giving a definitive answer here would be tricky to say the least. Even EU law is only a guide as each member state implements it differently. Generally speaking, everything is legal until decided otherwise, so it's not so much "how do I earn money ...


7

As early as possible. There is no reason to keep your game secret. Creating a public development blog, for example, is a great way to document your thoughts and keep yourself motivated. A modest audience of interested people might give you some valuable feedback, even when all you post is still conceptual. There is really no reason to be afraid someone ...


5

Others are saying to start with a lawyer or a publisher. While I agree that a lawyer will be important to the process (a publisher is not critical, and should be thought about with skepticism for indie games), the most important person to answer your question would actually be an accountant. In the U.S. (and I am sure Europe) business accountants have a ...


4

From these docs: You use the DEVELOPMENT_BUILD #define to identify whether your script is running in a player which was built with the “Development Build” option enabled. On the other hand, DEBUG doesn't exist.


3

It’s a bit simpler than that. If you have not released a game in a certain country, it is not available to purchase in that country. These days, you can always import it, through eg. Amazon, but you won’t find it in any retail or digital store. Before the prevalence of online retailers like Amazon, importing was a much more difficult prospect. Note that ...


3

Indie workflow: Make the game Find publishers Find a cheap attorney to get the general advice of protecting your game Submit to publishers Consult with an accountant Let your publisher tell you what to do next I say all this just to say, make your game first then worry about this stuff. If you make something worth selling you will have to commit a small ...


3

This looks like a bug in the shader compiler. XNA (as you have noted) uses an old version of the compiler. It's known to have bugs. By the looks of it, the compiler is trying to hoist clamp into a preshader, and failing. Probably the best solution here would be to manually hoist it yourself (this is what XNA's built-in effects do). The standard API for ...


3

Some companies target to release their titles around Christmas. Other companies target E3. There's a lot of buzz around E3 and it is coming soon. So it might be actually a good time to release in summer. And of course, when people go on holiday nowadays, they take their iPhones to the beach and they might just need something to play when they are sunbathing. ...


2

When you release a game it's natural that some beginner game designers will make a clone of it. It doesn't matter if it's beta or final release. But luckily for you those clones usually aren't as good as original. I doubt that a big studio would be interested to make a clone of your game, unless they think it'll be super popular. It's normal to be afraid of ...


2

I assume that while you were developing the game, you had a version of it installed in your device. Development versions of apps are able to be installed on devices without much checking. When you release the app, android checks that your previous version of that app is a development one, so it updates to the release. Android can tell the difference between ...


2

No. At this time the Unity site still refers to the Linux editor as an "experimental" Beta feature. There is not a stable release. The latest Linux builds, release notes, and known issues are documented in this Unity forum thread. In future, please direct this type of software query to the makers of that software. Because it's time-sensitive (maybe in two ...


1

Nowadays, in the era of digital distribution, it is more work to limit the regional availability of a title than to release it internationally. Sometimes there can be business or legal reasons to make a title unavailable in certain regions, but that's rather the exception than the norm. There are very few countries you can not reach by simply putting your ...


1

Assuming you are using the exact same setup of VS2010/VS2012 as myself. Ensure all art/sound/effect assets File Properties are set properly. a. Build Action should be set to Content b. Copy To Output Directory should be Copy if newer or Copy Always Using VS201X's Publish will provide an easy to use installer. a. The Setup.exe file will install .Net4.0 ...


1

"Releases" or "launches" only make sense (and those conventional rules only apply) if a lot of people are expecting your product. I notice AAA developers and large studios releasing games around just before Christmas (such as Mario Bros Wii and Mario Kart) so that might matter (because these games do make a great Christmas gift). But if nobody's ever heard ...


1

The games that have nothing but an .exe have compiled their executable with the assets inside. This is generally poor practice. By embedding your assets into the executable, they will stay loaded into memory while the program is running, even when not in use. For your scale and with modern machines this might not be much of an issue, but as the executable ...


1

I would suggest filing for an LLC if possible in your case, if you do not already have one. An LLC grants you protection among other things and is really ideal for someone in your position. Don't waste any more time and get it public to help bring in a fanbase; especially with it being close to being published, now is an ideal time. Keep the video short, ...


1

Tidy up your code first: use only one ENTER_FRAME event (circle_update), and instead of adding/removing another listener, set a flag to true or false, e.g.: replace stage.addEventListener(Event.ENTER_FRAME, drag); with dragging = true; replace stage.removeEventListener(Event.ENTER_FRAME, drag); with dragging = false; add in circle_update method: if ( ...


1

I ran into this problem again down the road, and wasn't able to modify the shader code in a way that would compile successfully under Release mode. The basic problem is the shader compiler that XNA uses tries to generate "preshaders" when content is built in Release mode, and fails. The workaround I've found is to use a custom content processor, and always ...


1

Is it legal to have a technique/pass with a pixel shader but no vertex shader? Perhaps that is intended to work in XNA, but it rings my alarm bells, so you might try adding a vertex shader (it would presumably just pass through the position and texcoords from input to output registers).


Only top voted, non community-wiki answers of a minimum length are eligible