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Introduce yourself! Sticky

A topic by tesselode created Nov 30, 2015 Views: 139,059 Replies: 2,420
Viewing posts 524 to 543 of 1,412 · Next page · Previous page · First page · Last page

Hi my name is James I am quite new to the game dev scene I always wanted to make a game and have decided that there is no time like the present. It has been less than a week but I have been spending all my time into learning and producing a single level asset flip of a demo.

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Take as many time you want. itch.io have a feature that post about ur developing progress and u might interested to do that

I got a lot of video so I am going to have to utilize that!

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Dont forget to set a goal, rest a bit after you have done to your goal. Thats my advice for you.

you really were just like me back then. its like i am seeing myself >.<

well Ill take tht as a compliment, I hear ya. I was laying in bed last night thinking of tht one button dev jam tht just stated and came up with three dif games all tugging on my heart to put on the back burner for later. I also noticed I felt like my brain was mush so I will take tht advice to heart.  

Yeah, doesnt that frustrate u? u know how the game works and u know how simple it is but, that thing will drain u after that. its kinda using double-edged sword

it used to when I was a junior after effects artist, I am still quite junior but have gotten quite confident in my FX to continuously improve projects and want to jump to others but after making that mistake one too many times in the past, i have  come to believe that, that only leads to disaster. 

but that disaster is the first step to be done and somebody will always do that even, if you have a good tutor that can teach you the game knowledge.

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indeed! Quick question! I cannot seem to find out how to begin a devlog is there a site tutorial available?  I was going to send this through PM but i guess i couldnt find out how to do tht either ha ha. 

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Well currently, i still dont know about that but, read some post of that devlogs thread in community will might help i guess

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Hi, I'm Morthal aka PIG (Politically Incorrect Games), I deal with the Unreal Engine since 26th of May 2018, after a pause of 20 years regarding game development, raised four kids in the meantime and such. Formerly I collaborated with Reality Factory, who made an editor for Genesis3D, one of the few free engines in the nineties. Made some tutorials for them and for Milkshape3D under the name of Soulbox.

I'm a musician as well, so I love detailed sound design in my games. Joined here for submitting to Epic Mega Jam 2018, "Unreality - Chronicles of Shae", a very short but special Jump-and-Run-Adventure.

Game channel: https://www.youtube.com/channel/UCbwGlKHPlIjfERbTNPVubxw?view_as=subscriber
Submission: https://itch.io/jam/2018-epic-megajam/rate/330918

Extended Video:

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Hey..

   My name is Ribin R and we are a 3 man team with story writer, Sound engineer and i do the 3d modelling and engine stuff :) We are indeed beginners trying to get into the industry but we promise to deliver the best experiences as much as possible for us. We released our first game Temporary Space for the epic mega game jam :)

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Hey Guys, I am john from Phantom Games,

I am an indie game developer. I love to play and make games.

If u have games that u want to recommend please don't hold back.

Welcome :)

thanks

Hi everyone. I'm the weird loser dork Matthew Lyles Hornbostel.  I'm an indie artist (here's some stuff I posted on Pinterest) and an eBay seller of handmade art and the like, with 320+ ratings on my eBay account, 100% of them positive so far. I make some indie videos which I write, direct, record, edit, do VFX and sound design on... etc. Pretty much I do everything except fill all the roles acting, because otherwise the projects I envision simply won't get made!

I also do indie game development, and a lot of traditional art (painting, sculpting, drawing with pencils and pastels, etc). I do a lot of 3D animation in my projects and love what can be done in 3D in my creative pipeline with modern hardware and software, but I also retain a soft spot, however irrational and impractical, for extensive use of miniatures and physical effects elements.

You may have noticed my recent [substantial] involvement in posting a bunch of different stuff on Itch.IO just in the last 3 months. In that time, I've expanded my roster of games and game assets here markedly, but some of the biggest stuff was in the work for years before making it to Itch.IO. I have been doing 3d stuff since I was a teenager, and now I'm over 30. So I have a decade of experience doing this crazy stuff - freelancing for below minimum wage or just doing creative work without salary, either to help others in my social circles [friends, family] who need my assistance, or often just  for the fun of it, because I have some cool idea I'd love to see realized. 

