How to design a game by your self

First what you will want to do is make sure you have all the right software. This will be including various tools such as photo editing software, modeling software or sprite animator software, game engine tools or IDE applications.

When selecting the software you want to use consider price, compatibility, and what you can & can't do with it. You may want several image photo editing software, including adobe photoshop, illustrator, gimp, inkscape, or pretty much any basic paint tool that supports png or tga formats with transparency.

For modeling selection there is nearly always a cost, some times even the free software doesn't allow commercial use, you have to becareful with what you get because many modeling softwares lack basic functionality, over complicate things, and include unnessary steps. I personally prefer milkshape3d over all, but blender is fine so long as you set it up properly and take the time to learn it, it takes a long while to do so and the GUI in blender is always changing and it is a real mess but in functionality wise it is decent. Others will prefer 3dsmax, maya, and much more it really is your own taste. I prefer the closest thing to drafting out a model though, with very decent amount of export types with animations too.

If you are not making a 3d game or need 2d animated assets there are 2d animation programs out there too, they will include joints/bones, and have keyframes, I use one called spriter it is for construct 2 mostly but it can be used for other engines, and even in some IDE's with API's such as C# w/ XNA or C++ w/ directX or C++ w/ SDL as gif or bmp w/ sprite strips.

When choosing the IDE or game engine you need to think how can I get this to my audience, and what am I willing to learn. This includes engine basics, language basics, introduction to programming, and over all how much will it cost. Visual studios is something most schools try to push onto its students at a college level trying to say the microsoft way is the best way yatta yatta yatta. When the GNU C++ compiler will work just fine which means IDE's such as CodeBlocks, Monodevelop, and even codeevny may work out fine for C++ & C# based games so long as they either use SDL, OpenGL, C# w/ monogames(Similar to XNA).

For game engines it is very much the same when choosing a IDE, there are various selections some with high costs others free to affordable. But with engines there tends to be more limitations on what it can do for you, often some have several different types of licence such as unity, gamemaker, construct 2, and they restrict what you can and can't do based on them. It is easy to use a engine but hard to know what is doing on unless you understand the backbone, what it is based on and what it uses. Once you do that you can fined out how it does certain things and use the enigne outside of its intended use especially if it is extendable with plugins of some kind. I prefer unity or construct 2 depending on wheather I want a 3d or 2d game.

Once you have all the tools you should want to start drawing out ideas on how you want your game to play, and start making art work based around it. Make temporary assets in which you intended to replace, if some are good enough to keep use them. This is to get a general idea not to complete the game. The next thing you will want to do is make a prototype with the assets using the game engine. Some srpites/models you may want animate to some small degree.

Next thing you want to do is play your prototype and think of every instance that sounds are needed, and either make them, purchase rights to sound packs, or download them be wary of licencing agreements on sound eiditng tools, making, or sound asset packs some restrict you from releasing your games certain ways and are very strict often leading to law suits. Just read their terms of service on each one.

Once you have the sounds made, implement them and then begin the long process of story boarding if your game has one. Concept art is a must, it gives a idea of how you would like to make the game not only look but of the overall level design. Remember it isn't the finished work and it can be used in game if re-worked which is often the case in most games, even AAA games.

Once you have all your story boards done and concept art, implement what assets you have made for the game replace assests as needed from what you have from the gameplay prototype. Add more to the gameplay as needed, which means a lot of programming. Adding and implementing the assets as needed.

Often what needs to be done is a layer of polish before you release. Create your levels just as if they were art assests and design unquie assets for every level just to bring out your game, make it feel like a good experience to play.

Quality assurance is needed for a good game, have many testers provide feedback. Listen to their feedback don't just blow them off unless someone needs to. Bugs are a common thing blown off with "around too it" excuses, bugs are very serious issues. If someone finds a bug in testing it is almost certain someone will find it outside of it, meaning the base consumer. Remember it is the testers job to break the game, provide feedback on what is and isn't fun, and what they liked and disliked with the game. Keep your testers in your target audience.


