StusApps said: You mean the ones with the actual iphone in them?
You create them yourself to a size of 320x480. You can get the iphone and ipad graphics from your apple developer area, they are in the resources bit to download in a zip file. Slot your actual screenshots into the phone and then add graphics, text, fingers, anything to make it look aesthetically good.
The app store is like any other in the sense is that what sells has to be bigger, better, faster, cheaper. Since 75-80% of the products cost $1 or free...you have to make a dollar game. Using gamesalad...you are already "faster" than the competition as you can produce games at a quicker pace than other devs not using GS.
So that leaves bigger and better. With GS limitations...you may be limited on making a "bigger" title than other developers using raw code. So yours has to be better.
So you have to make a BETTER game than the other $0.99 apps.
What sells apps is the wrapper. Just like any other product...the packaging makes the new sale. Reputation of the product and quality of the product makes the product more sellable and re-sellable. So your product must be high quality in order to keep the consumers satisfied and happy.
So you have to create products that: A) consumers DESIRE to buy. consumers will be satisfied for their investment C) consumers will be interested in sharing (talking about) with other people.
To achieve issue A...you must take as much consideration into your packaging as you do the product. Gum for example...there are a ton of brands of gum...so many choices. What make you try a new gum? THE PACKAGING. Does it look tasty? Is the price right? Is the quantity sufficient?
A game isn't much different. Our packaging is our screenshots and our icons. You have to research successful apps and study their packaging. Then to BEAT that competition...you have to do it Bigger Better Faster and Cheaper (see above). What makes you drop $50 to buy a game at the store? Reviews? Your friend's suggestion? The box? The concept? Or a little of each? Its no different in the app store or buying gum.
The address issue B... You can't let those that took a risk with you down. The game has to be worth their investment. Now they may have only invested $1...but with 150,000 other apps they could have spent that $1 on...you have to make them feel like they made the right choice. You have to make them feel like they ABSOLUTELY made the right decision to buy your product. The app store is EXTREMELY competitive...just like the gum market or any other market for that matter. You can't let your customer down once they took the leap. The product has to be stellar and leaps and bounds above the competition. Its basic business sense. Its the standard environment any competitive business must deal with.
And on issue C: If you are successful at B...C will be much easier to achieve. Word of mouth is what makes small games huge hits. The product must be exciting enough and have enough to it that the kids will play it in front of other kids. Kid A is playing your game...then Kid B asks Kid A "What is that?" Kid A says, "An awesome new game I just got." Kid B says..."can I play?" Kid A says "No...get your own." So Kid B does. In walks Kid C...and the cycle continues.
In short... The app store is NOT EASY. Its EXTREMELY competitive...but fair. Its survival of the fittest...and all of us have to be at the top of our game to be successful.
I recommend you do a close self-analysis and do some research on your market...and determine what your weaknesses are and where you need to improve. WRITE A PLAN!!! MAKE A STRATEGY!!! DETERMINE YOUR GOALS!!!
Then determine how you are going to achieve your goals. Where are your shortfalls. How are you going to fix them? There are suggestions above on how to do this...but from what I read in your responses...it sounds like you (and perhaps others feeling the same way you do) need to dig deep into yourselves and determine what assets you have and what shortcoming you have. Then figure out how you will overcome your shortcomings. For me is was creating a partnership with another person and teaming up with another.
It all takes time. Our team of 4 has been at for over a year and a half...and we have no profit to show for it yet. We have spent more than we have made. It takes time and practice and lots of patience as well as nerves of steel. You HAVE to find ways to make yourself better to compete. At least that is our approach.
Good luck to you and I hope you can find a way to do something you love and make money doing it.
My first game is still on processing, but I already play it more than few hundred times for debug & balancing every thing, not a big game, just some puzzle game, if you can't enjoy yours game, no one will play that!
My first game is still on processing, but I already play it more than few hundred times for debug & balancing every thing, not a big game, just some puzzle game, if you can't enjoy yours game, no one will play that!
Have you play yours games more than hundred time?
No, because I always enjoy my games once I get them to work.
Ok, here are some new things. I changed the first background image.
Here is my first attempt at the game's icon.
And here is an early gameplay video.
So, what should I change? Besides the obvious changes(the fonts, and don't worry, I'll be completely changing the start screen, as that is just a placeholder for now).
I suggest reworking the eye. The style of the eye doesn't match the mountains (which are good). Stylize the eye more like the mountains. The blue gets lost in the sky also. perhaps a different color altogether for the eye's blue...maybe orange. Make it more round with some diffuse shadows and highlights...and maybe an outline. The eye retina is too realistic looking...make it more cartooney like the background style.