I'd like my creative work to someday result in a full time income so I can ditch everything else, all the gigs around the edges and just make games and art stuff all the time basically. And if it were really to take off... well, I like the idea of supporting a long list of other people and other causes, because there's so much desperate need in the world and I like to help people. And this is what I'm good at, so if I can someday leverage this stuff into some reasonable measure of success, i.e. annual income climbing to $16k or more per year, then it'd cover my basic costs personally and creatively with extra to spare, and then that extra would be given out to everyone in some manner to thank them for all the assistance everybody's been giving me that is helping in getting me to that point. But at the moment, I'm on disability, I have some mental disorders and other weaknesses, nobody will hire me to a normal job -  so I am stuck freelancing and selling stuff online and supplementing that with a bit of govt. disability cash which, I want to get off of soon by earning enough annually, over $12k/year, to get off of that entirely. And I'm not quite there yet. I do creative work for 14-15 hrs/day, average income a bit below $2/hour overall. I sometimes make $4/hr or so, and other tasks $2-3/hr, some less, and there's also a couple hours/day in there, on projects just for fun, on top of that, projects which have no real likelihood of paying off but which I'm passionate about.

So yeah. Gig economy lifestyle. If I made say, roughly $3.50 an hour on most of my work it'd get me to my target. But I don't have enough work yet that pays that well.

I am attempting some passive revenue by releasing sale items on Itch.IO but for 'passive income' it's an awful lot of work and I've averaged maybe 20 cents of income from every hour worked on the products being sold, and those items are the best cases.

So here are some notable failing [or should I say flailing? They seem to be going all over the place!] projects I've got displayed on Itch.IO (there are a few others, outside of Itch, but these ones are the most relevant to this community)

Miniature Multiverse

 This is a first-person puzzle/adventure game I began thinking about making in 2010, and which has been gaining momentum continually since then, with over two dozen substantial areas, realized with fairly realistic looking handcrafted miniatures, extended digitally. I basically captured panoramas inside O scale models built in my garage, TONS of models, you have no idea how much space this is taking, because much of it isn't yet posted due to spoilers or other reasons. But it's been a big time sink and the costs of developing it are pretty high for an indie with a low income. That said, I'm thinking it'll be out there by the end of February 2019 at the latest even if sales here on Itch.IO don't really materialize at all to cover the remaining $235 in costs. So yeah, I guess I could describe it as having an interface similar to Myst III/IV or Scratches, but higher visual resolution than either and art made primarily with miniatures and not digital 3d renders. It's being built using Unity 2018, PlayMaker (a visual scripting system that is great for rapidly assembling variations of a lot of the most common interactions) and a few postprocess shaders. And lots and lots of scale models photographed with a knockoff GoPro style little camera locked into a position inside the miniature environment, that shoots 20-megapixel stills, it's rotated around in 15-degree increments, then the stills for every required position in the miniature world are stitched together into 360-degree panoramic nodes with the roof of the garage replaced by a digital extension, generally some sort of sky matching my vision for the particular world. So that's kind of my process here. It is pretty involved and it has to be repeated carefully for 200+ different 360-degree nodes. Right now I'm missing the last fifth of the game; the final puzzle sequence and five different miniature sets that still need to be built, captured, integrated into the project. If I really push myself though it should be possible to do within 60 days, 90 if the assembly of the remaining models is pushed back a month due to limited funding.  I hope it somehow breaks even at least on the physical materials cost of making it but I'm a bit skeptical that it will. 






The 2018 Triumphant Artists Complete Collection

This started around 2013, when I was selling the earliest version on eBay as a DVD product I physically shipped to customers. But it's expanded threefold in scope since that point, and dropped dramatically in price too. We're talking about 1GB of texture and stock video elements. 1250+ texture image maps, and 100+ video elements designed to be compositable for motion graphics work (i.e. cutscene videos, or visual effects work) - It started off on Itch.IO for $3.99, quickly dropped to a baseline of $1.50, and [currently] is on sale from Nov. 20-30, for 87 cents. Great Black Friday fodder.




The Autumn 2018 bonus collection.

201 additional texture image files, 15 new pyrotechnic elements shot in 60fps high speed 1080p HD. Currently discounted to 58 cents.



