Latest Comments
Oilrush 0.64 update
By Brandon Smith, 4 June 2011 at 6:51 pm UTC
By Brandon Smith, 4 June 2011 at 6:51 pm UTC
If you're streaming or recording a game, it's much harder to run it with all settings maxed
Oilrush 0.64 update
By Liam Dawe, 4 June 2011 at 5:38 pm UTC
By Liam Dawe, 4 June 2011 at 5:38 pm UTC
Well if you in any way feel you can do some videos why not join us ;)
Oilrush 0.64 update
By , 4 June 2011 at 3:47 pm UTC
By , 4 June 2011 at 3:47 pm UTC
that dude did more damage in "review" than good.
I agree not all can have powerful machines.
Yet, game looks SO MUCH better on my pc. Youtube's low resolution is not helping either.
Heh, may be I should make some video myself...
I agree not all can have powerful machines.
Yet, game looks SO MUCH better on my pc. Youtube's low resolution is not helping either.
Heh, may be I should make some video myself...
Fowl Space Pre-order
By Hamish, 4 June 2011 at 8:02 am UTC
By Hamish, 4 June 2011 at 8:02 am UTC
I think the only three words are appropriate here: What The @#$% :P
Clockwork Man on USC
By MyGameCompany, 4 June 2011 at 1:09 am UTC
By MyGameCompany, 4 June 2011 at 1:09 am UTC
Nice to see more casual games on Linux. Hope it pays off for them!
New opensource linux space sim
By Brandon Smith, 30 May 2011 at 5:24 pm UTC
By Brandon Smith, 30 May 2011 at 5:24 pm UTC
Eek, need some stars there! The planet parts look amazing though.
Hex-a-Hop...heard of it?
By tweakedenigma, 28 May 2011 at 9:32 pm UTC
By tweakedenigma, 28 May 2011 at 9:32 pm UTC
Not really my style of game, but I think the GF might like this one.
Oilrush updated to 0.63 and 0.631
By Brandon Smith, 26 May 2011 at 10:22 pm UTC
By Brandon Smith, 26 May 2011 at 10:22 pm UTC
If it runs on PS3 I might be interested.
Mobile site is up!
By Hamish, 26 May 2011 at 5:21 am UTC
By Hamish, 26 May 2011 at 5:21 am UTC
Well, saying something looks better or works better are subjective Liam. I personally prefer interfaces with less bling, which is why I generally avoid compositing window managers and desktop effects, and the new website does have more bling than the old. I do agree that the theme for the old one was rather ugly though, and the fact that it did not fit with the forums was a sizeable aesthetic drawback. But I heartily respect the effort you put into the mobile website, and I may vary well use it when I am stuck on the modem as I am now. Still, considering I barely go to the main webpage and mostly just prowl around the forums looking for unsuspecting victims to assault with my devastatingly witty comments :p, it does not change much since this understandably can not change the forums. But the effort is appreciated. ;)
Hacker Evolution Duality
By Liam Dawe, 24 May 2011 at 10:40 am UTC
By Liam Dawe, 24 May 2011 at 10:40 am UTC
No worries cleared it up.
You're right though it does seem rather pricey for such a simple game.
You're right though it does seem rather pricey for such a simple game.
Hacker Evolution Duality
By Hamish, 24 May 2011 at 5:09 am UTC
By Hamish, 24 May 2011 at 5:09 am UTC
Sorry for the double post, I think me and my modem need a little hammer time... :mad:
Hacker Evolution Duality
By Hamish, 24 May 2011 at 5:00 am UTC
By Hamish, 24 May 2011 at 5:00 am UTC
I think they are setting their price a bit high if they want to compete with some of the other indies. I do think that some of them do undercharge sometimes, but having the full price at thirty bucks?
Invasion of the Blobs
By Hamish, 22 May 2011 at 8:26 pm UTC
By Hamish, 22 May 2011 at 8:26 pm UTC
How about a game called Invasion of the *Binary* Blobs? :p
Minecraft 1.6 Next Week!
