The famous ‘pitch’ or more specifically ‘elevator pitch’ is nothing new. It exists since there’s a need to sell a product effectively. But now that developers are increasingly aware of the need to sell well what we do and the fact that nobody really has much time to waste, it seems the ‘pitch’ has been revalued in the indie sector.
A short post that some users may find helpful. Now the AppStore allows us to add videos with extracts of gameplay (or applications in use) along with the screenshots accompanying descriptions, a function that had long existed in other stores. These videos are called app previews. If you have had to face the fact of generating and uploading these videos, you may have encountered some odd problems.
Each development team has its methodology and techniques, usually tailored to the general needs of each project. As developers and designers, we always feel curious about how other people work in the sector.
In this post, we’ll explain how we face the animation process for characters, items or other graphics, using our own method which will be familiar for many people, while others may think it’s strange or particular.
There are many ways to manage the inventory for your game. The most common is to create an ‘array’ or a list of all your data. But it could be made in a more optimal way, simply by using a numerical variable, treating it as if it were binary. How do you do that? Read on!
Recently, YoYo Games has published its own Marketplace, where Pro Game Maker Studio users (implies having a PRO version or higher) may acquire all kinds of resources, such as images, sounds, fonts, backgrounds and even objects or scripts which may be useful for any application. Likewise, we can publish our own resources so others can benefit from them. We’ve taken a look at it and this is what we have found.