3d nature model pack

My most recent asset collection includes more than a dozen 3d plants and objects, for use in your realistic looking outdoor landscapes for games, architectural previz, VFX, etc. detailed enough to look decent prerendered but low poly enough to be used by the hundreds in any good game engine. .FBX and .OBJ format, mostly .PNG or minimal-compression .JPG textures. It's available for 63 cents during the current Thanksgiving week sale. I'm planning to add some more models to this soon, as in a few days before the sale is over. (I currently expect to acheive incremental updates tomorrow and on Cyber Monday to this pack in particular, bringing the total included model count to around 30 at that time)


So... that's the main stuff available on Itch.IO at the moment. 


There's also a bit of other stuff though - one thing is a tiny freeware package of blood spray elements for use in action or horror videos/cutscenes... a mini adventure game project called 'Spiral Skies' in development, but kind of on the backburner until Miniature Multiverse launches... a Miniature Multiverse artbook, hint guide and 'extras pack' including a small game demo, and a last chance for people to see their names credited in game... that's showing up at the start of December 2018, roughly two months prior to estimated release of the full game. $1 batch of stuff aimed at enthusiasts.

Note that while all of these items have accumulated a ton of views, and although the attention directed towards my work here on Itch.IO has been snowballing seemingly exponentially the past week, sales volume remains weak due to absence of meaningful customer reviews or ratings. The closest I've gotten was one customer who posted an enthusiastic comment on one of my product pages. In hopes of generating some publicity and ideally provoking people to actually rate the asset packs, I posted 9 free download links on Black Friday. Still no reviews yet though. In fact, some of the free download keys still remain unclaimed at the moment.

It's also worth noting that the biggest bargain currently active is this one:



And there are additional perks for any bundle buyers, should the sale unexpectedly hit a list of sales targets, starting at $200 in total sales by end of Nov. 30.

Now, given that the sales volume across all my stuff on itch is still below $10 for the past 45 days, even this initial goal threshold seems highly unlikely to be met. But I suppose it's still possible. If the sales total hits $500 everybody who bought the bundle for $1.49 gets Miniature Multiverse for free at time of launch, along with the extras connected to it - which would, in total, add up to $6.10, not $3.60, of already arguably underpriced content for $1.49 if that actually occurred. 

Not holding my breath though at the rate things have gone so far, given the current climate of passive disinterest and weary wariness currently surrounding this sale. 

Still, a few of you have shown excitement about what I'm doing, and I really appreciate the positive responses when they do materialize.  It makes me think maybe I'm not utterly pathetic. ;/

It's encouraging, and helps keep me motivated to continue working hard, release of new games and game assets in 2019. If this starts to go at all well, somehow, either in November or later (Christmas sales? New Year's?) then I'll probably keep at it for as long as it shows some sort of potential.

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HI! Im smellfet and I make pretty cool games in my free time that r pretty cute so...

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Never did make an introductory post, so I might as well. I'm DStecks. I can't stick to a project long enough to ship it so if I ever actually release anything it'll be a minor miracle. I'm working on an open-world driving game, a visual novel card game, and a secret project I'm not going to announce before I release it.

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Hi,

I'm Mario and creator of "LambdaRogue: The Book of Stars", a roguelike RPG (which I uploaded to itch.io yesterday, but the game is in fact much older (2006-2012)). Currently I'm working on a text adventure made in Twine (a crime/mystery story).

I also work in flight simulations (maybe you've heard of the X-Plane flight simulator, for which I co-develop airplane addons for vFlyteAir), and write essays and books about communication & society (all in German language).

Hello, I am Geetesh and we have given this project to create a variation of game HEX. We need feedback from people whether the game made is fun or not. It would mean alot if you could try it out and give feedback. If you are interested, please send an email to geeteshgupta0505@gmail.com

why do u not post it in here? itch.io have a feature that limit someone who can view your game for feedback.