By , 22 May 2011 at 2:46 pm UTC
By , 22 May 2011 at 2:46 pm UTC
Please do! it is a great add on making MC even more fun.
Minecraft 1.6 Next Week!
By Liam Dawe, 22 May 2011 at 2:09 pm UTC
By Liam Dawe, 22 May 2011 at 2:09 pm UTC
We do currently use bukkit on our server, i will have a look into mcMMO.
Minecraft 1.6 Next Week!
By , 22 May 2011 at 1:39 pm UTC
By , 22 May 2011 at 1:39 pm UTC
Question: Will you guys use the bukkit server and use mcMMO? It is a very nice :)
Puzzle Moppet - a new 3D indie puzzle game
By MaximB, 17 May 2011 at 5:50 pm UTC
By MaximB, 17 May 2011 at 5:50 pm UTC
And there I was hoping for an exclusive ;)
He also sent me the news and the full version to review (about an hour ago), but you beat me to it.
Guess I'll *might* publish in-depth review if you won't do it first :D
He also sent me the news and the full version to review (about an hour ago), but you beat me to it.
Guess I'll *might* publish in-depth review if you won't do it first :D
Puzzle Moppet - a new 3D indie puzzle game
By Brandon Smith, 17 May 2011 at 4:14 pm UTC
By Brandon Smith, 17 May 2011 at 4:14 pm UTC
This one looks like my kind of game. I like puzzle games like this.
Monster Rpg 2 Full Linux Port
By Liam Dawe, 15 May 2011 at 12:17 pm UTC
By Liam Dawe, 15 May 2011 at 12:17 pm UTC
Thanks updated the post with the demo link :)
Monster Rpg 2 Full Linux Port
By , 14 May 2011 at 10:52 pm UTC
By , 14 May 2011 at 10:52 pm UTC
A demo version for Linux is now available on http://www.monster-rpg.com!
Minecraft server downtime + Website revamp
By Liam Dawe, 13 May 2011 at 10:24 am UTC
By Liam Dawe, 13 May 2011 at 10:24 am UTC
Yeah the left side will be populated:
"Re-create the current websites left and right side blocks (the ones I want anyway)."
:)
"Re-create the current websites left and right side blocks (the ones I want anyway)."
:)
Minecraft server downtime + Website revamp
By forces, 13 May 2011 at 10:23 am UTC
By forces, 13 May 2011 at 10:23 am UTC
Sadly, the webpage doesn't look well on my 1024x600 netbook screen... There's just too much empty space on the left side of the page (about one third of the screen is empty)... But beside that, it looks really great!
Monster RPG 2 on sale!
By , 12 May 2011 at 1:53 am UTC
By , 12 May 2011 at 1:53 am UTC
I thought it was a bit low actually. I'd have paid at least $5 without batting an eye.
Steel Storm: Burning Retribution released!
By Rustybolts, 11 May 2011 at 8:53 pm UTC
By Rustybolts, 11 May 2011 at 8:53 pm UTC
You may want to check your links after posting bud! It was directing to the wiki page of Steel. :oops:
Steel Storm: Burning Retribution released!
By Hamish, 11 May 2011 at 6:48 pm UTC
By Hamish, 11 May 2011 at 6:48 pm UTC
Overhauled the Steel Storm Wikipedia article in response:
http://en.wikipedia.org/wiki/Steel_Storm (*edited link Rustybolts)
http://en.wikipedia.org/wiki/Steel_Storm (*edited link Rustybolts)
Monster Rpg 2 Full Linux Port
By , 10 May 2011 at 9:12 pm UTC
By , 10 May 2011 at 9:12 pm UTC
The game is on sale now for 99¢, and you can now pay with paypal. Just thought some of you might like to know :).
