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FPSC Classic Product Chat / Get your games sold online -[Great Publisher]-

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devild0g
19
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Joined: 14th Jun 2005
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Posted: 18th Sep 2005 05:31
If your interested in making your game go gold, then www.garagegames.com is the place to do it at. If you wanna sell your game. Its a great place for "indie" independent developers to get noticed.

Semper Fidelis.
God Bless.
=ChrisB=
19
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Joined: 23rd Jun 2005
Location: starring into a viewfinder
Posted: 18th Sep 2005 06:06
Cool!!! I'll use them, deffenatley.

I may not be good in school, may not hae had a girl for a while, ma not had a social life in years, BUT I"M STILL THE ONLY ONE IN SCHOOL WHO KNOWS HOW TO MAKE GAMES!!!

devild0g
19
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Posted: 18th Sep 2005 06:20
Great. There a great bunch, and answer questions fast. Customer Support is great.

Semper Fidelis.
God Bless.
devild0g
19
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Posted: 18th Sep 2005 06:21
Whats great is, if they like your game enough, they can offer a boxed version sold in stores! Very cool. Of course the game im making wont be done for like another year or so. Cause im going for gold, I have a great team working also. But im gonna definitley use them.

Semper Fidelis.
God Bless.
=ChrisB=
19
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Joined: 23rd Jun 2005
Location: starring into a viewfinder
Posted: 18th Sep 2005 06:26
Heh! Mine's almost doen (the first part, any ways). I'm going for silver with the first one .

I may not be good in school, may not hae had a girl for a while, ma not had a social life in years, BUT I"M STILL THE ONLY ONE IN SCHOOL WHO KNOWS HOW TO MAKE GAMES!!!

CBStudios
User Banned
Posted: 18th Sep 2005 06:40
bad news. better make sure it works on macs too. thats the only GG will publish
=ChrisB=
19
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Joined: 23rd Jun 2005
Location: starring into a viewfinder
Posted: 18th Sep 2005 08:41
LoL, they can be bribed.

I may not be good in school, may not hae had a girl for a while, ma not had a social life in years, BUT I"M STILL THE ONLY ONE IN SCHOOL WHO KNOWS HOW TO MAKE GAMES!!!

Mr Love
19
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 18th Sep 2005 15:54
Without Savegame You can dream about it!


Mr Love

Dont trust anyone...
Deadwords
19
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Joined: 2nd Feb 2005
Location: Canada
Posted: 18th Sep 2005 17:09
Cool, i never saw that Garage Games is a public publisher
i will contact them when i will finish my game. (Like in December)

=-{SKaleX}-= Current Projects: -Insane Killer-=-Chaos Zone-
Mr Love
19
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Playing: MAFIA 2
Posted: 18th Sep 2005 17:44
Skalex! You have a game-engine that not can save or load are You stupied or something or are You just a dreamer???


Mr Love

Dont trust anyone...
BULLSHOCK 2
Retired Moderator
19
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Joined: 14th Jun 2005
Location: Shocking Bulls
Posted: 18th Sep 2005 18:23
if you really want to sell your game...you can...

my dbpro program puts together 9 different exe's all of which are different single player levels (because i need different skyboxes)...my program also prompts you between levels wheather or not you wish to save...if you do save, when you load in my dbpro menu, it goes to the level you started at. its still kindof buggy, but im working on it...

but thats what i mean...anything is possible...or...as tcg would put it..."the possibilities are endless"

I am really BULLSHOCK, but my profile got deleted...really, i'm telling the truth!
Deadwords
19
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Joined: 2nd Feb 2005
Location: Canada
Posted: 18th Sep 2005 18:38
Mr Love, i'm also using DBPro to make extra things that FPSC cant make. I'm making a launcher, credits, save/load game and i also make as Bullshock 2, 9 different exe's.

=-{SKaleX}-= Current Projects: -Insane Killer-=-Chaos Zone-
DigiDesign Games
19
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Joined: 31st Jul 2005
Location: ECUP - Where everone would rather be!
Posted: 18th Sep 2005 19:36
Im using them!!!