Microsoft Office is on Chromebook

5 ways to make more sales

5: Availability Availability determines how people can receive a product, and where they can get it from. This means the more available it is the more potential sales can happen. So in terms of games, videos, books, music, and much more content forms the easier it is to get the more likely the consumer will purchase it. Your consumer is your target audience, so you want to focus on what makes it easiest for them. So for games you specifically want to research what is the target audience platform to platform because it does differ. Like for nintendo's consoles it does contain adults and children and you want to find out which method physical or digital is it more than likely to purchase based off who your game is made for. Example if adults buy more physical games then make it physical and put the effort into promoting that version but also make it available for digital download just put more effort in the right places. On PC put your games up on digital download, not many people use physical formats anyways and physical formats is much harder to distribute as many stores will not carry PC games. For books you want to put them up on as many store fronts as possible, so long as the user base is worth the effort and the percent profit and cost to put it on there doesn't out way it. For music it is much of the same as books. 4: Cost vs reason Cost also can determine your sales, sometimes too much will cause people to think you are trying to rob them, while if you under price your content it may cause people to question the quality of the product and think that it can't be good. This is all determined by what your target audience is willing to spend. Research your competitors, see what they are charging and you can either decide to price based off your competitors or set a standard. Competitive pricing can be seen as trying to undermine or make cheap knock offs depending on your audience and your competitors. The best way to think about this is how much would you spend for your own product, and be realistic about it. If you need some help to think about pricing look at your own buying habits. Go out and look at a past purchase o a current purchase and look at what made you purchase it and what justified it. Convincing your audience to purchase your product may be needed as you would soon realize that. 3: Marketing Marketing involves finding out who you are making your products for, and getting the word out and selling it. This could be the most difficult to do, the first step is even before making your product who is willing to buy this idea of yours, who is it for, and making the product to meet their needs. This means find out who you are making this product for before you make it and base everything around their needs. Or build a product and adopt it to a target market. In some cases there is no product like yours so you need to not base it off others marketing strategists but make your own, make your audience want your product, make them feel as if they need it even if they don't. Some times you have to bring a audience into a already existing market and you need to adapt their kind of marketing into a market that doesn't have them to bring in a new audience. Much like apple is so much credited for being innovative without ever inventing a single thing. Apple just sells bad products to people who are ignorant of the quality of the product due to price to reasoning. The parts they use are cheaply made common ones at that any phone or PC hardware manufacturer has access to. Foxconn makes majority of apple's parts for their IPhones, and they are so cheaply made and the workers are so under paid they had to install fences on the roofs to prevent suicides. Apple convinced a audience who other wise would not be interested in computers or phones to purchase them and convinced them that they made them and that they are the best. This is the best example of marketing, but their marketing methods will and have been their ups and down falls repetitively in history as more and more of their user base has actually educated themselves about computers. Smart phones are not that much different actually.... but that is another topic. 2:Production methodologies What methodology you use for product development can be based off the product it self, the clients/customers, or the method of distribution. There are two major methodologies used today, water down methodology, and agile development methodology. With water down methodology it is as it is planned, everything must meet what is planned and there is no going back to make changes to it. With agile development there are cycles called iterations, these iterations have goals and objectives that can change based off the clients, the product development team, or oversight. Each cycle can have performance measures and notes. Agile is more useful for a more digital space needs, while water down methodology is more useful for physical objects, and project management for construction. You can do this with water fall methods, but with agile methods you can adopt it to being for a mass market(meaning more than one target audience and you can make multiple products from the same base product.) The water down method I am referring to works like this, once its done it is done, there is no going back to make changes. Many old company's use to do this method. Agile is a dynamic methodology in which consists of knowing and contacting your customers for what they want and adding those needs each cycle. This would be more for game development, and software development as water fall would work is physical, music, and books. How this effects sales in terms of game development is Agile is a tried and true method, once you receive user feedback after release you have your next iterations goals and objectives to fill. Improving your product over time can increase sales and spread word of mouth marketing which is good in nearly all markets. Designing your games from the start to be agile future proofs your games for flaws, making things more dynamic allows easy access to modify and test case runs. The water down methodology was used in older games, where the product was 100% finished on release and nothing was added to it because they couldn't. This works in some cases and ensures that you release a finished product with absolutely no option to excuse yourself into patching out issues later. This means much longer development time, and what others perceive as quality for some small nitch target markets. 1: Brand recognition Brand names mean everything, literally everything. If you ask someone what is the best computer they will point out brand names more than likely especially if they have a biased based off brand recognition. Me I look at hardware performance, I can say most intel HD integrated graphics suck because when you look based off benchmark performance scoring that do not test for brand names(like some do), you will find that they are at the bottom. Along with that with my computer repair and diagnostics most issues have been with intel HD graphics. INTEL HD GRAPHICS is a brand name, I am biased against. Being biased for something can cause positive word of mouth and depending on who says something positive based off BRAND NAMES it can cause more sales. Like if Justin Beaver said he liked Halflife 2 it could cause more justin beaver fans who also play video games to buy halflife 2 and more of Valves games who don't already have it. Valve is a brand name in it self look at the PC gaming community and look at how much content is made about the company. Brand names will get your company out there, your name out there as it is your brand. Getting others to promote your brand may be difficult to do but it is possible. But you want to convay a simple but global message based off who your target audience is and you want your target audience to follow and promote your brand, you want your target audience to obsess over your brand. Much like apple fanboys obeses over apple and buy all their products. It wouldn't make since for Apple to change their name it would ruin their Brand Recognition. Promote your brand name all over your products and others will follow it thus causing future sales in your products.


