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DarkBASIC Professional Discussion / Where can i sell my games when i have some ready and how should i do it

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My games are free
16
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Posted: 21st Oct 2010 20:21
So, i have learned DBP and FPSC X9 and know how to use them, but what to do once game is ready, where should i go to sell it, and how.

Jp
Quel
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Posted: 22nd Oct 2010 00:01
If you make something so spectacular people wouldn't even think it is by DBPro, TGC may would help you with this through their site.

Otherwise, like everybody does it. Make a website for it with info, and order details. Then make it either downloadable, or get a massive starting stack of money and have the stuff printed/written onto a disc etc... then you are gonna have a fun trip with packing, shipping the stuff. In the case of getting orders of course...
My games are free
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Posted: 22nd Oct 2010 00:16
Ok, i have thought of website, but i dont know what/how to make any kind of payment options, yeah im not very good at english.
As i dont need it quite a yet ill put this up.

Jp
thenerd
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Posted: 22nd Oct 2010 02:47
I'd really suggest making a finished game and polishing it as much as possible before even considering publishing options.

Kevin Picone
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Posted: 22nd Oct 2010 08:50 Edited at: 22nd Oct 2010 11:29
There's an old (possibly Australian) saying, 'don't put the cart before the horse."

baxslash
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Posted: 22nd Oct 2010 10:39
Quote: "My games are free"

If so, why are you thinking of selling them?

Start by making some simple games for fun and see how you get on. There's an awful lot to learn!!

TheComet
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Location: I`m under ur bridge eating ur goatz.
Posted: 22nd Oct 2010 11:01
I've been programming for over 5 years now, and I'm still not ready to make anything commercial. Start off easy, and when you have a game that looks as good as Half Life or StarCraft, then you're ready to think about selling

TheComet

baxslash
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Posted: 22nd Oct 2010 11:22
Quote: "when you have a game that looks as good as Half Life or StarCraft, then you're ready to think about selling"

That's not true, you can sell much simpler and less graphically stunning than mainstream titles! You shouldn't even think of aiming for that kind of quality to start with...

No wonder you aren't selling anything yet @TheComet if that's your minimum standard.

I'm putting three games on AppUp at the moment that are nothing like that kind of quality and I'm confident of making some sales.

Just start making games and have fun for now though.

I'm not saying lower your standards Comet just don't tell people they can't sell something unless they meet them

Grog Grueslayer
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Posted: 22nd Oct 2010 13:40 Edited at: 22nd Oct 2010 13:41
Quote: "There's an old (possibly Australian) saying, 'don't put the cart before the horse.""


That's just what I was thinking. His other message tells us he's not ready to sell games yet... gotta learn how to make them first.

http://forum.thegamecreators.com/?m=forum_view&t=176968&b=1

@ My games are free:

You should check out TDKs tutorials. They'll help you with the basics.

http://forum.thegamecreators.com/?m=forum_view&t=99497&b=10

baxslash
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Posted: 22nd Oct 2010 13:51
Quote: "You should check out TDKs tutorials. They'll help you with the basics."

Yeah, they helped me!

TheComet
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Posted: 22nd Oct 2010 14:27 Edited at: 22nd Oct 2010 14:29
Quote: "That's not true, you can sell much simpler and less graphically stunning than mainstream titles! You shouldn't even think of aiming for that kind of quality to start with..."


OK.... You're right. You don't need something like StarCraft or Half Life, for example : MineCraft. That has really crappy graphics and all that, and the game idea... Can it get any simpler? And yet it sells incredibly well.

My point being, you need to have a playable game ready before you think about selling.

Quote: "No wonder you aren't selling anything yet @TheComet if that's your minimum standard."


I never said I wanted to sell stuff, I love making games and giving them away for free, and share my knowledge with as many as I can. I just said that I'm not ready for commercial stuff.

TheComet

baxslash
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Posted: 22nd Oct 2010 15:07
Quote: "MineCraft. That has really crappy graphics and all that, and the game idea... Can it get any simpler? And yet it sells incredibly well."

Exactly, well put.

Quote: "My point being, you need to have a playable game ready before you think about selling."

That's right. I think playability is the main concern, although you do need a 'style' that looks great. Minecraft works well because its style is retro and yet also quite modern in some ways (without using any realism). It proves that people are not just after cool graphics these days!

Quote: "I never said I wanted to sell stuff, I love making games and giving them away for free, and share my knowledge with as many as I can. I just said that I'm not ready for commercial stuff."

Fair play and good for you! I can't resist the urge to try to make a little money out of my hobby though! I just thought maybe you were saying that people shouldn't sell games that aren't mainstream quality. I can see that I took your meaning wrong.

It's having people like you that makes this community great to be a part of!