Activ8 games - http://www.activ8games.cjb.net/

Si vous lisez ceci vous êtes très intelligent ! Ou vous pourriez avoir juste employé l'emplacement de traduction de poissons de Babel !
=ChrisB=
19
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Joined: 23rd Jun 2005
Location: starring into a viewfinder
Posted: 18th Sep 2005 19:56
Mr. Love is a pessemest. And its REALY anoing. Bur if your like me and cant think up a good story line, you'll just make an MP game.

I may not be good in school, may not hae had a girl for a while, ma not had a social life in years, BUT I"M STILL THE ONLY ONE IN SCHOOL WHO KNOWS HOW TO MAKE GAMES!!!

Anlino
19
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Posted: 18th Sep 2005 20:05
Actually, i don't think Garagegames.com will publish any fps. Look at the other games they have published. In one game you play as a marble, in another are you a big robot, a tank with brains, a ball of tar etc. All of those games offer something iniutive, different. If people wants to buy a FPS, i'd believe they would rather pick a more professional one. I don't meen to crush your dreams, but to be honest, i dont think that any FPSC-game will ever published(or at least with version 1)
Mr Love
19
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Playing: MAFIA 2
Posted: 18th Sep 2005 20:14
Skalex are You sure You can make that with DBP? TGC said that this shourld be impossible! But if You make it, maybe You can share it with all of us? Everybody here needs it badly!


Mr Love

Dont trust anyone...
=ChrisB=
19
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Posted: 18th Sep 2005 21:31
I think Bullshock is gunna sell his...

I may not be good in school, may not hae had a girl for a while, ma not had a social life in years, BUT I"M STILL THE ONLY ONE IN SCHOOL WHO KNOWS HOW TO MAKE GAMES!!!

devild0g
19
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Posted: 18th Sep 2005 22:40
You need to read in more detail or contact them. The reason they dont have a published FPS game is ... well because nobody has brought them one yet. The reason you see games like "tanks with brains" "marbles" is becuase they deal with the "INDIE" game developer. Meaning these people dont have 100 degrees in game programming. I have belonged to garage games for quite some time now. There a great bunch, much like lee, and rick and the other TGC developers. By the way, the tank game, yeah that game rocks. lol. But anyways, I wasnt guaranteeing anything with this post. I was trying to let people know where they can go. You show garage games a great product, and they see great things, they will publish it.

Semper Fidelis.
God Bless.
Merranvo
19
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Joined: 24th May 2005
Location: That ^ is a Orange
Posted: 19th Sep 2005 00:17
But how many fps's are the out there where you can pick up a urninal and bash your enemies brains out with it??? not many...

Merranvo, taking over the net, one forum at a time.

"ye oft de adopte early shalt move mountains, and be gods among men"
Music Man
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Posted: 19th Sep 2005 05:24 Edited at: 19th Sep 2005 05:25
Just to let you all know - their primary focus is on the AAA game engine called Torque, which they took over after the Tribes Trilogy was finished - and all the games they publish were made with some version of Torque. As a torque owner (It costs $100 to buy an indie license which gets you the SOURCE CODE), I know this. Guess what? They know all about fps creator and more than likely, unless a game made with FPS Creator is simply impossible to ignore it's just that good and original, Garage Games won't touch any game you make. They are almost 100% focused on Torque based games. And now that Torque was given an acceptence to the xbox 360 - you do the math.

Still, if any of you make a game that is akin to far cry or half life 2, well - anyone would publish you. Get the picture?

Mike
Dr Who
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Location: Indianapolis, IN. USA.
Posted: 19th Sep 2005 10:30 Edited at: 19th Sep 2005 10:32
Im' not 100% positive here, But I believe TGC is also heading towards being a games publisher as well as a developer as well. Id' say TGC would be alot better to deal with since most users here are using thier software in order to develope alot of these FPS games. My vote is for The Game Creators to publish my game...