10 things Digital Homicide can save themselves.

These are just some ways Digital homicide could come out of the pit they are in:

First, Ignore Jim Sterling, he is a "actor" he "plays" a character and classifies his videos to avoid "criticism" while he dishes it out, they arn't "reviews" even though they do the same thing as a review does and can easily be placed under the same microscope and the same things would be present.

Second what you need to focus on is your games, you need to think what gamers would want, and make playable fun enjoyable games, it doesn't matter if you purchase assets so long as you use them propperly. Fix gameplay machanics in your games, and actually program them out. Making games like the slaughtering grounds with actual levels, it is the gameplay that matters more than anything else. A fun game everyone will want to play, while a game that just looks nice or lacks gameplay is forgetable, and can be considered bad, many reviewers don't know how to describe what is actually wrong as they are ignorant in how the media is made.

Third look to your fellow developers for advice, yes that means listening to your competitors advice, but you over all make the decisions. Some developers would like to see competition succeed because when one fails we all fail, and when one succeeds we all can.

fourth make your own assets to a degree, don't waste money on a sphere model when it can be made in minuets in even the most simplest modeling software. It is a waste of resources at that point, along with that you have to be careful with what you use as many artists will go after your userbase for showing off your games demanding confiscation.  Using assets paid for assets is fine, big studios do it all the time, just look at game music, cutscenes, and GUI often they are made by different artists, not always appart of the development teams and instead either hired on as third party or paid for premade assets(common in music, fonts, and easily repeatable assets) Code is fine as assets too so long as the code provides something useful tors the over all game.

Fifth, Choose a target market. Right now you have various games that are just all over the place, find out who your target market mainly deprives of and how you can target them better by filling their needs in your products.

Six, Stop changing your name, brand recognition is important, if you publish it under a new name because of a problem or issue that damages your brands name every time it happens your brand will never be recognized and it confuses any audience and dooms anything into obscurity and more than likely like with your ECC branch it is a already existing brand name which actually causes legal issues for yourselves.

Seven, Being known for bad games gives you a opportunity to make good ones, you are popular because of Jim Sterling's obsession of you and peoples obsession of jim sterling. This puts you in a position to prove him wrong, his fans & fanboys wrong, and make a quality driven title, all you need is to work hard, by knowning whom you are making it for, what they like, and unquie fun gameplay. This means fix old games, make them better, and known issues, and don't make simlar or same mistakes in future titles.

Eight, Sell it other places than steam, steam is the front for PC gaming sure, but the back woods on sites like itch.io, or hosting it free on sites like gamejolt & newgrounds and you will get a different audience. People on steam tend to be over protective on what actually gets on steam with no rational other than "steam will be filled with crapware" but still buy the AAA crap ware that comes out every year bragging about how good crap is. Or heck put it on different platforms all together and see how well it fairs.

Nine, Hiring or holding more developers:
The more cooks you have in a kitchen it can do 1 of 2 things. 1 Create choas or 2, make a better works. Works the same with developers. Some will bring you down for their own goals, others will refused to work on anything unless they have total creative freedom over you.

Ten, Working for clients:
This means you would be communicating with people who want to make games but don't know how, this would mean you would need to be more creative, you would need to extract detailed useful information and interperate for them in order to make a piece of works and follow a set higher demand with limitations that would allow you to learn how to make things you would other wise be unfamiler and out of your safity zone overall improving your quality of works. Gamejams, contests, events all of those would technically fall under this too as often it is for publishing to a specific place with rules.

