ID:1988478
 
(See the best response by RoxasX-San.)
Yesterday I was approached by a publisher, who wants to bring one of my projects to steam and port it to several other mediums if possible, handling distribution, promotion and putting me in contact with his list of artists, composers and many other services.

While I personally consider the game in refinement/under construction phase,after letting them play the game they seem interested in moving ahead with setting the project up for steam with a little work for now. We spoke at length and the process seems to involve many things, like consulting artists to help improve the game's elements visually, and improving the game through play testing,etc. In exchange for my fees, they will handle things such as promotion, press releases, etc. At this point I'm now working on getting the game to a point where it can be played via steam Early Access along with the help of the publisher. This was a route I was heading in anyway once I got the game to a certain degree of polish and refinement - so I'm fine with this.

My question is how does Steam work with regards to BYOND software?
He seems to find the lack of - at the least- an exe creation option a bit distressing and I agree to an extent. It's a bit difficult to share your work as things stand with people outside the community without having them get involved with the community(which..sometimes is a mixed experience).

I've heard tales of games making it to steam from here such as Severed Worlds and NesTagia, so I'm just curious what does that conversion and process entail?
I hit this step of development a bit sooner than I anticipated, but being one to make the most of opportunities, I'd like to capitalize on it so any insight would be helpful.

-Avid

Lol, the fact that you need a private conversation with the engine developer just to get something like this says A LOT about the engine
Just visiting the site says A LOT about the "developers" here too.
In response to Lavenblade
Well maybe you can go do something about that but what OP asked is A real annoying issue
I'm personally about ready to just leave all together. I've tried to remain optimistic but seeing this bullshit community year after year for the past 8 years really gets exhausting.

That's not even considering frustrations with limitations on the engine. Hell, I tried running the web client on a project the other day and it crashed before it even loaded properly.
+++
the steamworks SDK requires the implementer to agree to an NDA, so this'll have to be private. All the replies are pretty relevant though.

I'm very unsure about the fact that a publisher proactively contacted you though.. especially after looking at your games(no offense.) Take the contact with a grain of salt.
In response to Somepotato
I'm very unsure about the fact that a publisher proactively contacted you though.. especially after looking at your games(no offense.) Take the contact with a grain of salt.

No offence but I agree.
In response to Somepotato
A bit of a negative approach don't you think? Even saying no-offense does not make the implication of what you said any less offensive, but I digress.

I don't know where this mentality(implied based on your response) comes from that steam is to be put on a pedestal.

Take for example;
http://store.steampowered.com/app/200210/

Realm Of The Mad God^

Visually? Weak.
Possible to be made on byond? Absolutely.
Popular? Very much so, considering the small niche of the product.

If a game can get even 10 people playing it "here", there is nothing to say it won't get a 100, a 1000, 10,000 "out there". My point is lets not be so... judgmental...

As for the topic at hand, and the reason the byond exe/steam api/sdk isn't available to all users openly on the site(Despite a regime change) is "Byond" me.

In response to WeabooGamesInc
What do you mean by ""Byond" me"?
In response to RoxasX-San
RoxasX-San wrote:
What do you mean by ""Byond" me"?
They don't know the reason why the steam api isn't accessible to all users.

If what Somepotato said is accurate, then I'd imagine that's one reason why.
In response to Lavenblade
Lavenblade wrote:
That's not even considering frustrations with limitations on the engine. Hell, I tried running the web client on a project the other day and it crashed before it even loaded properly.

Pretty pointless to vent about it if you're not going to report the issue.
In response to Lavenblade
Lavenblade wrote:
That's not even considering frustrations with limitations on the engine. Hell, I tried running the web client on a project the other day and it crashed before it even loaded properly.

When people have issues with the webclient and don't report them, it won't get better. I'm happy to look into any issues that are reported.
In response to RoxasX-San
RoxasX-San wrote:
I'm very unsure about the fact that a publisher proactively contacted you though.. especially after looking at your games(no offense.) Take the contact with a grain of salt.

No offence but I agree.