Best Regards,

DoctorWho...
Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 19th Sep 2005 11:40
Being honest here - anyone who is simply using FPSC to try to make money might as well give up now, because if it's money your after then a paper route would be a safer bet. For any FPSC game to realistically get anywhere commercially it would need a lot of dedicated work - and I don't mean just the FPSC editor, I mean high quality and unique media and a lot of cutom script programming. With practice a lot of people will go onto making really cool games, but it will take time.

The best bet would be to simply keep learning, keep trying to get FPSC to do what you want, keep experimenting with those scripts, because it'll be the games with all the fancy stuff that'll have the best chance commercially.


Van-B

Put those fiery biscuits away!
Mr Love
19
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Playing: MAFIA 2
Posted: 19th Sep 2005 12:59
Here You have the truth! I am not a pessimist, I am just trying to be a realist. I think You can make a commercial game with FPSC but it wourld prop. Take more than the most people seems to think. Maybe something like maximum 5 of 1000 will make a quality-game thats good enought to sell commercially. Thats is at least what I belive, but I might be wrong...


Mr Love

Dont trust anyone...
BatVink
Moderator
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Location: Gods own County, UK
Posted: 19th Sep 2005 14:29
Van-B is right. Drag'n'Droppers will only make something that is as good as everyone else on this forum.

Now if you can make an FPS game that doesn't look like it was made by FPSC, then you already have a head start. That would take your own graphics collection, and a heap of scripts to do new and unique things.

Mr Love
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Playing: MAFIA 2
Posted: 19th Sep 2005 14:59
I agree with BatVink!


Mr Love

Dont trust anyone...
Dr Who
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Location: Indianapolis, IN. USA.
Posted: 19th Sep 2005 18:05
But the fact is though guys, It is possible to create a commercial quality game given the right media, scripting, storyline, design, and time to tie everything all together! A glimps of FPSC's capabilities have already been shown in a well done game demo done by ctm!

Conker Bunker was well designed for a single guy working on the weekends on this besides his normal job! So I believe a single person could achieve commercial quality if they invest enough time into thier project. And also of course have other necessary skills needed in order to bring thier game into commercial quality status too!

Just my opinion though..

Best Regards,

DoctorWho...
Mr Love
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Playing: MAFIA 2
Posted: 19th Sep 2005 21:19
Yeah, Conker Bunker was ok, but far from commercial quality. By the way it is only fpsc media in that game, and that is the first thing You have to make something about. I dont think the characters move smooth enough for commercial quality, but maybe with a knock out story You can make it anyway.


Mr Love

Dont trust anyone...
Dr Who
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Posted: 19th Sep 2005 23:00
Mr. Love,

You obviously didn't read my post-reply very well then, Because I said this:

Quote: "It is possible to create a commercial quality game given the right media, scripting, storyline, design, and time to tie everything all together!"


And when I was talking about Conker Bunker being commercial quality, I was meaning the Design of his game demo!! His game demo, Although using FPSC media, Is well thought out and the levels are designed very well to fit in the class of being called commercial quality!! That's what I meant here!! And Conker Bunker clearly shows that a single individual can create a commercial quality game given the time, media, storyline, design, skill, dedication and scripting necessary to create such a title!


Best Regards,

DoctorWho...
SoulMan
22
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Location: In a house somewhere on the planet earth
Posted: 20th Sep 2005 20:50
I would have to agree with Van B. I really just bought FPSCreator to mess around with it.
SoulMan

This is as backwards as is This
Mr Love
19
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Playing: MAFIA 2
Posted: 20th Sep 2005 21:20
Compare Conker Bunker maps with REAL commercial game maps like Rainbow Six, Halflife, Doom 3.. If You think The Conker Bunker Maps can compete with the Maps from theese games, I dont agree with You. I dont even think that Conker Bunker is the best FPSC game there is, I like Dark Corridors mutch better. So far there is no FPSC game that are even close to be Commercial. But I think this will change when people are learning how to import Characters and everything You need for the game.

