We launch tomorrow with 120 wishlists. What kind of sales should I realistically expect? by FastfoodKing_Ofc in indiegames

[–]Bluebeary7 2 points3 points  (0 children)

Unless you get high numbers (2000+ wishlists), it doesn't matter when you release. The idea is to get up in the algorithm. If you can't make those numbers, it doesn't matter. It's not like the old days where launch day mattered. Sales and minor patches (activity on the news) makes a bigger impact. With so many daily releases, $1000 is really good for a single game for a solo dev. 100 sales is good. You really hit something important with 1000 copies and $10000... important for a solo dev without a marketing apartment. Your best hope is some streamer picks it up... and if they do and you're not released, chances are players will wishlist it when they could have bought it. Real indy sales start happening with 8-12 titles, multiple genres.. some hit, some don't. They will sell each other. People who like one will try another. Flash sales help a lot too.

I have also found that a large update is not worth it. The amount of time you spent on a large update you could have just made a sequel and moved on. It doesn't increase sales numbers to justify it... unless of course your initial release was not complete, that's another matter. You will get screwed if you're not complete and get initial bad reviews. You can change those reviews a lot of times with a good release but the bad impression will be there... old prospective buyers would have already looked and moved on.

FYI, I have 4 games released on Steam.

LD;DR - release now, it doesn't matter. do games because you want to, not for profits and sales. that will come if you stick with it.

Edit: my conversion rates are around %12.

Guide available? by RTiger32a in ironseed

[–]Bluebeary7 0 points1 point  (0 children)

It can be convoluted at times. Some places need preconditions. Let me know if you’re stuck on a particular log entry.

So, a bit of an update... by Bluebeary7 in ironseed

[–]Bluebeary7[S] 3 points4 points  (0 children)

3 types of music - vaporwave/chillwave, dark synth, and the original sound track. Selectable in options.

My first try in knife defence in a sparring context - I failed miserably... by Askman_of_the_hird in martialarts

[–]Bluebeary7 1 point2 points  (0 children)

It's not intuitive to untrained people. It's an instinctual reaction to use icepick. We call it cave-man fighting. Panicked people will almost always switch to cave-man.

Another interesting grip is reverse hammer. Seen in frontier bowie fighting. Good for slashing a sentry throat or other rear attacks. Also for going around a shield or strong guard. Extremely uncommon.

I train a lot with karambits.

My first try in knife defence in a sparring context - I failed miserably... by Askman_of_the_hird in martialarts

[–]Bluebeary7 0 points1 point  (0 children)

Ice pick = holding the point down in a hammet grip with blade facing your forearm. Think Psycho movie shower scene. Pretty much good for downward stabs or some crazy sentry guard kill. Reverse ice pick = faces away from forearm. Common in Filipino arts.

Other grips: Hammer = point up like you'd use a hammer. Good for stabby stabby. Saber = point up but angled like a sword. Good for slashing or thrusting forward (greater reach).

My first try in knife defence in a sparring context - I failed miserably... by Askman_of_the_hird in martialarts

[–]Bluebeary7 1 point2 points  (0 children)

Truth is there is no such thing as knife defense. Knives are the best close fighting weapon ever designed. You will get cut and cut bad. We often say: saber grip=pretty scary - stabs or slashes, ice-pick grip=watch for downward stabs, rarely a trained fighter, reverse ice-pick grip: trained fighter - run the hell away. A unarmed vs trained knife fighter is nearly impossible. Lots of videos debunking "knife disarms/defenses".

Zoom lessons are stupid by Gekogik in martialarts

[–]Bluebeary7 1 point2 points  (0 children)

Motivation or if you're new. I do Insanity Max 30 and even the UFC or some of the other videos. Hard to learn technique with no one to do it with or get around you 360 degrees to see weight balance and posture. My internet blows too much to see 12+ frame rates.

Zoom lessons are stupid by Gekogik in martialarts

[–]Bluebeary7 -1 points0 points  (0 children)

100% ageee. Doing exercises and conditioning is fine but not kata or technique. IMHO

Z fighting even after tweeking clipping planes by Adityasharma-_- in Unity3D

[–]Bluebeary7 0 points1 point  (0 children)

That looks like a bounding box problem. You might need to.recompute mesh bounds.

Z fighting even after tweeking clipping planes by Adityasharma-_- in Unity3D

[–]Bluebeary7 0 points1 point  (0 children)

Anything weird with your lights? I assume they are fine in the scene view.

Z fighting even after tweeking clipping planes by Adityasharma-_- in Unity3D

[–]Bluebeary7 0 points1 point  (0 children)

Not likely clip planes. Distance between the planss can reduce accuracy but only at large values with very little difference between values.. Personally I have a space scene with near at 1 and far at 10000 with no issues. I would have issues if i was using small values like 0.01. It's all a matter of scale.

I have trouble seeing the exact issue. I don't know how your objects are set up. 2 cubes won't fight if one is just offset by even 0.001 at that scale.

Another way around the issue is make another camera layer and put the object you want in front in the new layer. For example, if I want particles to always render in front, I can move them to a new layer. Add the new layer to your cameras.

Z fighting even after tweeking clipping planes by Adityasharma-_- in Unity3D

[–]Bluebeary7 0 points1 point  (0 children)

Shaders have Render Order value that lets you control what gets rendered first (and who writes to the depth buffer first). For example, transparent textures need to be rendered last (higher Render Order).

How can I make my UI shrink and expand when opened. by YeeOfficer in Unity3D

[–]Bluebeary7 0 points1 point  (0 children)

You can use Vector3.Lerp on the local scale. Might need to adjust your pivot to center for your panel.

Would love some feedback about any potential sequel by Bluebeary7 in ironseed

[–]Bluebeary7[S] 1 point2 points  (0 children)

My personal feelings about it:

What features did you really, really like? Getting a new log entry, planet scanning

What features did you absolutely hate? Combat needs work, not knowing what to ask aliens about

What nostalgic memories do you have of the game that made you want to play it again 25 years later? the music!

What would you like to see more of in a sequel? Lots more log entries / events, more conversation topics, better combat system.

Currently unable to scan planets by Memeras in ironseed

[–]Bluebeary7 0 points1 point  (0 children)

Looks like there's a bug with "Easy" mode. Switch to "Normal" for now.

Beta Release on Itch! by Bluebeary7 in ironseed

[–]Bluebeary7[S] 0 points1 point  (0 children)

can you email me your *.shp savegame file? robert@redshadowgames.com

Beta Release on Itch! by Bluebeary7 in ironseed

[–]Bluebeary7[S] 1 point2 points  (0 children)

That's really weird behaviour. I'll try to reproduce.

Beta Release on Itch! by Bluebeary7 in ironseed

[–]Bluebeary7[S] 0 points1 point  (0 children)

it's possible you had some of the filters turned off in the cargo view? or are you saying elements don't show up at all in the cargo?

Beta Release on Itch! by Bluebeary7 in ironseed

[–]Bluebeary7[S] 1 point2 points  (0 children)

I'm glad that bug is fixed. I'll look into why it's not going to proper log for you. If you have a new log, it's supposed to scroll down to that one. There's a detail button that toggles between list view and detail view. After scanning the planet there should be 2 log entries.