16099 shaares
« illustrator & daydreamer »
« Aseprite is a sprite editor that lets you create 2D animations for videogames. It can be used to create pixel-art, retro style graphics, and whatever you like about the 8-bit (and 16-bit) era. »
Quand même bien hate de la tester cette maj.
Et pour celleux sous Linux qui jouent avec une carte nvidia : https://www.gamingonlinux.com/articles/theres-another-better-workaround-for-the-unity-graphical-glitches-with-nvidia-on-linux.13216
Et pour celleux sous Linux qui jouent avec une carte nvidia : https://www.gamingonlinux.com/articles/theres-another-better-workaround-for-the-unity-graphical-glitches-with-nvidia-on-linux.13216
« Creator of characters and stories. »
« I'm seeing a slew of this type of article lately, and it strikes me as terribly irresponsible. You can't honestly compare the rev shares between Steam and Epic and say "if you sold on Epic you'd make $X more than on Steam".
https://variety.com/2018/gaming/opinion/epic-game-store-by-the-numbers-1203089336/
You have no idea if you'd make more money selling your game on Epic because you have no idea how many copies of your game you would sell. We know for a fact people sell millions of copies of games on Steam. We have no idea how well games are selling on the Epic store. The lack of community features or user reviews removes another metric we might use to judge audience size. It is literally possible that the best game in the Epic Store has only sold a few thousand copies and we would have no idea.
Not picking on the Epic store per se. The 90/10 rev share on Discord is even more meaningless. Just because people love to chat about games doesn't mean they want to buy games there.
There is all this discussion about rev share as if that's the be all end all to the equation of what makes a platform healthy for devs. If the 'average' indie game sells 32,000 copies on Steam (the current claim) then I pretty much guarantee that same average indie game would sell a lot less than 32,000 copies on a platform that has a much smaller audience of paying customers.
If you're in indie dev, do your homework, and don't be fooled by this "better rev share is better for your business" argument. It's folly, at least until we see some data to back it up. If we ever see sales figures for games on Epic or Discord, we'll know. And if it turns out that Epic and Discord and whoever have game-buying customers in the same quantity as you find on Steam, and you can make more money selling there than you can on Steam, then that's great news for everyone! Selling more games is better for devs and for players!
But we aren't there yet. Remember: *Rev share is not as important as having a large audience of people who are proven to be willing to spend money on games.*
Frankly I'm really disappointed by the lack of critical thinking going on in a lot of these articles lately. I expect much better. »
https://variety.com/2018/gaming/opinion/epic-game-store-by-the-numbers-1203089336/
You have no idea if you'd make more money selling your game on Epic because you have no idea how many copies of your game you would sell. We know for a fact people sell millions of copies of games on Steam. We have no idea how well games are selling on the Epic store. The lack of community features or user reviews removes another metric we might use to judge audience size. It is literally possible that the best game in the Epic Store has only sold a few thousand copies and we would have no idea.
Not picking on the Epic store per se. The 90/10 rev share on Discord is even more meaningless. Just because people love to chat about games doesn't mean they want to buy games there.
There is all this discussion about rev share as if that's the be all end all to the equation of what makes a platform healthy for devs. If the 'average' indie game sells 32,000 copies on Steam (the current claim) then I pretty much guarantee that same average indie game would sell a lot less than 32,000 copies on a platform that has a much smaller audience of paying customers.
If you're in indie dev, do your homework, and don't be fooled by this "better rev share is better for your business" argument. It's folly, at least until we see some data to back it up. If we ever see sales figures for games on Epic or Discord, we'll know. And if it turns out that Epic and Discord and whoever have game-buying customers in the same quantity as you find on Steam, and you can make more money selling there than you can on Steam, then that's great news for everyone! Selling more games is better for devs and for players!
But we aren't there yet. Remember: *Rev share is not as important as having a large audience of people who are proven to be willing to spend money on games.*
Frankly I'm really disappointed by the lack of critical thinking going on in a lot of these articles lately. I expect much better. »