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 1 
 on: 2016-07-26 15:51:50 
Started by orangepascal - Last post by Springrbua
1 month:

1000-5000 – Download on android O_O
I believe same on IOS (or even half)
Steam 8 reviews – 8 !!! O_O (android 105)

I don’t get it, what wrong with this world…
Is game at least profitable? (can you pay bills?)


1000-5000 sales on Android is not a small amount for a game with this price.  
Don't get me wrong, the price is not to high, but most android games are for free (with ads or premium) and most others cost less then 2€.
So for an Android Game the price is quite high and many users don't pay that much for a mobile game... 

On Steam instead it seems like there are more and more pixel-art indie games and some of them gain quite some interest.

 2 
 on: 2016-07-26 15:08:14 
Started by BurntPizza - Last post by Archive
Yes. Someday

 3 
 on: 2016-07-26 13:57:20 
Started by EliwoodL - Last post by VaTTeRGeR
Everything is possible, but it might be ugly.
You can setup LibGDX for Desktop with Maven easily, Android/Web is a bit trickier.

If you only want Desktop LibGDX have a look at my project:
https://github.com/VaTTeRGeR/orts_game
Just pull/download from git and import into eclipse, you could delete everything except the asset folder and the eclipse specific files.
The pom.xml specifies which jars are added to the project.

 4 
 on: 2016-07-26 13:40:24 
Started by EliwoodL - Last post by EliwoodL
Is it possible to have LibGDX only create one project?  And if so, how would I go about doing that?

 5 
 on: 2016-07-26 11:52:18 
Started by BurntPizza - Last post by Longor1996
-snip-

Awesome; question:
Will you open source your renderer someday in the future?

 6 
 on: 2016-07-26 10:05:45 
Started by printer - Last post by printer
font.setScale(w.e. you use);
draw name
font.setScale(1); //reset

Sorry, but this did not work. I scaled it down as much as possible, but the font gets disorted and does not display whole name:

 7 
 on: 2016-07-26 06:35:09 
Started by BurntPizza - Last post by Archive
Added sphere mapping

(looks better without the terrible frame rate of gifs)
Click to Play


ALSO added BSP tree collision and I made it so that you slide across planes rather than 'sticking' to them

 8 
 on: 2016-07-26 04:57:23 
Started by BurntPizza - Last post by Slyth2727
C#, java, Lua (sort of). anything with managed memory, the myrid range of scripting langs. Yep even java script before C++. C++ is even worse than not managed, it is a very hard language to write fast code in. And even harder to write multi threaded code in. I have done it, and can be done. But at huge upfront dev cost. But i will say nothing more as this will just descend into another religious language flame war. You use whatever you want. Just don't forget all those C++ games that have horrendous performance problems.... Just because everyone does it. Doesn't make it a good idea.

Ah I get where you're coming from. And I'd hope we're mature enough here to not descend to that level. Good points! However I think it's a bit much to say all the games have horrendous performance issues. I think no matter what language a game is written in it has the potential to have terrible performance; it's more reflective of the programmer rather than the language. However you obviously have much more experience than I do, so I'll take your word for it. But you're right, let's not get into this. I'm sure the two of us could have a perfectly civil conversation, but we're on a public board.

 9 
 on: 2016-07-26 04:34:25 
Started by BurntPizza - Last post by delt0r

What language do you suggest then? Practically every modern engine is written in C++ and while I'm not 'devoted' to the language, I respect it.
C#, java, Lua (sort of). anything with managed memory, the myrid range of scripting langs. Yep even java script before C++. C++ is even worse than not managed, it is a very hard language to write fast code in. And even harder to write multi threaded code in. I have done it, and can be done. But at huge upfront dev cost. But i will say nothing more as this will just descend into another religious language flame war. You use whatever you want. Just don't forget all those C++ games that have horrendous performance problems.... Just because everyone does it. Doesn't make it a good idea.

 10 
 on: 2016-07-26 03:37:29 
Started by BurntPizza - Last post by Slyth2727
QFT, at the NZ kiwi jam we just had that argument with a few of the people there. They still think C/C++ is a good idea. I am sure there is some case somewhere where is could be. But not for games IMO. Really not for games. The performance thing doesn't even hold water with just how bloody fast even our phones are now.

What language do you suggest then? Practically every modern engine is written in C++ and while I'm not 'devoted' to the language, I respect it.

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