My games are free
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Posted: 22nd Oct 2010 16:03
@baxslash Oh that nick was default and i accidentally didn't get what "Forum name" was so i accidentally kept that username XD and as it can't be changed i'll just have to go on with that

Jp
My games are free
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Posted: 22nd Oct 2010 16:16
Has any of you ever tried minecraft? That games Freaking addicting and awesome and much better than some games, BTW you can download better graphics in to that, oh, and it has unlimited and randomly chosen maps, Offtopic i know

Jp
TheComet
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Posted: 22nd Oct 2010 20:19
Sure! We are all MineCraft addicts here, there's even a thread about it on the off-topic board : http://forum.thegamecreators.com/?m=forum_view&t=176179&b=2

Quote: "That's right. I think playability is the main concern, although you do need a 'style' that looks great. Minecraft works well because its style is retro and yet also quite modern in some ways (without using any realism). It proves that people are not just after cool graphics these days!"


I'm glad there are still people that go for gameplay I really hate people that take one glance at something like MineCraft and say "wth is that **** graphics man?! This game is ****, grow some balls and go play Modern Warfare 2 you ******* n00b!"

Quote: "I can't resist the urge to try to make a little money out of my hobby though!"


And I understand that There's nothing wrong with wanting to make some money, I'm just not that kind of guy

TheComet

My games are free
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Posted: 22nd Oct 2010 21:31
i thought actually to make few games for free at starters and when im much better in programming and can make better games and then release games for sale just writing down few things

Jp
MMM
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Posted: 23rd Oct 2010 09:05
I feel bad not chiming in here. This forum is generally a bad place to get financial or commercial advice. Case in point is that even TGC themselves aren't commercially successful on the back of the games they've made. Generally the rule is this: the larger the game, the less money there is to go around, the smaller the game, the less money there is, period.

Instead of asking for I'll-gotten advice here, I implore you, buy a ticket to next year's GDC, make a game by the opening day then go there, wear a laptop around your neck (one for the front, one for the back - each playing a demo of your game) then walk around handing out free copies of your game on cd or flash-drive. Include a business card and link to your website or AppUp where the game can be paid for and downloaded.

You will get at least 100 purchases if you give out 1000 free game CDs, regardless of price. I'll even honour that with a publishing reference if you pull it off. But seriously, at this stage there's not much else you can do.

Powerboard Productions - find the site yourself.
Greenster
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Posted: 23rd Oct 2010 10:09 Edited at: 23rd Oct 2010 10:12
I remember a long time ago when I thought programming was even half the process of producing a game. Then wrote a game and figured out it takes years to learn to do marketable 3D content, mostly textures. Animation and making boned meshes is surprisingly simple, even without mocap you can do decent stuff using keyframe.

Im gonna go out on a limb and suggest learning 3D modeling first, unless investing thousands of dollar in a few medial quality models, or tens of thousands on someone to do them, seems realistic to you.

I have 3 titles out under a trademark now, one is AAA. Im still trying to cover my time-moneyn investment. Good luck!
Neuro Fuzzy
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Posted: 23rd Oct 2010 11:30
Wow, MMM, that sounds like an amazing idea!!!!

...sorry, just had to say that...

My games are free
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Posted: 23rd Oct 2010 16:58
Oh, and wheres GDC held next year?

Jp
MMM
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Posted: 23rd Oct 2010 17:30
Not sure exactly but you should go, no matter the cost or effort. I see it as a kind of prerequesite for serious game development (robe laptops or not). I'm in Australia and can expect to pay about $2500 to get there by the cheapest means possible. There are plenty of game conventions in the world but this is really the only one with global respect and the content to back it up. If you're selling/marketing games, you can't really go wrong there.

Powerboard Productions - find the site yourself.
Neuro Fuzzy
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Posted: 23rd Oct 2010 20:45
i believe its 18 and older only (if that's relevant to you). its also in San Francisco.

dark basic code
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Posted: 24th Oct 2010 03:46
Hey for my games my standerds are to atleast equal that of the SNES or the gameboy 1. My fist game actualy surpasesd those standerds 3D hunt. Made it in geo(tech)

everything is being restored to its rightful place, Including the true power of the sharingan. the true power of I Madara Uchiha!
thenerd
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Posted: 24th Oct 2010 16:58
Quote: "Hey for my games my standerds are to atleast equal that of the SNES or the gameboy 1. My fist game actualy surpasesd those standerds 3D hunt. Made it in geo(tech)"
Well... those standards are rather low...XD

app developer
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Posted: 17th Nov 2010 11:29
look, you can even make a few bucks with free games. It'a all a question of planning. I am making a web site
http://www.game4tress.com
and although it's still in construction and you can play some games (online or not) there's a lot of things to do, including the looks, but if you want i can post there your games (the free ones) and you just have to create links or announcements in your games for when people play them they go to your web site.
If you are interested, just contact me, maybe you have better ideas on how to make money or be noticed with «small» games.