I dont get why people jump to conclusions based of screen shots and 2 mins of game play.Iv played alot of games on byond and avid not only has his own art style for his games but many functions and originality.I think ur looking at his current side project and not his others so ur jumping to conclusions about a game u haven't played fully.Its insulting no matter how u try to dumb it down. Saying it cant be true because ur games aren't good enough cant be dumbed down. If someone seen ur game and seen the potential in it and said they would back it wouldn't u go for it and u would think that the byond community would support it instead they support games with the best mock ups and no gameplay i dont get it. Iv tested his game fully u should do the same. Good luck Avid

LoL this is exactly why I can't take some of you people seriously. But "haters gon' hate" I suppose.
Truth is-
I get compliments all the time from various people saying some of my games are probably the best things being hosted on BYOND on a consistent basis. That's not bragging-that's just what people have told me.(12 and counting woo hoo) I prefer to stay humble and continue my work instead of indulging in name calling, argument baiting, and the rest of that nonsense.

What I can do is have the guy get in touch with Lummox so he can discuss it directly if you wish.

And there's the matter of the 3 hour conversation we had last night as well.
*Note: This conversation originated on Facebook as a result of a post I made to an indie game developers group inquiring about the best way to handle complex stories in gaming.*


Conversation started today
The Publisher
2:15am
The Publisher
So sorry for misinterpreting your message!
Me
2:18am
Me
mm im looking for the best way to keep track of story elements-from a programming perspective. not sure if that explains exactly what i mean
The Publisher
2:18am
The Publisher
Ah sorry, I've been a publisher for awhile now
So my answers usually gear towards efficiency and achievements tongue emoticon
from a programming POV
Since according to your project, it is a linear, online multiplayer action/adventure game
I'm thinking perhaps it may be possible to implement a pseudo-similar achievement milestone kind of thing, since you have active data intake
I'm not a programmer but one of my clients have done it before
Me
2:21am
Me
active data intake? could you explain what that is
The Publisher
2:21am
The Publisher
it is a multiplayer game right?
So you do have a server that can accept data, send out data and whatnot
Correct?
Me
2:21am
Me
the program i work with has built in features for hosting personal servers.
so i don't have to worry about any of those specifics
The Publisher
2:22am
The Publisher
Okay - Basically I'll tell you what my clients did
So his story is branching, right?
And each time they pick a choice or reach a certain area, data is collected
So he knows % of people who went this place
% of people who did this or that
Me
2:23am
Me
mmmmmm
lets simplify a bit.
i just need to keep track of events persay. As in, player 1 spoke to this person, and completed this person's request. its closer to an rpg game with the level of stuff i need to keep track of.
it doesn't really matter so much that its an online game, since if the player is playing by themselves, the data is saved in their save file pertaining to the progress they've made.
what im looking for is a simple efficient way to handle whatever I might need to, in regards to the story.
The Publisher
2:25am
The Publisher
I see. I can ask my programmers for you
Me
2:26am
Me
so far what i have is a list, and in that list i associate a text value with a off or on flag.
was just wondering if there was anything different i could do than what im doing now. and thanks i'd appreciate it grin emoticon
The Publisher
2:26am
The Publisher
Are you working on a game alone? And how far are you in, if I may ask?
Me
2:33am
Me
Semi alone. i dont really have reliable help. the art was done for the majority of the game previously. i have all my major systems in place. I'm just at the point where I am filling in the story elements. I guess i'd estimate the game about being about 70% of completion. In it's current state it's perfect for an online experience with other players.
The Publisher
2:33am
The Publisher
I have to say, I'm extremely impressed.
You have everything covered, including music and SFX etc?
Me
2:34am
Me
i just have alot of things i'd like to add that allow people who host their own games to tailor the experience to their liking, like role play servers, Pvp servers. Etc. And yes for the most part I have a ton of Sfx that I use for the game.
Mostly the only thing I lack is art. i do have a friend or two that help me out occasionally. but that's here and there. nothing really consistent. Then again I don't really need much art work done in order to complete the game.
maybe a few npcs , a couple of boss characters and some SFX.
The Publisher
2:35am
The Publisher
No music?
Have you done everything at 0 budget?
Me
2:36am
Me
are you asking if i need music or if i have music? I have music. i purchased it from jewel beat sometime last year.
