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Koonsolo Blog

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Koonsolo helps you create your own games! Follow this blog for insightfull articles. For the latest game developer news and trends, follow me on twitter. And don't forget that we offer the best tool for making RPG's! And while we're at it, why not try out our super innovative indie game 'Mystic Mine'.

Are portals ripping you off?

August 25th, 2009 Koen Witters 2 comments

Indie and casual game developers can sell their games through various portals. Unfortunately these portals offer very low royalty rates (about 25% to 35%). Some ‘developer friendly’ portals offer 40%. Remark that this percentage is not calculated on the game’s price, but on the ‘net revenue”, which means that when a game is sold, first some payment processing fees and other costs are deducted, and you will get the % of what’s left. And you know what, it doesn’t stop there. Portals make sure they stay in control by forcing following policies: Read more…

Categories: Business Tags:

Mystic Mine improvements

August 15th, 2009 Koen Witters No comments

I’m currently doing some improvements on Mystic Mine. The first few levels are going to be more challenging, and it will run better on slower machines. A few tweaks here and there, but the most important thing will be that the multiplayer game will feature a ‘Totals‘ score board!

I received feedback from players who sometimes organize little ‘Mystic Mine Tournaments’ among their friends. But in the current multiplayer game you only see the scores of the last game. A totals score board would be a great help to keep track of who won the most games etc. This way you can see at the end who the ultimate Mystic Miner is ;) . I’ll keep you updated on the progress of this new version, and will definitely let you know when it becomes available.

If you have more suggestions for small improvements, now is the time to let me know. Because I could still include it into this update. Just comment below or mail me at koen@koonsolo.com.

Categories: Mystic Mine Tags:

Get motivated: Gary Vaynerchuk

August 13th, 2009 Koen Witters No comments

Feeling down? Then watch this great motivational speech of Gary Vaynerchuk. He’s funny, angry and energetic, and can surely get the message across.

Categories: General Tags:

Flexible use of game libraries

July 31st, 2009 Koen Witters 4 comments

When developing a new game, the first thing you should consider is your high level game architecture. You’re probably going to use some 3rd party libraries, maybe you already have some in-house libraries that you’re going to use, or develop them for future use. How these things fit together seems obvious, but when you consider following architecture, it will save you a lot of time and frustration later on.

Read more…

Categories: Programming Tags:

19 general purpose 2D engines

July 26th, 2009 Koen Witters 2 comments

The Rampant Coyote has created a list of 19 general purpose 2D engines that you can use for you project. Now how do you choose the right one? Well, an indie game developer should consider following things:

  • To get as many customers as possible, use an engine that supports multiple platforms: Windows, Mac and Linux.
  • To make the best use of your time, prefer higher level scripting languages over lower level programming languages.
  • Paying for an engine doesn’t necessarily mean that you get a better product or better support.

My personal favorite? Pygame of course! :)

Categories: Programming Tags:

Market research before creating your game.

July 24th, 2009 Koen Witters 5 comments

So, you know how to create games, you have plenty of ideas, and now you want to finish one game and sell it. You’ve come to the right place to get started on that. The first and most important thing to focus on is marketing. Marketing comes before creating your game, it comes even before thinking about your game.

Most people think that marketing is about advertising and press releases, but that’s only a tiny part of it. Get this into your head: Marketing is everything, and everything is marketing. Marketing is the kind of game you create, for which platforms, your price, your customer support, your demo, the graphics, game loading times, … everything!
Marketing focuses on the customer, it’s how (s)he experiences your products and services. If you want to sell a game, you have to start asking yourself the right questions, marketing questions. I’ll provide you with a list of questions you need to think about, this is crucial if you ever want your game to sell.

Read more…

Categories: Marketing Tags:

Overcoming procrastination: Just do it!

July 21st, 2009 Koen Witters 5 comments

Sometimes you want to work on your game, but you just don’t feel like it. You want to browse some forums, watch some TV, do a nap, read some articles on overcoming procrastination, … anything but to work on your game. I too have procrastinated by reading lots of articles about procrastination. That was until I came across this simple solution: ‘Just do it!’. And indeed it’s that simple, no excuses, ‘just do it’.

The only possible problem is when ‘it’ is too big. When that happens your mind blocks. But the solution is simple: break it down until you have a small step that you can actually do, and do it. Once you’ve started, the rest will follow automatically.

So stop reading this article right now, think of your next step, and do it! I don’t want to hear your lazy excuses. For all I care your next step might be “move mouse to upper right corner, click on X”

Categories: General Tags:

How much money will your first game make?

July 16th, 2009 Koen Witters 3 comments

This question has been asked an answered many times before, but none of the answers seems satisfying. I’m going to give you a clear and realistic answer, but you’ll have to work hard to achieve those numbers.

Read more…

Categories: Business Tags:

How to choose the right game concept

July 13th, 2009 Koen Witters 7 comments

You probably have tons of game ideas inside your head, so how do you decide which game to implement? Well, use the following flowchart. It’s straight forward, saves time, and makes sure you thought of everything.

Read more…

Categories: Marketing Tags:

Game Architecture: Model-View-Controller

July 13th, 2009 Koen Witters 9 comments

When programming a new game, most of the time you implement some basic features and start from there. As the game gets bigger, your code gets more interwoven, and the classes bigger. And before you know it you end up with spaghetti code and god classes, and that’s the last thing anyone wants.

Let’s assume we’re programming a racing game, and we have a class called RaceCar. Soon enough that class will contain a method to update it’s state, to draw it onto the screen, to accept user input, etc. It will become huge with all kinds of different functionality in there. So how can we divide up our game so it’s nicely split up into modules and classes? Just read on and learn ;) .

Read more…

Categories: Programming Tags:

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