Lastly...give the teeth a little more 3D definition...they seem to flat...make them look more like they are sticking out of the lip rather that simply cut out and pasted on in place.
In short...the eye is too flat...make it pop more with some shade and shadow. Also...keep the style of the art all in one style...don't mix styles...EVER.
Also consider a border frame on the icon...there are templates out there on the web for icon borders. Make the icon 3-dimensional to give it more appeal and to catch the eye and use colors that REALLY POP. Bumps! icon is a great example. Lots of 3D stylizing and good colors that pop.
Good start! KEEP POLISHING! Make ALL of those game assets match. The green blocks...the bumpers...the goal...EVERYTHING. Pay close attention to the little details...as that is what makes a polished game stand out.
Do you not have a photo image processing tool? Like Photoshop or Gimp (free)? You have to be able to build some of your own elements. Creating a circle with some shadows and highlights (or other layer effects) is not advanced graphics work.
You might also consider trying Sketchup (also free). Model the eye in sketchup and paint it there...and then export an image of your finished model and use in the game. This will give you TONS of 3D look and feel with minimal effort and it requires ZERO "drawing skills". All you need is an eye for what looks good and what doesn't.
You don't need a digital tablet. I can create stuff just fine and have NEVER used a tablet. A mouse is all you need.
I don't have GIMP...I only have Photoshop...But I will send you a Photoshop file if you can use it of a rebuild of the eye for you. I am almost finished with it...have about 2 minutes left to do.
As far as sketchup goes. If you watch ALL of the tutorials online...you can learn it in a weekend...and master it in a month. ITS VERY EASY if you set your mind to it and do it.
Stop saying "CAN'T" and start thinking and saying "HOW"...and learn!!! The internet has gazillions of tutorials on making simple buttons and graphics and models and just about anything.
synthesis said: You don't need a digital tablet. I can create stuff just fine and have NEVER used a tablet. A mouse is all you need.
I don't have GIMP...I only have Photoshop...But I will send you a Photoshop file if you can use it of a rebuild of the eye for you. I am almost finished with it...have about 2 minutes left to do.
As far as sketchup goes. If you watch ALL of the tutorials online...you can learn it in a weekend...and master it in a month. ITS VERY EASY if you set your mind to it and do it.
Stop saying "CAN'T" and start thinking and saying "HOW"...and learn!!! The internet has gazillions of tutorials on making simple buttons and graphics and models and just about anything.
Oh, trust me, I need a digital tablet. I can't draw !@#$% with the MacBook's mouse pad, and I don't exactly have a traditional mouse to use, either.
You can send me that file, and I'll give it a try, but I'm not having a lot of hope.
another concern could be how this will actually run on a device. With that many spawning actors on the screen it could get super slow. What device have you tested it on so far?
StusApps said: another concern could be how this will actually run on a device. With that many spawning actors on the screen it could get super slow. What device have you tested it on so far?
I tested it on my iPod Touch, don't know the model or which version of the iOS it is running, but the game ran perfectly fine on the device. No slow down that I noticed.
If anyone else wants to download the Zip...go ahead...perhaps it might help you understand better how to use those effects and layer masks to your advantage. (that is if you desire such help .
Part of game design is graphics...an essential part. If you want game design without graphics...perhaps board games or card games...otherwise...you will need to develop your graphics software skills.
Good luck. Use the graphic however you like...if you like. If you can open the PSD file...you can modify the colors as you wish. Perhaps you can also see how the layers work to your advantage. I used about a dozen layers, a few masks and various effects to achieve the 3D look.
It is a good image. The only problem is, making it for me does nothing for me, really. It doesn't show me how it was done. Basically you gave me a fish, and fed me for a day, instead of teaching me to fish and feeding me for a life time.
Koda... To be frank...stop whining/complaining...as it will not make you better. Download the zip file and see what I did in the PSD file (if you can).
Otherwise...get on the internet and off the forum and search some tutorials on making graphics like buttons and stuff. There are 1000s of them on Photoshop. Then try to figure out how to do the same sequences in GIMP.
I personally don't know Gimp. I use photoshop. Practice makes perfect. I never took a class or had anyone teach me photoshop. I just figured it out by DOING stuff and trying stuff and seeing what this button did and that button did. Its how you learn stuff. Quit expecting to magically know how to do something perfect the first time. Its taken me 10 years of using the software to learn how to make that graphic in 10 minutes. You just have to practice and constantly teach yourself new things.
Get to know your software. If you don't desire to spend the energy to self-teach...then there isn't much we can do on a forum to help you. The info is out there and so are the tools...and most of it is free. You just have to have the motivation and determination to go after it and use it.