[email protected]
baxslash
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Posted: 17th Nov 2010 12:09
Quote: "you can even make a few bucks with free games"

Slight contradiction there. If you are going to advertise your site here you should:
1-Ask TGC permission first
2-Give full details of any offers you are making (IE. if someone posts their game on your site how much will you pay them per download?)

Just a suggestion...

thenerd
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Posted: 17th Nov 2010 12:36
Actually, one really good place to sell games if it hasn't already been mentioned is AppUp, the forums have lots of support for that, and you'll be reaching a good audience.

My games are free
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Posted: 23rd Dec 2010 17:00
Is'nt that AppUp just for netbook games/programs?

Jp
baxslash
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Posted: 23rd Dec 2010 17:09
Quote: "Is'nt that AppUp just for netbook games/programs?"

Yes. It's a new,expanding and relatively untapped market. I've had several hundred downloads of my demo versions and a few actual sales so far. I only started uploading games in October/November.

Worth considering.

dn5
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Posted: 24th Dec 2010 14:05
No, no, no. The graphic, music, or dimension aren't matter. Once I developed a game called a Qlink, and It was free. After that I developed a game called Qlink 2, and the best things is when you hear someone want to buy your game. I start selling a game: Qlink2: The end of the world.

By searching google: "Qlink2 The end of the world" you will came up with website that is free. Yes, but that doesn't matter. The gameplay it self is important.
And yes, the game was stopped by version developing, and I close website and selling orders.

And here are some basic steps.
1) Finish the game, and never release the info before it is published. The other magazine can release bad habbits about it.
2) Go to first CD market shop, and talk with sellers.
3) Rate the game by ESERB
4) Start publishing the game on the stores where are CD sold. I mean, you sell the 300 CD's to one guy, he sell that 300 CD's and both you and he gets money - cooperation
5) Contact game websites like GameSpy and so on, to write some review on your game, but by the time the game it self will be on websites
thenerd
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Posted: 24th Dec 2010 21:14 Edited at: 24th Dec 2010 21:16
Trying not to be harsh, but I don't agree with any of those "tips" you have posted...

Quote: "1) Finish the game, and never release the info before it is published. The other magazine can release bad habbits about it."

That doesn't make sense, in fact, you actually want as much publicity as possible so that when the game is released, it will have a better reception.

Quote: "2) Go to first CD market shop, and talk with sellers"
Not a good idea... in fact, a horrible idea. Unless you personally know someone who owns a shop, you do not want to attempt to sell a game physically until you have an established business. First of all, you have to go through a lot of legal stuff to even be allowed to sell. Also, by the time you finish printing all the CDs and cases, you will have spent well over your earnings. You shouldn't even be considering this unless you have sold a previous game online, and have a large amount of money to spend as well as an enthusiastic audience that will buy your game.

Quote: "3) Rate the game by ESERB"
The ESRB is not going to rate just any game that is sent to them. Just like the previous point, you have to be established in order for them to even look at your submission.

Quote: "4) Start publishing the game on the stores where are CD sold. I mean, you sell the 300 CD's to one guy, he sell that 300 CD's and both you and he gets money - cooperation"
And you also spend heaps of money on the advertising, production of CDs, and legal documents allowing you to sell.

Quote: "5) Contact game websites like GameSpy and so on, to write some review on your game, but by the time the game it self will be on websites"
Even if your game has revolutionary gameplay, websites are not going to write about it unless it has a relatively large audience.

Quote: "No, no, no. The graphic, music, or dimension aren't matter."
Yes, yes, yes. The graphics and polish do matter, more than anything! As designers, we know that the gameplay is the most important part of the game. However, the common person will not say the same. Graphics are extremely important - It doesn't matter how amazing the gameplay is, if it doesn't look professional, you aren't going to have sales!
In general, the best way to sell a game and gain an online presence is to get a good concept, and work on it. Polish it, perfect it, refine it until there is perfect. It doesn't matter if that process takes a year... it must be done. Give the game to other people, because it is almost guaranteed that you will have missed bugs. Only after then do you consider selling it, and even then, you need to have an audience who will buy your game. If you think you do, then try submitting the game to an online store such as Steam. If your game gets over a few thousand sales on Steam, then I would start thinking about selling it in stores.

My games are free
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Posted: 28th Dec 2010 14:18 Edited at: 28th Dec 2010 14:22
thnx to all, it will still make many years before im good enough in programming (edit) i'll try very hard to make good enough game to get it sold to get money for my studies, and obviously own apartment...

im from finland so don't mind if my english is pretty messed :p

Jp

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