The Publisher
2:37am
The Publisher
Hmm. Do you need a publisher? If you do, I can be of assistance actually.
If your game is really what I think it is like, I'm actually super impressed
Me
2:37am
Me
for this particular game, i probably paid to have 100$ or so of some work done. i believe i paid a guy to do some hair overlays for the character base. other than that it's all been free. i trade lanced for it . (programming for the artist while they provide art) or found free resources to use.
The Publisher
2:37am
The Publisher
i can offer super cheap contacts to you, quality contacts
and we have a large email list of about 10,000
Me
2:37am
Me
Hmm. well I'm always somewhat interested in learning more and taking it further. What did you have in mind?
The Publisher
2:37am
The Publisher
Basically, I think what your game lacks is distribution, am I right?
I can advise you on the finance and business side of things
I can get you into the Steam store easy, and the other places (GOG, Humble Store) if you wish to go there
I also have friends in the media
Me
2:38am
Me
well. there is a bit of a small problem with that. the medium i chose to make the game on is very small time. they have maybe 2 titltes that have been put on steam at the moment.
The Publisher
2:38am
The Publisher
We're an indie publisher so all our terms are indie friendly and straight-forward
Me
2:39am
Me
but its not a common software that most people would use to develop their games
ah thats really cool.
The Publisher
2:39am
The Publisher
I don't see why that's an issue, but perhaps you can inform me?
Are you worried it won't get on Steam because it isn't Unity/UE?
Me
2:39am
Me
Have you ever heard of a steam title called NesTalgia
The Publisher
2:40am
The Publisher
isn't that the
really old pixels game
Me
2:40am
Me
http://silkgames.com/nestalgia/
https://www.facebook.com/severedworldmmorpg/
also that one is nearing completion using the same system . thats actually a dedicated team so they have plans to take it to steam
and i think also mobile devices as well if i remember right
The Publisher
2:41am
The Publisher
Okay, go on
Me
2:41am
Me
but both of those games use the program i made my game in. its called Dream maker.
The Publisher
2:42am
The Publisher
Its fine, isn't it?
No one really bothers about what the engine is - Its the quality of the game
Me
2:42am
Me
well. im all pretty new to this, so no. i had no clue. lol smile emoticon
The Publisher
2:43am
The Publisher
Well, if your game is good, I think I'd like to get you onto the Steam Store
and from what you've said, you're pretty much, more than halfway done?
Me
2:43am
Me
Yea. I'd say about 70% or so.
The Publisher
2:43am
The Publisher
Do you have a version which I can test?
Me
2:44am
Me
hmm lets see. im currently going under a development phase. but i think i can compile a version you can try out
The Publisher
2:44am
The Publisher
does that come with the multiplayer?
Me
2:45am
Me
multi player is built into the engine for DM. it uses a program called Dream Daemon, which allows you to host your own version of any of the games for other people to play
at that point you just have to give them the url and they can join. The limitation is that currently, they have to have the Dream Maker package suite installed to play games.
I've been trying to get the creator of the software to make an Exe program to simplify the process. but for some reason they don't seem too keen on that idea.
The Publisher
2:46am
The Publisher
That is troublesome. May I ask for a public release, would everyone still need the Dream Maker packages?
Me
2:47am
Me
Yes. major limitation in using the DM. if you want to play their games they sort of confine you to the community by atleast needing to download their software.
The Publisher
2:47am
The Publisher
can this be done? Packaging everything into one installer, both DM and the game
That seems to be the most efficient way of going about it
Me
2:48am
Me
I actually have an EXE program someone made for the game a while back as a favor now that i think on it.
give me a moment
the only issue with the EXE is that people wouldn't be able to play with you. it would be a single player game.
but to answer your question, yes byond could be packaged with the game
if need be
The Publisher
2:49am
The Publisher
then that should fix it, yes?
Me
2:50am
Me
the exe only allows for single play, not the ability to host the game. you'd still need the dream daemon program if you want to host it and allow others to play with you.
to simplify things i will package all of them for you
The Publisher
2:50am
The Publisher
I think for a Steam release, it would be best to package it all together
People get annoyed when they have to take an extra step or two to do things
A sad reflection of our society frown emoticon
Me
2:51am
Me
oh believe me i know. thats partially why i've been asking the creators of this software to simplify the process.
nearly every serious game development suite has the ability to generate an Exe so that people can play their games.