Dont trust anyone...
=ChrisB=
19
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Posted: 21st Sep 2005 01:32
Yup! Or just take the time to re-texture them... Like yours truley.

I may not be good in school, may not hae had a girl for a while, ma not had a social life in years, BUT I"M STILL THE ONLY ONE IN SCHOOL WHO KNOWS HOW TO MAKE GAMES!!!

Dr Who
20
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Location: Indianapolis, IN. USA.
Posted: 21st Sep 2005 05:26
Quote: "Compare Conker Bunker maps with REAL commercial game maps like Rainbow Six, Halflife, Doom 3.. If You think The Conker Bunker Maps can compete with the Maps from theese games, I dont agree with You."


Your still missing the point stated here Mr. Love! Please read it again:

Quote: "It is possible to create a commercial quality game given the right media, scripting, storyline, design, and time to tie everything all together!"


As it is stated here, I said given the right media, scripting, storyline, design, skill, and time. It is possibly to create a commercial quality game! And also... Your trying to compair Conker Bunker with multi-million dollar projects here that have HUGH TEAMS WORKING ON THEM to make them what they are today!

You have to understand also, That these games your compairing to conker bunker are also using the very lastest technologies too!
The way it normally works in today's markets anyways.. The technologies that was popular yesterday are normally available to use small independent developers today, While the newer technologies are only available to the bigger commercial companies like idsoftware, valve, and other gaming companies that has the necessary finances in order to create or license them! They are out of the small developers reach unfortunately!! So given this example here, It would make perfect sense that the smaller independent games devlopers can't compete with today's newer technologies since they can't afford to license them. But my point being here.. You still can use yesterdays technologies to create a commercial quality game! Look at QUAKE, QUAKE 2, UNREAL, UNREAL2, HALF-LIFE 1, NOLF, and many more of yesterday's technologies. They are not compairable to the likes of DOOM 3, HALF-LIFE 2, OE RAINBOW SIX... But you ask anyone still today about thoes game titles and ask if they are commercial quality games, And Im' most positive that you will hear that they still very much ARE!!! This is the point im' trying to get accross to you here! The game doesnt have to have the lastest technologies of today to be considered Commercial quality, And sutiable to be able to release it as a commercial quality game! Think about it...

Quote: "I dont even think that Conker Bunker is the best FPSC game there is, I like Dark Corridors mutch better."


Direct me to a link of that game here so I can check it out for myself, And i'll get back with you on it..

Quote: "So far there is no FPSC game that are even close to be Commercial."


Well... that is your opinion! I still think so far that Conker Bunker was a very good example that commercail quality can be achieved with FPSC!

Quote: "But I think this will change when people are learning how to import Characters and everything You need for the game."


Yes it will prove to be interesting indeed! I guess we will have to wait & see huh?

Best Regards,

DoctorWho...
=ChrisB=
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Posted: 21st Sep 2005 05:33 Edited at: 21st Sep 2005 05:34
I don't think you need totaly new charichters. All you need is to be able to re-texture them! Like what I'm doing to the US WWII troops. They now look almost exactly like swats. And as far as commercial quality goes... Yea, you don't need all the latest and greatest graphics engines and physics and all that good shizzy.
All you REALY need is a good artist and some brains. I mean honistly,
some of the games built with T3DGM could make a little, teensey weensey bit of $$.

I may not be good in school, may not hae had a girl for a while, ma not had a social life in years, BUT I"M STILL THE ONLY ONE IN SCHOOL WHO KNOWS HOW TO MAKE GAMES!!!

God Electricity
19
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Joined: 20th Sep 2005
Location: Fort Walton Beach Florida
Posted: 21st Sep 2005 05:34
I keep getting an error on my FPSC on most of the stuff i try to do on it, like adding weapons, building game, adding a movie clip, etc. Please can someone help me?


Feel the RATH of Raiden
Dr Who
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Location: Indianapolis, IN. USA.
Posted: 21st Sep 2005 07:07
Yep! That is exactly what I was saying there chrisB...