Hey everyone!! I'm Aryo. I learned about this community the first time, when I was working on the design of Lingotopia. I am also a big board game and pixel-art enthusiast, and I would like to Introduce you guys to my latest project called Paper War. It's a papercraft based miniature wargame with miniatures that can actually shoot for real!  Please check it out, and I will be happy to hear your feedbacks and comments. Cheers ;)

I have always loved making games and...blah blah blah! Do you like tank trouble? Wish there was a game that improved the game drastically? Introducing the COMPLETELY FREE game Attack Beyond (Tank Trouble Re-imagined)! A game where 5 people can get together and play hard out. You can customize your controls to your desire, over 10 new game modes and weapons, more backgrounds, changing player-counts (2-5), AI TANKS, EXPLOSIONS AND MUCH MORE :D

Get it here: https://cookieroostertm.itch.io/attack-beyond-tank-trouble-reimagined

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Hi, Im tormen. I just discovered itch so im new to the area. Ive been a programmer for over 40 years and finally now getting back to what got me so interested in computers and that was making games. Discovered the unreal engine last year and have been busy learning the workings of it and building my game world. 

You can occasionally find me streamin on twitch.tv/tormensoth

and a link to my much neglected website

new world horizon

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Hey everyone, we are Melon Gaming !

We are a game development company that aims to help anyone to easily and quickly develop games for the HTML5 platform. We offer our very own open source, HTML5-based game engine, called MelonJS that  is perfect for beginners in game development, as it is lightweight and compatible with a lot of third-party tools. We also provide training and services for you who are new to game development.

Nice to meet you all! :)

Hello,

My name is Mike and I live in the USA near New York.  I'm a hobbyist programmer and just getting into game design using Gamemaker Studio.  I hope to post my current (and first) project on itch.io in the near future.  It's a physics puzzle game where you have to move barriers and objects around to guide a series of falling balls into a barrel.  The concept is not too exciting but I have some cool elements that I think make the game enjoyable.  Cheers!

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hello everyone, my name is Magher, I just joined the game design community 9 days ago, and I would really appreciate some feedback on my games to get better


I may be a bit of an unprofessional for now but I can make up fro that temporary shortcoming with my creativity

I mainly make 3D games but have been trying to get a hold of 2D games so I can make better quality games.

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I am going to follow you and your work. : D

thank you kind sir

Bună, numele meu este Davis Don, eu sunt un dezvoltator de joc pentru viață. Vreau acțiune artistică adeventure laudă și cult jocuri.

Hello itch.io community!

My name's Michael and I'm a self-taught artist hailing from germany. I am a software developer by day, but around the age of 14 I fell in love with 3D art. I played around a lot with 3DS MAX and later even purchased a software called "Monzoom 3D" (if anyone knows this :D) for a whopping 200 €, which was quite a lot for me at that age. I tried to create some Half-Life 1 & 2 mods back then, but my ambitions were far greater than my skills at the time. After some years, my motivation dwindled as I had to focus on my studies and got more into programming.

Over a decade later I stumbled over Blender and my motivation has been rekindled. Today, stuff I was not able to figure out back then is easy as childs play (since I got stuck already at the easy stuff, haha). My main motivation is to create games in the Unreal Engine 4. To get something done I try to be as self-sufficient as I can, so I picked up Blender, the Substance Package and recently even ZBrush (benefits of having a salary :sunglasses: ). That does not mean I only work alone, though. I partnered up with an old friend of mine working together on some first, small games as our limited time permits. I'm doing the programming and some basic art, he's contributing the more awesome art. :mrgreen:

I'm not trying to break into the industry or anything, this is purely a self-realization/recreational hobby for me. So far it's been a lot of learning (only started sculpting a about a month ago, I'm more comfortable with Blender und UE4). I'm currently working on a puzzle game clone to get familiar with the whole process from start to finish while keeping the scope simple and small. After that I want to realize my own game ideas.

I registered here to keep up my motivation as well as to give and receive constructive criticism to improve. After all, there is nothing more valuable than sharing thoughts and opinions in a nice community, meeting like-minded people to help each other out. :)

Cheers!

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Hello cool people!(and the not so cool people . I've got you covered)

I'm a programmer who's trying to get into game development as a whole. I'm a huge fan of mythological stuff(primarily greek because it's awesome) and cutesy stuff. Also scary stuff. The engine of my choice would be Godot. I really, really want to learn how to compose music and stuff. I am very much interested in RPGs, Action, Adventure, LNs,  etc.  Hope we can get along!

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Heya! A game dev just like you :) I like playing games and also making 'em. It's a wonderful medium. Making a good game is hard as you know! That's why it's so intriguing. Great to share a space here with you all :)

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