its a pretty common feature so i dont really understand their reluctance.
The Publisher
2:52am
The Publisher
Eh its just so people will go to their website (Traffic) smile emoticon
Me
2:52am
Me
well. the world is much larger than their community.
i'd think getting their name out there would mean more traffic
The Publisher
2:53am
The Publisher
Its just poor business sense eh
Me
2:53am
Me
perhaps.
ahh you got my programmers brain going haywire right now
im trying to think of all the tiny little things i want to fix lol
The Publisher
2:53am
The Publisher
Uh, I apologize!? LOL
Anyway, let me tell you what I do as a publisher
What I do is generally, take indie games into Steam stores and other publishing outlets
We basically handle the business side of things
Reaching out to media, generating hype
Marketing and PR basically
We also advise on store pricing etc;
Me
2:55am
Me
ahh i see. thats awesome.
The Publisher
2:55am
The Publisher
The general cuts for publishers are anywhere between 30-40%
We take a 20% cut instead
Basically when the money comes to us, we transfer it straight to you
after taking our cut
and if say, you decide "Hey, I need a composer."
We can recommend good and cheap people for you
or if you need a trailer, "I'll go, no issue - Let us handle that for you."
Me
2:57am
Me
i see i see. thats very helpful as well. Well. the way i work is. i focused on gameplay and mechanics first , since in the beginning i had an artist.
i got to the point where i have the majority of everything i need art wise. but theres a ton of small visual things that are lacking. i left those for last.
such as customized menus, alerts, and some of the hud interface as well.
also alot of the stuff in game is based on art you can find for free in some places. but give me a moment i will send a playable along to you so you can check it out.
The Publisher
2:59am
The Publisher
What I'm actually thinking is to bring this game to the Steam store on Early Access
so with the profits etc
you can expand the game and buy more assets
Me
3:00am
Me
i was in the process of re creating the tutorial area, so let me fix up the one glaring thing that comes to mind and then iw ill send it your way.
And actually that would be great since, that's really the only thing holding me back at this point. procuring the art needs so that i can finish up the story elements and also the hud elements i haven't had done yet.
Me
3:00am
Me
how does early access work though? im unfamiliar with it
The Publisher
3:00am
The Publisher
basically
say you got a game that's say, 50% done?
you go onto the steam store to sell at a slightly lower price
if you decided that the full completed game is 19.99, the early access could be 14.99
and we put it up there and gather feedback to improve the game
Me
3:02am
Me
ahh i see. i didn't know that was an option
The Publisher
3:02am
The Publisher
But before anything, I'd like to know if you're keen on working with me
I'm a rather honest and direct person, so I'd just like discussions to be open
Also, I'd need a shot at the game first
Me
3:04am
Me
mmmm. well im a taurus. so i tend to be pretty stubborn sometimes even if i dont need to or mean to. I bring that up because i have a habit sometime of falling into a routine. and sometimes that makes me a bit wary of trying new things. but im making a conscious decision to be flexible and try new things to see how they pan out.
Me
3:04am
Me
so yes, im interested. also let me do a bit of programming and i will send it your way.
The Publisher
3:05am
The Publisher
Sure thing
request: Don't send it over google drive, I hate that thing tongue emoticon
Me
3:06am
Me
lol. no worries there.
The Publisher
3:07am
The Publisher
I honestly think that the main challenge here would be marketing and with my help, we can do a lot of things smile emoticon
On the current version alone, how many hours of gameplay would I get?
Me
3:11am
Me
sorry was fixing the map
if you are playing muti player the gameplay doesnt really have a limit
The Publisher
3:11am
The Publisher
That's fine colonthree emoticon
How about single?
Also, based on the current storyline/quests, how long do I have?
Me
3:12am
Me
the premise of the game is you are a ninja who has just completed training. once you do that, you go to your village and begin contributing by competing vs other villages.
you do that by doing quests, battling, stealing territory, etc.
for single player mode, it takes about 30 mins to an hour to go through the tutorial stages
and then after that you probably play for anothr 2-3 hours before the story slows down.
The Publisher
3:13am
The Publisher
If I like it, we could probably look at launching a Greenlight campaign soon
Me
3:16am
Me
http://forums.tigsource.com/ index.php?topic=46433.msg1126833#msg1126833
while im finishing up with this you can check out one of the older update logs
its not current since i started doing the updates in -game
but that gives you an idea of the systems and features included in the game
The Publisher
3:17am
The Publisher
thank you
I will give it a good read
The Publisher
3:22am
The Publisher
You've done pretty damn much all by yourself