Best Regards,

DoctorWho...
=ChrisB=
19
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Posted: 21st Sep 2005 09:00
Welcome to the new "Anti Stock FPSC Textures" club!

I may not be good in school, may not hae had a girl for a while, ma not had a social life in years, BUT I"M STILL THE ONLY ONE IN SCHOOL WHO KNOWS HOW TO MAKE GAMES!!!

Mr Love
19
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Playing: MAFIA 2
Posted: 21st Sep 2005 09:02
Well, You might be right Chris, but still the animations are pretty stiff. In that case I hope that the new model pack use smoother animations. Hmmm Cris That wierd beard was just an easy exampel how to do it! (Do You really think I am going to use SS soldiers in a modern game?)
Dr Who:
Just a question. Why do You think anyone wourld buy Your game instead of doom 3 or rainbow six? You can buy theese games wery cheap today?
How many buys games like quake, quake 2 today???
Mr Love

Dont trust anyone...
Dr Who
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Location: Indianapolis, IN. USA.
Posted: 21st Sep 2005 11:20
Quote: "Dr Who:
Just a question. Why do You think anyone wourld buy Your game instead of doom 3 or rainbow six?
"


Why you ask? Well... It really depends upon the person buying the game and what they like, And what they are looking for!
Everybody out there has different tastes in games and what they like & dont like! Look at Snood for example.. Sure, It's a simple 2D game. But that game alone has yielded almost 3,000,000 downloads since September. 20, 2004 from Download.com
And that was just one website alone!!!

Now figure the amount of downloads of that game multiplied (times) just 1%.

3,000,000 x 1% = 30000 (1% is guaranteed sales!!)

Now take the 30,000 guaranteed sales and multiply it by the cost of the game. Which that is $14.95

30,000 X $14.95 = $448,500.00

$448,500.00 dollars from the one website for that single generic-looking game with microsoft-paint looking graphics!!!

Not bad at all for a game using yesterday's technologies id' say...

It's a simple looking game that looks like it's graphics where done in Microsoft Paint!! But still... The game has done very dam well on the net, And has also moved to the GameBoy advance!!! So... for a single guy that created Snood on his own time from his job & school. Id' say that he did very dam well indeed! And yes Snood is a commerical quality game made on yesterday's technologies! Which goes to prove my point once more! But dont take my word for it!! Go do a search on google, download.com, MSN Games, Yahoo Games, Gamers Hell, Ect... ect.. And you'll find alot of games out there that are Commercial quality games making thousands & thousands of dollars!

It's how the game is designed, And the originality of it that makes it sell like that!

Quote: "How many buys games like quake, quake 2 today???
Mr Love
"


You would be amazed!!! Heck!! I was just at my local Wal-Mart store just yesterday and saw the Original "Doom", "Doom 2", "Final Doom", "Tomb Raider II", And even "Duke Nuk'em"!!!!
It's funny that games like thoes are still on the store shelves and are still selling!! Oh yeah, Almost forgot this one too! The original "Half-Life" was also another one still selling for $19.99 at Wal-Mart!! And you ask the question: "How many buys games like quake, quake 2 today???" ?!??

Hmmmm, for outdated commercial games like they are, They still seem to sell very well from what i've seen...

Best Regards,

DoctorWho...
Van B
Moderator
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Posted: 21st Sep 2005 11:48
So in theory someone should have made half a mil by now?

3,000,000 downloads is unique, most DBPro games would be glad to get 5,000 downloads, the most well known games tend not to get over 100,000 downloads, so really you all have to be realistic.

The man who makes the StarWraith series of games makes a living, and making a living is about as much as most indi developers can hope for.

The problem isn't that FPSC is incapable, it's that the work involved in making a commercially viable game is quite huge - more than most people here could handle. The FPSC envelope is there to be pushed, I imagine it's capable of stuff that would surprise Mike and Lee, but all this depends on if the right people persue FPSC. Frankly, I'd resent paying for a game that is worse than what I could come up with - and I imagine a lot of people are the same - if you try to sell a game you've made with a creator, then it better be bloody outstanding both visually, and in terms of design.