Clara.io Online fremium Modeling Software

So in my search for online modeling software to use on my Acer Chromebook 11 I found this website. Clara.io, this is actual modeling software but it doesn't necessarily come entirely free. For the most part it can be if used right, its free model only limits you to 10 scenes, 5 gb of storage, and limited usage. Of course all of this can change in time. They charge a monthly rate for upgrades. It actually is a modeling program, it doesn't just deal with premade shapes.

This tool has face tools, animation tools, modeling tools, UV mapping(in other words texture mapping), shapes inserts, vertex tools, skeleton/rigging, grouping, coloring, scaling, rotating, and everything you would expect from modeling software. It even has 4 customizable view ports so you can set it up how you like looking at it from different perspectives based off axises, to get a cleaner model.

This exports to various different file types including fbx, obj, & blender files along with its own format.

This software has a learning curve and really you need a mouse not a chromebook touchpad to actually use it.  But it can be used to develop high detailed models once you get over it at a fast pace. It is by far one of the best online modeling sites I have used, but not better than the average modeling software other than besides blender in some regaurds. For somethings it is easier to use for others its not.

This website would be very good to use for chromebook users to make 3d models. Now all you need is 3d game developing software and you can make some quality software on your chromebooks.

Model today with Clara.io


"Design Something" 3D Online Modeling software review kinda

In my attempts to find 3D modeling software for chromebooks or for that matter just online I came across this one in the chrome web app store, it took a while to load on a stable online connect, infact it never loaded at all not once. It just links to a website that loads for litterally ever, but it is in the chrome webstore. Which is for chrome web browser & chromebooks, but it failed to load on the chromebook for some odd reason.

From the screenshots it looks as if it uses basic shapes,coloring, line tools, and basic scaling and rotating, but lacks animation, skeleton tools,and texture mapping. It looks as if it lacks some camera options as well.

It goes with a single window frame rather than a 3 axis based window frames plus a cemera, so it lacks a drafting soft of lining needed for long detailed models, it also looks as if it lacks face and vertex options as well which is crutal to making unquie shapes as models are made up of polygons(or faces) which are made up of 3 points(vertexes) which without those options mean you are just editing premade shapes till they look like something without a pleasing eye with no care of polygon count which can effect game performance depending on platform use. So tools like this don't make much since to use for modeling.

3DTin review of kinda modeling software for chromebooks

This really isn't a modeling program, rather a bunch of premade shapes with only scaling and "sheering" options.

Which means you can only make very basic models with twice the work effort of real modeling programs.

You can't apply textures only colors. It is ok for very very very very very simple models but not for anything detailed as you can't modify the shapes well, it has no vertex options. Meaning you can't really edit the shapes at all or make your own. The only customization options you have is making a wave based shape for arches really. There is no faces options so you have a bunch of unnecessary faces, polygons and can create performance issues kinda.

It exports as OBJ, it lacks skeletons, joints, and animation systems.
Comparing it to actual modeling applications such as milkshape, blender, and 3dsx max it is practically useless to use other than for very simple quick models. Some people have created detailed models with creative commons licences on it which anyone can edit save and use, but it took those modeling artists a very long time using these tools. But as a simple quick modeling application, it is just fine.

2/5 stars.

You can start using 3DTin here: http://www.3dtin.com/


Is desura dead?

Desura is a indie storefront/modfront that evolved from the likes of indieDB & modDB. As a download center for mods it will always be alive but as a store front, it is slowly calming down with games releasing nearly every day to now only 1 upcoming game and a constant regular of the same games being advertised. Does this mean it is fully dead? No because games do make it up on there it just has come to a screetching hault. Games that would fail the green light process or failed to make it to steam pre-greenlight days would go up on desura, but now getting green lit is just a popularity contest, it isn't hard to do so, and well developers are all but abbandoning anything non-steam.

You see the big deal about desura is that it offers a much larger linux games library, it offers a indie market made for specific groups of people and not a mass market like steam is. It much like other storefronts like itch.io are the last chance for a steam-free opertunity for pc gaming. It offered linux gaming long before valve decided to jump on that boat finnally only because they wanted to make a pc like console experience when the gaping problems and issues can be found when jumping from PC-to game UI in big picture mode.