Oh yes, where do you live? What time is it there?
Me
3:23am
Me
I live in U.S. state of *******.
its like 3:30 am or so
The Publisher
3:24am
The Publisher
Okay, I'm in *******
Me
3:25am
Me
ah. what time is it there
The Publisher
3:25am
The Publisher
5.25 PM
Me
3:26am
Me
im almost done. i think i dont really have time to give it a play through at the moment since you are waiting.
i was re doing the tutorial area to the game so some controls may be a bit unclear.
playing on windows?
The Publisher
3:27am
The Publisher
Always tongue emoticon
What ports can you make for this game?
PC, Mac, Linux and any others?
Me
3:30am
Me
nearly done. and honestly i haven't looked at other ports. that was a sort of "end game" thing on my behalf
The Publisher
3:30am
The Publisher
Also, to what degree can we customize the look of our character?
So only PC at the moment?
Me
3:31am
Me
but to my understanding it can be ported to other plat forms like mac.
character is customizable once you reach the village. at the moment i have one set of clothes, which you can change the color of
the suit and the scarf. the original plan was to have several different sets of clothes.
also theres a few different hair styles. that can also be customized
The Publisher
3:32am
The Publisher
That's great! grin emoticon
I also need your permission regarding something
This copy you are giving me, I may pass it to one more person in my company to test it together, the multiplayer capability
Is that okay with you?
Also, I need a few files from you, logo of the game, in-game screenshots, concept art(if any)
And a list, don't worry about the english - This is what I need.
What features this game has
i.e
-Multiplayer
-Crafting
-Custom Spells
Once again, just an example
Also, please send me gifs of your game
Me
3:36am
Me
okay. I'll put all that together as well.
The Publisher
3:36am
The Publisher
I'm excited to work with you
Is your name ******?
Me
3:39am
Me
No its actually **** *******
sorry for the delayed response. im packaging the single and multi player options
The Publisher
3:51am
The Publisher
thats fine
I'm actually roughly writing a press release tongue emoticon
Nice to meet you ****! tongue emoticon
Me
3:52am
Me
-link-
The Publisher
3:53am
The Publisher
is there a minimum system requirement?
Me
3:53am
Me
this is the playables. both single player and multiplayer
The Publisher
3:53am
The Publisher
I don't need my Predator PC to play this right?
Me
3:53am
Me
there shouldnt be. it should be set to run on nearly any pc
The Publisher
3:53am
The Publisher
Awesome
I'm on my work laptop
the file's still uploading apparently
I'd have to trouble you to give me the above mentioned things I needed
Me
3:53am
Me
ahh yea. the game is only about 75 mb or so
but since i included 2 playables its a bit more
and yes. I'll be getting those to you. can you tell me more about your company? do you have a website or anything of that nature i can check out
The Publisher
3:54am
The Publisher
Our website is going for a revamp due to launch on Friday/Saturday
So its down at the moment
But sure, happy to tell you more about our company
Afterthought Studios is a game development company in RPGs and Visual Novels.
However, we pride ourselves in providing indie solutions to marketing and publishing, such as yourself.
We act as a publisher, with our marketing expertise
some of our past clients include Weeev and Fervent Studios
Me
3:56am
Me
ahh nice. give me one moment. looking for some gifs
i think i have most of them uploaded somewhere
The Publisher
3:56am
The Publisher
I've seen your logo - You may need a revamp of it
Me
3:57am
Me
none of them are really all that great though. early stuff
The Publisher
3:57am
The Publisher
thats why we're going onto the Steam store smile emoticon
if you have any trailers, please include them too
Me
4:00am
Me
not currently. i could never get any of satisfactory level. they didn't seem high def enough as i recorded.
The Publisher
4:00am
The Publisher
i see, maybe leave that to me? smile emoticon
but is the percentage of 20% agreeable between you and me?
Me
4:01am
Me
Welp. its at this point i have to ask how does that work? basically you're saying that 20% of whatever the game makes from now on, is your payment correct? if so that's fine.
The Publisher
4:01am
The Publisher
Correct.
Basically, for every dollar that is made, i take 20 cents
Me
4:02am
Me
Yes that's acceptable
The Publisher
4:02am
The Publisher
Cool.
if i like the build, we could get you onto Steam Greenlight smile emoticon
Me
4:04am
Me
what type of gifs are you looking for exactly
The Publisher
4:05am
The Publisher
ones showing gameplay
or when say the moment a spell is casted
etc
or when a character says something
Me
4:10am
Me
file is done uploading now
The Publisher
4:10am
The Publisher
thanks
Me
4:11am
Me
Gif List(Download Them).txt
Me
4:11am
Me
this is a text file list of the urls to the gifs
The Publisher
4:11am
The Publisher
thank you
Me
4:11am
Me
i figured it would be easier
i also have a few other things i shall send your way.
The Publisher
4:11am
The Publisher
I'd also need your other assets, screenshots, logos
