Top Tips when creating games
debugdesign
Member Posts: 886
Hi Guys,
The more I refer to the support area, the more I realise how empty it is. So to start off slowly I plead with you to add your TOP TIPS to this thread...
I will then copy and paste them into the top tips area of the support...
I have added one about pausing already but if you could spare a couple of minutes to write something we can start sorting out the support / wiki area
Thanks
The more I refer to the support area, the more I realise how empty it is. So to start off slowly I plead with you to add your TOP TIPS to this thread...
I will then copy and paste them into the top tips area of the support...
I have added one about pausing already but if you could spare a couple of minutes to write something we can start sorting out the support / wiki area
Thanks
Comments
~Make sure you idea works in GS BEFORE you buy graphics
~Keep the size of the files small
~Don't be afraid to ask questions on the forums, if you can't find any help in the search.
~You CAN search the forums; on the top right-hand corner of the forums page, there is a magnifying glass.
Unless you have the artistic ability in gfx and sound, do NOT try them yourself... if your game looks and sounds crap, despite how well it plays... it will still look and sound crap. People don't like buying crap.
Royalty free music and sound can be pretty reasonable, even free if you look around. As for the art, save the pennies and pay an artist (it's not very expensive for a simple game), or get someone to go in on a rev-share... the first thing people see of your game in the App Store are the graphics... it surprises me how many terrible looking things get released and the sellers complain about sales.
And yes, keep the game simple! Don't try and be the new EA... most people who game on the iPhone are casual gamers, anyway.
And make a game with mass appeal! People love shooters, racers... maybe stay away from coloured block and blob puzzle games as the app store is LOADED with them.
Of course, I'm just speaking out of my ass as I haven't submitted anything yet. LOL. We'll see how well my game sells
http://www.screenr.com - for desktop recording
http://www.media.io - for converting sound files into .ogg
Step 2) search the demo projects. for example, if you are using a joystick control it is WAY easier to start with codemonkey's demo than it is to add it to an already started project.
Step 3) get ONE level working PERFECTLY and test it on your device to make sure the FPS is high enough.
Step 4) Start building the rest of the levels.
Step 5) Get honest feedback from people BEFORE submitting it to apple
Step 6) Market it and use your promo codes wisely.
For home made graphics, This is what you want. For $40 you can't go wrong!!!
Would I enjoy playing this game enough to pay for it?
We are often too close to a project to be honest with ourselves. It's our idea, we made the graphics, we figured out how to make it work. We're going to get rich at the App Store, etc.
If you have any doubts at any point, you should slow down and think about how to make this project the very best it can be. Not in the next update, but now.
http://gamesalad.com/wiki/community_tips
On a serious note, make life easy for yourself by not leaping before you look.
Essentially, I think Scitunes mentioned this, but put EVERYTHING into your first level.
Before you move on, you should have all enemies, all game mechanics (if possible), your player and your HUD in place.
TEST IT TO THE POINT OF BOREDOM.
Only when your first level is perfect, should you consider starting to build the other levels.
Cheers,
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
These are good tips... I have better ones. Heh... whew!
OK... OK... here's one bit of advice... BACK UP YOUR WORK!!!
Create copies... and get in the habit of saving often.
OK... OK... OK... here's a really good tip... Interpolation can be used instead of Move or Accelerate. This will allow you to move actors without turning on physics. It's a significant savings in performance. This creates issues with physics, but I have solutions for that too. HA HA... what?! I can't give away my whole book for free :-)
I have so so so many little tricks like the ones here planned my book.
Edit: The language seems more general for the page, so maybe there are two general headings...
Save ...and you can right-click to pull files from GameSalad project files.
Optimize ...certain behaviors are less intensive than others. Don't use more than you have to and use the right ones for the job.
http://gamesalad.com/wiki/community_tips
We will work on another page later!
http://www.bytesizeadventures.com/
www.marcosriffel.com