Van-B

Put those fiery biscuits away!
Van B
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Posted: 21st Sep 2005 12:03
Snood is a total rip-off of Puzzle Bubble and Bust-a-move. Fair enough 3,000,000 downloads is impressive, but I just don't agree with charging money for someone elses idea.


Van-B

Put those fiery biscuits away!
snowdog
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Posted: 21st Sep 2005 13:38
I agree with Van B there...it all depends what you personally want I think.Fine, you can all start 'companies' and work on projects, some of which may make a few quid on these forums and within this community...but your best bet is to do the same as me - use this program as a demonstration of your design ideas and compile a design document with your game to accompany it.

Send the design doc and sample to some of the big boys and you may get a design position if you're very lucky...perhaps only a mention on the credits if not.

If anyone wants to contact any publishers or developers then have a look at the company directory on Games Industry, has contact details for all the big boys there. Although I personally would steer clear of Sega and EA, you'll probably get shafted
DJxDJ
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Posted: 21st Sep 2005 15:48
Quote: "But the fact is though guys, It is possible to create a commercial quality game given the right media, scripting, storyline, design, and time to tie everything all together!"


It's possible even without FPS creator if you have all these elements.
Pandemoniac
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Posted: 22nd Sep 2005 05:18
Snowdog, you brought up the point that I was about to make too. I'm sorry, but if somebody buys the $49 FPS creator and expects to use it as a sole means to make a groundbreaking game and get rich off it, you're a little delusional.
FPS creator to me looks like an excellent stepping stone to improve your chances to get into the gaming industry.
I bought this for the same reason I bought the old Pie GCS system several years back: I wanted something where I could easily get some practice in game design and put my ideas to use. I could showcase what I'm capable of doing with limited resources and have fun doing it too!

And realistically, if you're making a showcase of your skills, you don't have to make a 100% perfect complete game. It's not like a game company consists of 5-30 people working on every aspect at once. You have your modelers, artists, programmers, level designers, story writers etc. Sometimes some members may be involved with more than one aspect, the good companies like id and Valve are like that, all sharing ideas for every part of the game, but even still they have their main job working on contributing just one facet of the whole game.
So it might be wise to narrow it down to a few options of what you'd like to do in the games industry. Say you want to be a mapper, then use FPS creator to create some original levels and locations. Although it wouldn't hurt to add intricate detail, it's not always neccessary, creating an original scene or playing field that stands out would be a good way to draw attention to somebody looking to fill that void. Want to be an artist? Well, make sure you have other good tools to work with too to create your textures, but using FPS creator to import them and showcase them in a real scene would be an excellent way of showing your understanding of how different pieces of art would be used in a real game. The possibilities look pretty far reaching for something that comes at such a fair price. The biggest obstacle facing people trying to get into the feild is the cost of all the tools the professionals use to create game content, like 3ds max, maya etc.
Dr Who
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Posted: 22nd Sep 2005 06:25
But the difference here VanB is that Dave Dobson has made enough changes based off of Puzzle Bubble and Bust-a-move to warrant a totally new game design concept! This alone is what made Snood such a hugh success! Obviously this is so, Because the proof is there, And he is now set for life do to his hard work he spent on his project! So like you said above, If someone or many people here are dedicated enough to work hard at FPSC. It is very REAL that either the single individual or a small team can actaully produce a commercial quality game with FPSC if given the proper time & dedication to it!

Best Regards,

DoctorWho...
electric chihuahua
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Posted: 22nd Sep 2005 06:39
Hi

No one has even mentioned the marketing aspect for games. Creative packaging, web site , advertising etc. all go into selling the game. For crying out loud, if that "deer hunting" crap can sell a million copies then so can some of us indies using FPSCreator. You have to set your product apart in someway. I am anxious to see how some of us get their game off for sale and what they use to present it etc. Maybe we need to start a marketing and promotion thread to see how people will handle this.

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