feature list and planned features etc
the rain overlay is too strong
the GUI and HUD needs work
also needs more BGM playing in-game
It is cute and fun though, otherwise
Me
4:17am
Me
BannerLogo.rar
Me
4:19am
Me
thanks. the feature list will take alot longer to compile.
The Publisher
4:20am
The Publisher
that is fine
let us take this week to finetune your game
Me
4:21am
Me
well when it comes to art. theres not much i can do about that at the moment. i program i don't really have an artist. so the rain for instance. I wouldn't really have a way to fix that at the moment (simply because my art would be terrible.) tongue emoticon anything else I'm pretty open to.
if its that much of an issue i could just remove it or something for now.
The Publisher
4:22am
The Publisher
i think we need more music playing in the BGM
Me
4:22am
Me
how do you mean
The Publisher
4:22am
The Publisher
there should be music playing for the entirety of the game
i've run around for awhile now but i havent heard any music
Me
4:23am
Me
a larger variety of songs or ?
there is music through out the entire game for the most part.
The Publisher
4:23am
The Publisher
add it into the tutorial area as well
the sound effects as well
Me
4:23am
Me
there is music in the tutorial area.
and sound effects.
The Publisher
4:23am
The Publisher
i don't hear it
odd
Me
4:23am
Me
are you sure your volume is up? lol
The Publisher
4:23am
The Publisher
yup
max
Me
4:24am
Me
just ran the game.
The Publisher
4:24am
The Publisher
hang on let me try again
Me
4:24am
Me
music is one of the first things i ever added. seems to be working for me.
The Publisher
4:25am
The Publisher
oh my music wasn't loud enough lmao
let me review SFX again
the running sound should be there
like the sound of rapid sprinting across the grass etc
also, the tutorial area at least also needs more guidance
i actually managed to skip the entirety of the tutorial by heading north after climbing up
Me
4:28am
Me
how so? i just checked it.
The Publisher
4:28am
The Publisher
i just sprinted across the green ara
area
and got ported to the next zone
i found out that in the east, there are actually more things to learn
Me
4:29am
Me
hmmm. which area of the tut are you in?
The Publisher
4:29am
The Publisher
when you first spawn
and then you climb up a dirt wall
Me
4:29am
Me
because the entire map is surrounded with dense turf to prevent that sort of thing.
The Publisher
4:30am
The Publisher
i sprinted directly north of the dirt wall
to the statues
Me
4:30am
Me
yea. i just checked it.
completely dense for me.
The Publisher
4:30am
The Publisher
i'll take a screenshot
Me
4:30am
Me
oh i believe you. I'll check into it. but theres actually two layers of blocks preventing players from moving in that manner.
The Publisher
4:31am
The Publisher
I think more signs would be convenient
or say ninja elders guiding the way
Me
4:32am
Me
thats actually pretty helpful. as i mentioned earlier, im in the process of re-doing the tutorial area so any other suggestions are good.
The Publisher
4:33am
The Publisher
but the GUI needs a big overhaul
the icons and whatnot are fine
but the UI is complex and not user-friendly
also, we need to be able to either click or hit enter or spacebar to jump to the next line of dialogue
Me
4:36am
Me
fairly open to suggested changes. do you have a more efficient or friendly way to handle the items menu
The Publisher
4:36am
The Publisher
a UI artist should be consulted
I will do so
but the rain overlay is really too strong and I can't see anything
Also, a more obvious indication of LEVEL UP should be done
also, closing the chat overlay actually cuts off parts of the top of the screen
Me
4:38am
Me
can you screen shot that ^ please.
The Publisher
4:39am
The Publisher
one moment
The Publisher
4:40am
The Publisher
The Publisher
4:40am
The Publisher
Me
4:41am
Me
unlike most games. the window is resizable by dragging the corner. so that may be what the issue is.
brb gonna grab something to eat.
The Publisher
4:46am
The Publisher
no problem
Me
5:00am
Me
back
The Publisher
5:01am
The Publisher
welcome back
but yes, i will talk to a UI designer
and see what we can do, if anything
Me
5:02am
Me
awesome. well most of the things you mentioned will be a rather simple fix. i'll work on compiling that full list tomorrow. im finally dozing over on my end
if you find anything else feel free to leave it in a message
The Publisher
5:02am
The Publisher
and perhaps do a quick search around to see if you can see anything to change the rain or make it lighter
Me
5:03am
Me
well theres actually 2 types of rain.
storm rain and regular rain
its possible that you might just be witnessing the storm rain *which is meant to be more severe*
The Publisher
5:04am
The Publisher
its actually so heavy i can barely see tongue emoticon
Me
5:04am
Me
if it's that distracting I can just change it to the lesser type.
really? hmm. never had that problem personally grin emoticon
The Publisher
5:06am
The Publisher
but yes
okay time for me to rest
been working for 12 hours tongue emoticon
See you tomorrow!
Me
5:07am
Me
Me
5:07am
Me
yes!



