Monday, December 15, 2014

Infinite pew pew is out. So, what's next?

Hello everybody!.

After the long wait from Microsoft, the game got certificated and it's finally in the windows phone marketplace. It's good to know that fragmentation doesn't exist on Windows Phone. This is my first app/game that hit the virtual shelfs so i didn't know a shit about this. I just thought that things here were like in Android's; That you have to create an app for each Android version and that really put a scare on me, because i thought the game wouldn't pass the certificacion process and a port with Monogame didn't look like something that could happen in a short time period, but everything went damn well and i'm fucking, fucking , fucking, thankfull ........ & excited.

I really feel this project as a personal achievement because it's my first BIG game to hit the virtual shelfs. Well, everything is good up to that point, because nobody knows a shit about my game, hell!!, people don't even know about it's existence.

So what's next?.

I present to you my marketing plan, (this time made the right way, not like the crappy ass that i did a month ago.) .Drumroll, please...


In the next days i will be posting about this new journey so it can be useful for other newbies (like me), so the new section will be called "Marketing Log".

Let me translate my hieroglyphs in the picture for you:

1.- I'm gonna start off with a new trailer. Short, and that shows off the value proposition of the game 
2.- Landing page: Minimalist & pretty; That focuses solely on one idea: "Dude, get the fucking game".
3.- Press kit.
4.- Send letters to press, mostly windows phone bloggers and youtubers, obviously with a free copy of the game.
5.- Dig into game dev forums and talk about the game: twitter, reddit, monogame , facebook. hell!, even gamejolt.


Monday, December 1, 2014

A glance of hope for Infinite Pew Pew....

Hello everybody!!.

After the bad moment and the mist cloud that i was living on because of Monogame, I've been trying to look for alternatives on how not to port the game and trying to release it before the year ends. So far, Monogame has been a pain in the ass. Reading the Monogame forums i can tell that many people think the API has a lot of bugs, issues and crap, specially the newest version. After the bugs Mono threw to the game, i thought that a much stabler version would help me; Actually the 3.0 version could, but, it won't in the future cause it does not support Windows Phone 8.1 so it kinda will turn useless when a newer release of Windows Phone comes out.

When i started the project i did some research about trying to run XNA apps in newer Windows Phone releases, and Microsoft seemed to still support this old apps in the newest installments of WP, thanks to their compatibility mode. They have their flaws but every information that i found seemed to point out that those apps actually work, there's no way to try to install the app in a newest WP unless if you do it through the store and the only way to do that it's sending your app for approbation to Microsoft so it can actually be in the store for download. If this works, it would be great because it will save me a huge ammount of time in porting the app but above all, it will save me money.

The developer account  has been created and everything points in not to have restrictions about the WP version that i want to upload the app. I tried to reserve the name and it has already been taken, so the new name (and final) will be INFINITE PEW PEW. For now i will focus on finishing the app advertisement , icon, logos and stuff that will be in the store so i can send it for approbation to Microsoft and if everything works well; The app will be in the store before the year ends!!.

Thanks for reading & have a wonderful day!

Thursday, November 20, 2014

Horror, apocalypse and catastrophe.

Hello dudes and dudettes!!

I want to start off with the good news!. I finally managed to run the game on a WP 8.1 device, thanks to monogame. But everything isn't rainbows & candies.

Well. Where should i begin?. Everything is falling apart and i really need time to fix all the bugs that mono threw to the app. So that's why i decided to change (again) the release date to some day in November/December/January2015. I want to apologize for this, i'm really sorry, specially to those special souls that are really interested in the game and are always asking for it's development state....i am deeply sorry....

This is my first game. I've done some before, but this is my first big release, so i think it's a common thing to make mistakes all along the way. For now i'll walk slow and try to solve these bugs

Here's some captions of the game running on a Nokia 520 Windows Phone 8.1 Device.
























These are the worst bugs that are kicking my ass for now.

* When minimizing and resuming the app. Mono, doesn't draw sprites correctly, in fact, some sprites actually doesn't draw. It might be some memory leak , dunno..

* The game runs at 120fps i can't make it run slower than 60fps. I really need to achieve this so the low-end devices (like mine) can run the game correctly and smoothly.

* The mediaplayer (the one that plays the background music) crashes for some reason. specially when the sound buffer it's pretty busy.


Thanks for reading everybody. Stay tuned for more updates.

Have a nice day :D

Thursday, November 6, 2014

Sneak peak & a delayed release.

Hello everybody!. It's been a while...


I want to start off with a little sneak peak of the game running at 60fps in an actual windows phone device.



Now, the bad news. I have decided to delay the release date of the game.... again. I've been running into trouble when porting the game to Windows Phone 8. Monogame gets tough with some parts of my little engine, but nothing big, it will just take some time to fix it. So , i decided to change the relase date for the next week, so the new date is 11- 14- 2014. Yay!

The good news is that the game it's 100% done and runs really smooth on any device. (60fps on high-end devices , 30fps on low-end devices). 


Thanks for reading, and stay tunned for more news!!!.

Have a nice day everybody!. :D






Tuesday, October 14, 2014

Game Trailer and some kind of marketing campaign.

Hello Everybody!!.

I'm back with some news. The first one is that i will get back to code game since this moment, hoorray!!. And the second one is that a tiny little trailer has been made. I really had a struggle with this one. Check it out!.



It took me a lot to make this trailer. I had to learn how to use Blender, then record nearly 15gb's of footage and finally do the selection for the awesome trailer. Mayber i will do a post of "tips &tricks" because i really learned a lot from this experience and it may help other people to reduce their time spent making a game trailer.

I decided not to do a campaign on Epocu, because i don't really care if i earn money or not, this is my first game and i've been making lots of mistakes around the project management & marketing. Some people in facebook groups have pointed me those mistakes and i'm really grateful for that. But it would be a BIGGER mistake if the promotion of the game levels up to Epocu without fixing everything that i done bad. So maybe i will do the campaign or maybe not.


Thanks for reading!

Have a nice day everybody. :D

Thursday, October 2, 2014

Marketing Campaign and Beta Testing.


Hello everybody!. Working on this game so far has been a real challenge to me. I'm just a programmer and i barely have any artistic skilsl. This is my first game and as you might be wondering; Yes i'm really excited to work on this game. But the game has a lot of flaws.....

Thunder Force IV
I admit it, the game's not original at all. But, my favorite genre of videogame are shmups, but working on a old school shmups (like, R-Type, Einhander, Turrican, thunder force, etc.) as a newbie & young game developer it's something that can't happen in a short period of time. That's why i decided to make a shmup arena. Cause it's not as big as an old school shmup and it still have the challenge and fun of an old school shmup.

As i told you before. I'm just a programmer that is always learning and the challenge on this game since the beginning is to code it. I'm really proud to develop this game with my own engine (it's really tiny but it works pretty good) made with XNA/C#. But as i've been working in the game practically living under a rock (for around 2 months), i forgot about ONE HUGE thing that every developer shouldn't forgot. And that is a marketing campaign.

This week i'm gonna work entirely promoting the game (well, practically i've been promoting the game since monday) on the internet, with a little demo and a small trailer. The game's practically finished, but i can't really show you real footage of the mobile version; My phone ( An old nokia 610 with windows phone 7.10) can't record video as the newer windows phone devices can , so the only thing that i can rely on is a desktop version of the game (which has limited features than the Windows Phone version)

Thanks for reading and have a nice day everybody!. :D.