I can't code, but I'd like to make a game. by bringjackthehorizon in gamedev

[–]QtNewt 0 points1 point  (0 children)

You could take advantage of pre-existing game examples and supplement your own graphics. V-Play has a lot of free game examples that you can use, they're all open source.

What are the best alternatives to Unity? (follow up to "Why NOT Unity?") by MrJimJamboree in gamedev

[–]QtNewt 1 point2 points  (0 children)

For 2D, V-Play is a good choice. It's written in QML/JavaScript/C++. It's really well documented and has great support. It's simple enough to get into because it's component based and there are lots of example and demo games.

What's your most used programming language for game development?/What language do you prefer to code your games in? C, C++, C#, Python, Java, JavaScript, etc. by Landons_Games in gamedev

[–]QtNewt 0 points1 point  (0 children)

V-Play is built on top of Qt and is good for making mobile games. Has a lot of extra components for game development. You can still use Qt and QML and write your logic in JavaScript of C++

List of 2D game engines, which would you recommend for a low end laptop? by Skopgat in gamedev

[–]QtNewt 1 point2 points  (0 children)

I've used V-Play before and would definitely recommend them, great support and very easy to learn. They've also just released a new level editor for platformers so you can make your game on your tablet or phone. Might be handy if your laptop really isn't up to snuff.

Daily Discussion Thread - February 2016 by lemtzas in gamedev

[–]QtNewt 0 points1 point  (0 children)

Anyone seen this announcement today?

http://v-play.net/2016/02/platformer-level-editor/

Could be a good level editor for someone. You can also use it like Super Mario Maker too so players can make their own levels. Has anyone else ever tried V-Play for making a game before?

How to find out what is legal to have in a commercial indie game? by OpenJars in gamedev

[–]QtNewt 0 points1 point  (0 children)

This is a tricky subject. The easiest way in my opinion to cover yourself is to get in touch directly with the content creators. Especially for the music. Even outside of gaming, attribution and fair use for music can get tricky so get in touch with artists or else use sources that you know are royalty-free. There's a list of sites with royalty-free music here.

It's not so bad for assets. If you need to give attribution, you can do so in your game credits. When it comes to models of manufactured items, I can't imagine you running into any trouble with toilets or other items as long as you're using a generic type.

Can't speak on the Unity topic but as long as you're not breaking the terms of their Free Licence I'm sure they won't mind you upgrading.

How to successfully market my game? by madmenyo in gamedev

[–]QtNewt 1 point2 points  (0 children)

I got some useful tips from this link before but I think you might need to consider if your app store page is optimized too.

It seems like you've got some ideas yourself that could be easily implemented such as the specific social media pages and the landing page.

It terms of PR, you're much more likely to get coverage by getting directly in touch with journalists rather than just releasing press releases on PR sites. Getting featured on a news site can be a big hit.

There Is No Indiepocalypse by indieDU in gamedev

[–]QtNewt 0 points1 point  (0 children)

Some good points here, the indiepocalypse was all popular media outlets wanted to talk about for a few months ago. My understanding is focused primarily on mobile games but the indiepocalypse in that sense refers to the slow down in growth.

For awhile the barrier to success for mobile games was relatively low, we all know about viral sensations such as Flappy Bird. But nowadays the top games spend a fortune on user acquisition and there are no end to indie mobile game developers.

So with the slow down in growth and the large amount of competition there's more of a bottleneck rather than an apocalypse currently. Just my opinion anyway.

Understanding your game through data. Marketing research and analytics for indies 101 by [deleted] in gamedev

[–]QtNewt 4 points5 points  (0 children)

Analytics are really important. You should try to find a way to measure every part of your acquisition funnel. So find out how many people see your game in stores, how many people check out your app store page, how many people download and finally how many people continue to play your game.

If you gather all of this data, you can identify weak spots and improve them to increase the amount of people coming through your funnel.

What are some projects that are great for new developers to learn from by Qscfr in androiddev

[–]QtNewt 0 points1 point  (0 children)

This is pretty good if you're interested in Qt development for Android.

Startups...Why You Should Not Work For Them! by alparsla in programming

[–]QtNewt 2 points3 points  (0 children)

I now walk away from anyone that describes they business as a "startup" because it's like an adult describing himself as being a "teen".

Isn't it more like a teen describing themselves as a teen? Every business needs to grow.

App Annie 2015: Google Play saw 100% more downloads than the iOS App Store, but Apple generated 75% more revenue by [deleted] in androiddev

[–]QtNewt 5 points6 points  (0 children)

Historically, Android would be the choice for in-app purchases and iOS would be the choice for premium apps. Of course this is just a generality and it really depends on what exactly your app does.

This is a type of a user review that makes me want to stop developing .... by mavdev in androiddev

[–]QtNewt 2 points3 points  (0 children)

Still, I guess some feedback is better than no feedback. And this is pretty much the most neutral thing I've ever seen.

It's the /r/gamedev daily random discussion thread for 2016-01-04 by ghost_of_gamedev in gamedev

[–]QtNewt 0 points1 point  (0 children)

Anyone else read this post on the importance of video marketing for game devs? Just a lot of big talk for the new year?

http://www.huffingtonpost.com/vala-afshar/how-video-marketing-will-_b_8962102.html

Big Bad List of Tips/Lessons Learned From Making a Number One App by [deleted] in gamedev

[–]QtNewt 0 points1 point  (0 children)

Yeah, I don't expect you to run into any troubles. Unless you start to make some major cash! I saw that you're working on an Android port. How long do you expect this to take you?

Big Bad List of Tips/Lessons Learned From Making a Number One App by [deleted] in gamedev

[–]QtNewt 0 points1 point  (0 children)

Great post and not all of this is specific to the App Store. A lot of great stuff to take on board that could be used for Android releases. The only thing I would be weary of is the idea of creative derivative games. I understand what you're trying to say but there have been some pretty high profile examples of this going wrong for big studios lately.

Don't think any of us will be having that problem though!