In response to some of the comments here as well, I do now see alot of limitation in relation to what you can accomplish when it comes to DM as well.

It doesn't really make me salty or frustrated, I get having an affection for the toolset, but if something isn't meeting your needs or growing to meet expectations you can easily find several other game development tools out there. Such as Game Maker, Unity, etc. There's a ton of them really. My point is diversify. If you can't see a future in what your working with, find something that can give you what you need.

As for me this is just one tool I use. I also focus on learning and applying unity in 2-d which has an excellent set of tools for publishing on just about any platform you can think of, from mobile to consoles with the click of a button. The same with Game Maker.

Would I like the some odd months I've spent here on BYOND not to go to waste? Sure. But if the tools aren't provided then I really have no choice to not limit myself and move onto something that can accomodate my needs. Unlike most people here in this community I'm not a hobbyist. I use BYOND as a testing ground in order to hone my craft and learn about game development hands on instead of going to college. I've learned alot, but when walls are reached you have 2 options, stop and wait, or bust through and keep going.
Personally I have no intention of stopping.
Definitely recommend doing some research on this guy and the company he works for before you commit, may have been redacted out but you didn't once ask for any previous games they've published or a website. Which may be down to naivety, inexperience or a combination of the two.

I'd also check if they're on linkedin and ask for their professional email address, as someone who works in the gaming industry(albeit not in the USA) there are plenty of scam artists out there who take advantage of indie developers due to their age and inexperience.
Not to mention he's clearly from a foreign country and English isn't his main language. Good luck explaining things to him.
In response to Zach Reznor
I'm aware to an extent of what you mean. that boils down mostly to my preference to not be bogged down by details-not ignorance. But you did pose some great ideas for linkedin, email address and the link. Thanks.