Desura is facing impending doom in the long run, as would be modders are switching over to game development thanks to engines like Unity. Most developers are going and jumping on the steam train placing all their bets on it and not realizing the best thing you can do is make your games more available to everyone. The process of getting a game on desura is also rather a pain, I have tried, but not once was I ever contacted back once I submited my games. Unfinished games make it up there in a worse state than my was in so I don't see the issue.

The newest game I see on desura is months old, I enjoy using the program but it really needs to either lower its standards of what gets on there or start improving itself as a storefront to compete with steam. Maybe make everything absolutely DRM-free & not fake DRM free like GOG(with its required downloader, and installers) but absolutely drm free. Or maybe come up with its own big picture mode, or maybe add a messanger or achievement system. Something to help the users improve their gaming experience just as much as the developers.


How to screen record on google chromebook

There are various methods you can do, you can remote into your chromebook, record with screen capture software, you can create a program that takes a snapshot every frame, or you can download a already existing application like screen castify and capture your screen, record your voice with it esc.

The downfall of using screen castify on a chromebook is that file size limitation on cloud storage, along with the filesize limitation defaultly on the chromebook, external storage devices may need to be used depending on the recording. The other issue with screencastify is that it can read your emails, gather personal information, and use it how ever it wants to. It's permissions is terrible abuse the users at all costs.

How well does screen castify work you may ask well here is a example video I recorded with.

As you can see it really isn't that good in quality, heavily compressed and it only saves as .webm.

GIMP RollApp Chromebook issues

Well RollApp is a service targeted tors chromebook users if they want to use their web plugin for chromes via running software on their end server sided. Downfalls with this service is most things can cause random disconnections, bugs and issues with the actual service, and program failure issues.

Example RollApp has Gimp running as a service, Gimp is like photoshop but GNU GPL 2.0 licensed software, the software is really easy to use, but rollapp has massive delays with it kinda with the startup but then loads it up fast after, what it does is kinda weird, it connects to their servers and loads each window 1 by 1 with login information back & forth and appdata loading. The painting process works without lengcy issues but when it comes time to save your work, rollapp demands you pay to use their service to save to the cloud with no way to save to your local machine only to the cloud. This becomes a issue because the whole point of gimp is to create works, not view them like approll claims occasional users use in the free section.

It is $5.99/m, which rollapp charges for even the most simplest basic features of programs for. First when you go to save it asks for access to your web cloud storage, so it can "save to it", then it demands this fee, after gaining access to your cloud storage, which is the only method of saving your work it offers.

It is weird because I have lost connection to their service several times and painting still worked the only issue is when you go to the menu's to open up a new dialog window it would stop working, like it had to connect to the server for every sub window for some reason and make a connection for something that is clearly other wise working without connecting to their servers. This tells me my local machine is running all the read hard taskes in virtualization software with authetication processes causing delays.

This random disconnecting isn't just something that happens once in a while but rather every time I try to use it longer than a few hours. It isn't my connection as I have tried it on several other networks, and the same issue is repeated. For $5,99 to run a modified GNU GPL program that is locked up with DRM is terrible, just remote into a computer with gimp on it, google offers a remote desktop google extention all you have to do is enable it, only issue is you will have ping issues and delay issues due to connectivity even over a lan or wan connection due to chromebooks being wireless machines.


iPhone is dumb phone

So I have had a iPhone for several months now and even the cheapest Androids on the market are better. Example Samsung Galaxy light, it is a 4g lte smart phone  it's a $35 phone. Most android phones 4.0+ have had nfc & sbeam something years old and apple just started copying it now because Apple Pay, which is a crappy knock off of google wallet again years old. Apple is years behind android. 

Not only are they behind in that regards but user customization is terrible, it's spell check and autocomplete doesn't even work right. There is no swipe keyboard. The only good thing about iPhone is its camera, half the iPhone apps are way out of date to their android counter parts and security updates are slow and come rarely when there are so many well known malware and security app permission exploits and ad issues,

Android allows total user control and iPhone is heavily restricted to a point of almost unusablity. iPhones speak recognition is a mess and its search results is much worse than Bing day1. Forget using seri its hella bad, only good for a laugh.

I typed this on a iphone, it took about a hour because it sucks at type speed and can't keep up. 

Save your money and buy any android phone over a iPhone as iPhone is dumbphone 

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