Dirk Dashing 2 Production Update
By MyGameCompany, 10 May 2011 at 12:14 am UTC
By MyGameCompany, 10 May 2011 at 12:14 am UTC
Hi Brandon,
Possibly. The thing is they would have to be willing to work for free, since I can't afford to pay them. I don't know of any decent artists who are willing to work for free, to follow the art style that I want, and to turnaround art in a relatively quick time-frame.
Finding level designers who would be willing to work for free might be a more likely possibility, but I don't have a level editor they can use per se - they'd have to be willing to work with XML. Plus some of the elements in the level can be pretty fiddly to build.
A few years ago, I talked with Erik Hermansen from Caravel Games over e-mail, and we discussed some of pros and cons of working with a volunteer community. I had heard an interview with him in a podcast where he talked about this topic, and I wanted more information. He had a lot of good experience to share. Apparently, managing a volunteer community is a lot of work, and what he said made sense to me. Depending on the game, you might find lots of volunteers who would be willing to help. But it can take a lot of time to train people and help them learn what to do. And identifying people with genuine talent who can produce the quality of levels or art that you need can take time. Inevitably you're going to pick up well-meaning volunteers who love the game and want to help, but just can't produce anything of a decent quality - and then you have to deal with them as best you can without hurting their feelings when you ask for lots of revisions or have to outright reject their work. Plus, there are volunteers who can't churn things out in a timely manner, for whatever reason (work, school, family, outright laziness, etc). I would need to a full-time person just to manage such a community, and I can't afford such a person. At least not yet.
Thanks for the suggestion, though, Brandon. I appreciate your response.
Eventually, I'm hoping to be able to grow the business to the point where I can afford to hire people to help more. I can afford a little right now, but I have to manage that wisely. I've budgeted for a musician, and I subcontract out certain key art pieces to an artist I know in the Philippines (the same guy who did the bulk of the artwork for my Rick Rocket game). Also, I have a good core of volunteer testers made up not only of family and friends but also some customers who are very supportive of my games and some fellow indie developers that I work with (we all test each other's games and help each other out when we run into difficult technical issues). So I do team up with some people in certain capacities.
Possibly. The thing is they would have to be willing to work for free, since I can't afford to pay them. I don't know of any decent artists who are willing to work for free, to follow the art style that I want, and to turnaround art in a relatively quick time-frame.
Finding level designers who would be willing to work for free might be a more likely possibility, but I don't have a level editor they can use per se - they'd have to be willing to work with XML. Plus some of the elements in the level can be pretty fiddly to build.
A few years ago, I talked with Erik Hermansen from Caravel Games over e-mail, and we discussed some of pros and cons of working with a volunteer community. I had heard an interview with him in a podcast where he talked about this topic, and I wanted more information. He had a lot of good experience to share. Apparently, managing a volunteer community is a lot of work, and what he said made sense to me. Depending on the game, you might find lots of volunteers who would be willing to help. But it can take a lot of time to train people and help them learn what to do. And identifying people with genuine talent who can produce the quality of levels or art that you need can take time. Inevitably you're going to pick up well-meaning volunteers who love the game and want to help, but just can't produce anything of a decent quality - and then you have to deal with them as best you can without hurting their feelings when you ask for lots of revisions or have to outright reject their work. Plus, there are volunteers who can't churn things out in a timely manner, for whatever reason (work, school, family, outright laziness, etc). I would need to a full-time person just to manage such a community, and I can't afford such a person. At least not yet.
Thanks for the suggestion, though, Brandon. I appreciate your response.
Eventually, I'm hoping to be able to grow the business to the point where I can afford to hire people to help more. I can afford a little right now, but I have to manage that wisely. I've budgeted for a musician, and I subcontract out certain key art pieces to an artist I know in the Philippines (the same guy who did the bulk of the artwork for my Rick Rocket game). Also, I have a good core of volunteer testers made up not only of family and friends but also some customers who are very supportive of my games and some fellow indie developers that I work with (we all test each other's games and help each other out when we run into difficult technical issues). So I do team up with some people in certain capacities.
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