He did provide some info when asked that could easily be fact checked. For instance he mentioned two companies he worked with, he didn't ask me for any fees at all (in fact, he simply said he would get paid when I did or connect me with people that could improve the work.)

As far as the website, I thought it odd that it would be down, but then again when I was working on a game this past month it took me about 3 weeks longer to add all the stuff I wanted (and I'm still not done.) I also tried to host a guide for a project last night and received errors on all 3 free hosting websites I attempted to upload to-so I didn't really sweat it that much.

Seems like his goal is basically to find games close to completion to minimize the effort and maximize profit. Which is a smart way to handle it.

It's more beneficial to do that if you approach people who have laid a solid ground work and don't have much work lying ahead of them. Anyone who's made a game or worked on one for any serious amount of time, realizes that it's actually a massive amount of work.

For all the stuff that I've done being one person delegating my project, I can confidently say that the level of features, atmosphere and depth I packed into this particular game, would put some AAA teams to shame with the stuff they put out nowadays. He seemed impressed by that, one person team (albeit I had a lot of help. Shout out to my artist buddies on this thread :D ) so I think that's mostly what prompted him to make the offer. You rarely see a single person handling multiple aspects of game developing-and succeeding to an extent.

It certainly is more difficult to get people to look at your work when you don't have eye catching gfx. But at the end of the day, there's some games here, in this very community that consist solely of pretty graphics, and minimal, basic game-play that have been in development for years with no actual sign of ever becoming anything more than reincarnations of themselves. To me that's a tremendous waste of time, and talent.

All of those things shape my current approach to how I develop my games. What one person values isn't necessarily the status quo, and sometimes if you look more closely, you find unexpected treasures in the least likely places. I personally feel like this guy became curious because of the amount of effort I put into the concept. A wise person realizes that, if I had 3,000 dollars to spare , I could simply have all the art redone and then also have a quality game with game-play depth in a relatively short amount of time (which has always been my goal anyway.)
Lmfao is that why Ganite quit development on his DBZ game?
That's pretty condescending of you and full of assumptions.
In the past I've often paid for art. Through out my indie career I'd probably put the actual amount around 3,000-4,000 now that I think about it. However, your number is way off. 30$ an hour is for triple A or better artwork. You don't have to pay that much (or hourly for that matter). I can tell by the way you speak that you're probably a person of very little talent who's only option is to throw money at a problem. Quality artwork does not have to be paid for , and nor does quality programming-if you know what you're doing. In many instances I've gotten both for free (and actually still do occasionally) by trading skillsets.

If you feel okay with securing a loan then bragging about you "got it like that" on a message board then "do you boo boo".

However there's something you're sorely mistaken about- I never said they were footing the bill for anything nor that they were paying for anything at all.

The conversation revolved around having the game placed in to steam Early access after we get it to a certain point. They would then handle press releases, and hype for the game.

Early Access steam involves people paying to play your game, and help improve upon the final finished project. They take 20% of the fees from all of their work, the rest goes to me and I'm free to do as I like with it. Which includes purchasing art I would like. As a side note I'm pretty sure I won't be needing to or paying anyone 30$ an hour for that either. I reserve those figures for when I'm more capable and have some capital behind me to put out a great product. Thanks for the advice though , I think I have it covered.

It's funny that you expressly mention art because I've come to realize something. This community is filled with games that have a huge amount of hype. Developers making mock ups to impress , but having very little actual gameplay behind their games, spending years in development for art, but having next to 0 actual gameplay. Anyone can make a game look good, fun, and compelling...completely different story. That's the entire point of why I've taken the approach I have taken. And no offense, but you're not really in a position to offer advice to me, I am pretty sure you're Paris.huggles. Same person who couldn't even pay me 20$ for some work I did for you a while back.

But..you're a baller?
Hmm.
Ok.

Truth is the game they are looking at probably has 5x as much content as any game on this site that I've seen.
That's not bragging, that's based on study, and the work I personally have done. The awesome thing about something great is that I don't require other people's approval to understand it for what it is.
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