BTW: Gimp supports PSD files. You should be able to import my psd file into gimp...but not sure if all the effects and mask will translate...you will just have to try it out.
Dude, what is your problem? I can't just focus on one thing forever. We've covered the creature thing long enough. I need to know what else I need to change.
Koda89 said: Dude, what is your problem? I can't just focus on one thing forever. We've covered the creature thing long enough. I need to know what else I need to change.
Agreed. People are trying to help you, they are taking their own time to give you advice and support.
To be honest, if I were you I wouldn't be making any graphical games until you have raised your skills in the relevant pieces of software. Life does not come presented to you on a plate, you have to go out and get skills for yourself. You said earlier that you are an artist, so these things will be really easy to learn. If you won't take the time to learn how to do stuff and make things better then why would anyone take the time to continue helping. Same goes for customers, if production values look lazy then they won't buy.
Comments
The app store is like any other in the sense is that what sells has to be bigger, better, faster, cheaper. Since 75-80% of the products cost $1 or free...you have to make a dollar game. Using gamesalad...you are already "faster" than the competition as you can produce games at a quicker pace than other devs not using GS.
So that leaves bigger and better.
With GS limitations...you may be limited on making a "bigger" title than other developers using raw code. So yours has to be better.
So you have to make a BETTER game than the other $0.99 apps.
What sells apps is the wrapper. Just like any other product...the packaging makes the new sale. Reputation of the product and quality of the product makes the product more sellable and re-sellable. So your product must be high quality in order to keep the consumers satisfied and happy.
So you have to create products that:
A) consumers DESIRE to buy.
consumers will be satisfied for their investment
C) consumers will be interested in sharing (talking about) with other people.
To achieve issue A...you must take as much consideration into your packaging as you do the product. Gum for example...there are a ton of brands of gum...so many choices. What make you try a new gum? THE PACKAGING. Does it look tasty? Is the price right? Is the quantity sufficient?
A game isn't much different. Our packaging is our screenshots and our icons. You have to research successful apps and study their packaging. Then to BEAT that competition...you have to do it Bigger Better Faster and Cheaper (see above). What makes you drop $50 to buy a game at the store? Reviews? Your friend's suggestion? The box? The concept? Or a little of each? Its no different in the app store or buying gum.
The address issue B...
You can't let those that took a risk with you down. The game has to be worth their investment. Now they may have only invested $1...but with 150,000 other apps they could have spent that $1 on...you have to make them feel like they made the right choice. You have to make them feel like they ABSOLUTELY made the right decision to buy your product. The app store is EXTREMELY competitive...just like the gum market or any other market for that matter. You can't let your customer down once they took the leap. The product has to be stellar and leaps and bounds above the competition. Its basic business sense. Its the standard environment any competitive business must deal with.
And on issue C:
If you are successful at B...C will be much easier to achieve. Word of mouth is what makes small games huge hits. The product must be exciting enough and have enough to it that the kids will play it in front of other kids. Kid A is playing your game...then Kid B asks Kid A "What is that?" Kid A says, "An awesome new game I just got." Kid B says..."can I play?" Kid A says "No...get your own." So Kid B does. In walks Kid C...and the cycle continues.
In short...
The app store is NOT EASY. Its EXTREMELY competitive...but fair. Its survival of the fittest...and all of us have to be at the top of our game to be successful.
I recommend you do a close self-analysis and do some research on your market...and determine what your weaknesses are and where you need to improve. WRITE A PLAN!!! MAKE A STRATEGY!!! DETERMINE YOUR GOALS!!!
Then determine how you are going to achieve your goals. Where are your shortfalls. How are you going to fix them? There are suggestions above on how to do this...but from what I read in your responses...it sounds like you (and perhaps others feeling the same way you do) need to dig deep into yourselves and determine what assets you have and what shortcoming you have. Then figure out how you will overcome your shortcomings. For me is was creating a partnership with another person and teaming up with another.
It all takes time. Our team of 4 has been at for over a year and a half...and we have no profit to show for it yet. We have spent more than we have made. It takes time and practice and lots of patience as well as nerves of steel. You HAVE to find ways to make yourself better to compete. At least that is our approach.
Good luck to you and I hope you can find a way to do something you love and make money doing it.
My first game is still on processing, but I already play it more than few hundred times for debug & balancing every thing, not a big game, just some puzzle game, if you can't enjoy yours game, no one will play that!
Have you play yours games more than hundred time?
Here is my first attempt at the game's icon.
And here is an early gameplay video.
