Okay so to explain the basics to the non-programmers in the thread. Basically, an executable is a binary file the computer can understand. However, humans write source code using numbers and letters in various languages, such as C++, C#, etc. The computer cannot understand this source code, so we use something called a compiler to turn source code into a binary file (the executable) that the computer can understand.
So when you download the source code for a program off of github, you need to have a compiler that understands that source code and can turn it into a binary. Once you know which language you are working with it should be fairly easy to find a compiler that works.
-Some of the sound is okay, some of it makes my ears bleed. Specifically, the music and the typing sound in the intro are terrible.
-I wasn't able to find any save points. If there aren't any save points, that's a definate flaw and it should be rectified. If there are save points, I think they need to be a bit more frequent so the player doesn't become frustrated over lost progress.
-Platforming mechanics seem very solid to me, flying around with the jetpack is fluid and satisfying.
Curt Schilling was a pitcher before he started 38 studios, he had no experience being a businessman or a video game developer.
Remember how poorly you handled the production of your very first game? Well Curt Schilling did that, just with 125 million dollars.
So the chances of any actually experienced dev making the same mistake is pretty low. Although Chris Roberts is a thing so I'll probably end up eating my words.
Please have my baby. Anyways, it's still murky as hell even after going through it myself. What I can tell you is this:
1. Yes votes do matter, atleast somewhat. Lots of yes votes will get you noticed by Valve much faster. So marketing is key.
2. Just because you got a lot of yes votes doesn't mean Valve will agree to work with you. An obvious example: community bait tend to be rejected, even if it dominates greenlight for over a week. So make a good game, basically. Or atleast one that you can make look good on the store page.
3. Don't give up. It took about a year before Valve greenlit my game, by then I had given up hope and moved on to other projects.
4. Don't trust 'publishers' who offer to market your game for a fee. In my experience they are useless. If you are going to work with a publisher, you need to get them to agree to put money down, not you.
So I actually got it greenlit and on steam. Here's a link to the storepage: http://store.steampowered.com/app/537090/. I'm seriously grateful to all the people who put up CC3 and public domain assets, and the people who maintain OGA; I couldn't have done this without you.
If you're one of the people who's assets I used, PM me and I'll send you a key.
Okay so to explain the basics to the non-programmers in the thread. Basically, an executable is a binary file the computer can understand. However, humans write source code using numbers and letters in various languages, such as C++, C#, etc. The computer cannot understand this source code, so we use something called a compiler to turn source code into a binary file (the executable) that the computer can understand.
So when you download the source code for a program off of github, you need to have a compiler that understands that source code and can turn it into a binary. Once you know which language you are working with it should be fairly easy to find a compiler that works.
These are gorgeous.
-The art is great.
-Some of the sound is okay, some of it makes my ears bleed. Specifically, the music and the typing sound in the intro are terrible.
-I wasn't able to find any save points. If there aren't any save points, that's a definate flaw and it should be rectified. If there are save points, I think they need to be a bit more frequent so the player doesn't become frustrated over lost progress.
-Platforming mechanics seem very solid to me, flying around with the jetpack is fluid and satisfying.
Pretty cool.
>politics
>on OGA
OH NO PLEASE. There's absolutely no need for that.
Although if people want to upload politicized art I don't give a shit. But there's literally no reason to start political debates on a site like this.
Curt Schilling was a pitcher before he started 38 studios, he had no experience being a businessman or a video game developer.
Remember how poorly you handled the production of your very first game? Well Curt Schilling did that, just with 125 million dollars.
So the chances of any actually experienced dev making the same mistake is pretty low. Although Chris Roberts is a thing so I'll probably end up eating my words.
OGA, mostly. The UI is partly my own work, partly OGA. I remixed one piece of music a bit as well.
I actually have all the artists and musicians credited at the bottom of the store page if you are curious.
>Utumno
Please have my baby. Anyways, it's still murky as hell even after going through it myself. What I can tell you is this:
1. Yes votes do matter, atleast somewhat. Lots of yes votes will get you noticed by Valve much faster. So marketing is key.
2. Just because you got a lot of yes votes doesn't mean Valve will agree to work with you. An obvious example: community bait tend to be rejected, even if it dominates greenlight for over a week. So make a good game, basically. Or atleast one that you can make look good on the store page.
3. Don't give up. It took about a year before Valve greenlit my game, by then I had given up hope and moved on to other projects.
4. Don't trust 'publishers' who offer to market your game for a fee. In my experience they are useless. If you are going to work with a publisher, you need to get them to agree to put money down, not you.
So I actually got it greenlit and on steam. Here's a link to the storepage: http://store.steampowered.com/app/537090/. I'm seriously grateful to all the people who put up CC3 and public domain assets, and the people who maintain OGA; I couldn't have done this without you.
If you're one of the people who's assets I used, PM me and I'll send you a key.
This is gorgeous.
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