So, what should I change? Besides the obvious changes(the fonts, and don't worry, I'll be completely changing the start screen, as that is just a placeholder for now).
Never use flat color without purpose!
use variation & depth.
Lastly...give the teeth a little more 3D definition...they seem to flat...make them look more like they are sticking out of the lip rather that simply cut out and pasted on in place.
In short...the eye is too flat...make it pop more with some shade and shadow. Also...keep the style of the art all in one style...don't mix styles...EVER.
Also consider a border frame on the icon...there are templates out there on the web for icon borders. Make the icon 3-dimensional to give it more appeal and to catch the eye and use colors that REALLY POP. Bumps! icon is a great example. Lots of 3D stylizing and good colors that pop.
Good start! KEEP POLISHING! Make ALL of those game assets match. The green blocks...the bumpers...the goal...EVERYTHING. Pay close attention to the little details...as that is what makes a polished game stand out.
You have to be able to build some of your own elements. Creating a circle with some shadows and highlights (or other layer effects) is not advanced graphics work.
You might also consider trying Sketchup (also free). Model the eye in sketchup and paint it there...and then export an image of your finished model and use in the game. This will give you TONS of 3D look and feel with minimal effort and it requires ZERO "drawing skills". All you need is an eye for what looks good and what doesn't.
I suck balls with Sketchup and I only use GIMP for things like editing pre-made images and using different fonts.
I can't create a damn thing from scratch in either thing, and am certainly not going to try with a MacBook(all I have). I need a digital tablet.
I don't have GIMP...I only have Photoshop...But I will send you a Photoshop file if you can use it of a rebuild of the eye for you. I am almost finished with it...have about 2 minutes left to do.
As far as sketchup goes. If you watch ALL of the tutorials online...you can learn it in a weekend...and master it in a month. ITS VERY EASY if you set your mind to it and do it.
Stop saying "CAN'T" and start thinking and saying "HOW"...and learn!!! The internet has gazillions of tutorials on making simple buttons and graphics and models and just about anything.
You can send me that file, and I'll give it a try, but I'm not having a lot of hope.
Also, would a Photoshop file even work in GIMP?
Here is the eyeball I made for you. (took about 10 minutes)
You can download the png and the photoshop file here:
http://www.furiousApps.com/shared/kodaArt.zip
If anyone else wants to download the Zip...go ahead...perhaps it might help you understand better how to use those effects and layer masks to your advantage. (that is if you desire such help .
Part of game design is graphics...an essential part. If you want game design without graphics...perhaps board games or card games...otherwise...you will need to develop your graphics software skills.
Good luck. Use the graphic however you like...if you like.
If you can open the PSD file...you can modify the colors as you wish. Perhaps you can also see how the layers work to your advantage. I used about a dozen layers, a few masks and various effects to achieve the 3D look.
To be frank...stop whining/complaining...as it will not make you better.
Download the zip file and see what I did in the PSD file (if you can).
Otherwise...get on the internet and off the forum and search some tutorials on making graphics like buttons and stuff. There are 1000s of them on Photoshop. Then try to figure out how to do the same sequences in GIMP.
I personally don't know Gimp. I use photoshop. Practice makes perfect. I never took a class or had anyone teach me photoshop. I just figured it out by DOING stuff and trying stuff and seeing what this button did and that button did. Its how you learn stuff. Quit expecting to magically know how to do something perfect the first time. Its taken me 10 years of using the software to learn how to make that graphic in 10 minutes. You just have to practice and constantly teach yourself new things.
As a student...you can get Photoshop for $200.
Find some tutorials to create the similar effects.
Start with buttons:
Here are several tutes on buttons:
http://www.gimp-tutorials.com/search.php?page=1&c=buttons
Get to know your software. If you don't desire to spend the energy to self-teach...then there isn't much we can do on a forum to help you. The info is out there and so are the tools...and most of it is free. You just have to have the motivation and determination to go after it and use it.
Gimp supports PSD files. You should be able to import my psd file into gimp...but not sure if all the effects and mask will translate...you will just have to try it out.
http://photoshoptutorials.ws/photoshop-tutorials/
Just search for one you want to learn. Then read through it and find the equivalent function or tool in Gimp to achieve the same results in each step.
Good Luck.
Better?
To be honest, if I were you I wouldn't be making any graphical games until you have raised your skills in the relevant pieces of software. Life does not come presented to you on a plate, you have to go out and get skills for yourself. You said earlier that you are an artist, so these things will be really easy to learn. If you won't take the time to learn how to do stuff and make things better then why would anyone take the time to continue helping. Same goes for customers, if production values look lazy then they won't buy.