I know it's been a while guys....but what do you think of the new background artwork?
Monday, 3 November 2014
Town Artwork!
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Thursday, 9 October 2014
Becoming a Company
Hi everyone!
So, it's official, CeltCraft Games is now a company!
The process was actually quite easy (if time consuming). The first thing was to buy the dot-com. So I went over to www.register365.com and registered www.celtcraftgames.com for about €20 for two years. With the dot-com I got a free one-page website and free dedicated email address: alan@celtcraftgames.com. The free website editor is terrible, but if I subscribe for €5 per month I get two databases, access to PHP MyAdmin and a free '.ie' URL. This is something I may consider down the line, but for now I am quite content with having a very basic website sitting there, just saying; 'Hey! Look at at me...I exist!'
Once I had the website, I then (on advice from Charlene) proceeded to look into registering the company. The companies registration office is where you go: (https://www.cro.ie/). The website is terrible and it took me a while to actually find out what to do, but once I found it, I could enter all the details online, and process the payment. Then. to finalize it, I printed out a from, signed it, and sent to the office to be validated. The registration cost another €20 in total; which is quite cheap in my opinion.
I then set up a Facebook page (www.facebook.com/celtcraftgames), and a Google+ business page, both of which were quite time consuming.
The last step to completely cement the companies name and image is to come up with a logo and patent it. This process, as you may imagine, is a little slower. The logo is a very important piece of the puzzle; it needs to be simple, yet distinctive, memorable, and unique. I'm not even sure if the need to patent it is necessary, as I already have the company registered.
Has anyone had experience in this? I know patenting something is very expensive, and I'm just not sure about the need. Any feedback is welcome!
Alan.
So, it's official, CeltCraft Games is now a company!
The process was actually quite easy (if time consuming). The first thing was to buy the dot-com. So I went over to www.register365.com and registered www.celtcraftgames.com for about €20 for two years. With the dot-com I got a free one-page website and free dedicated email address: alan@celtcraftgames.com. The free website editor is terrible, but if I subscribe for €5 per month I get two databases, access to PHP MyAdmin and a free '.ie' URL. This is something I may consider down the line, but for now I am quite content with having a very basic website sitting there, just saying; 'Hey! Look at at me...I exist!'
Once I had the website, I then (on advice from Charlene) proceeded to look into registering the company. The companies registration office is where you go: (https://www.cro.ie/). The website is terrible and it took me a while to actually find out what to do, but once I found it, I could enter all the details online, and process the payment. Then. to finalize it, I printed out a from, signed it, and sent to the office to be validated. The registration cost another €20 in total; which is quite cheap in my opinion.
I then set up a Facebook page (www.facebook.com/celtcraftgames), and a Google+ business page, both of which were quite time consuming.
The last step to completely cement the companies name and image is to come up with a logo and patent it. This process, as you may imagine, is a little slower. The logo is a very important piece of the puzzle; it needs to be simple, yet distinctive, memorable, and unique. I'm not even sure if the need to patent it is necessary, as I already have the company registered.
Has anyone had experience in this? I know patenting something is very expensive, and I'm just not sure about the need. Any feedback is welcome!
Alan.
Labels:
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android,
artwork,
budget,
christmas,
coding,
corona sdk,
design,
development,
game,
how to become a company,
how to make a game,
indie,
register a company
Location:
North Strand, Dublin, Ireland
Sunday, 5 October 2014
Santa Flight: Official Game Prototype 02!
The second official prototype for the upcoming Christmas game: Santa Flight. You play as the big man, Santa himself as you try to delivery the gifts and avoid the obstacles to keep your Christmas Spirit high and visit every house in a night!
The game is made in Corona SDK and is scripted with Lua.
The game is made in Corona SDK and is scripted with Lua.
Labels:
8-bit,
android,
artwork,
budget,
christmas,
coding,
corona sdk,
design,
development,
game,
game prototype,
game trailer,
how to code tutorial,
how to make a game,
indie,
lua,
mechanics,
santa
Location:
Slane, Co. Meath, Ireland
Friday, 3 October 2014
Coding Vlog 03: Mechanics - Game Development
Hello!
The third instalment of my coding Vlog! I'm running through my game mechanics, touch listeners, and enter frame handlers...saucy stuff! :)
As always, please let me know what you think...all feedback is good feedback!
The third instalment of my coding Vlog! I'm running through my game mechanics, touch listeners, and enter frame handlers...saucy stuff! :)
As always, please let me know what you think...all feedback is good feedback!
Labels:
8-bit,
android,
app store,
artwork,
budget,
christmas,
coding,
corona sdk,
design,
development,
game,
how to code tutorial,
how to make a game,
indie,
learnlua,
lua,
mechanics,
music,
prototype,
santa
Location:
North Strand, Dublin, Ireland
Monday, 29 September 2014
New Artwork - Santa & Background
Happy Monday Everyone!
Here is some new art to distract you from work:
Santa Base Sprite - Green
New Background Artwork
Artwork by Jytarus Barefield
Labels:
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artwork,
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how to code tutorial,
how to make a game,
indie,
learnlua,
lua,
music,
prototype,
santa
Wednesday, 24 September 2014
Santa Concept Art
Hi Guys!
Here is our very first iteration of concept art for the big man himself! Let me know what you think!
Artwork:
Don't forget to subscribe and like! :)
Alan.
Here is our very first iteration of concept art for the big man himself! Let me know what you think!
Artwork:
Jytarus Barefield
Don't forget to subscribe and like! :)
Alan.
Labels:
8-bit,
android,
artwork,
budget,
christmas,
coding,
corona sdk,
design,
development,
game,
how to code tutorial,
how to make a game,
indie,
learnlua,
lua,
prototype,
santa
Coding Vlog 02: Parallax & Game Loop - Game Development
Hi Again!
Here is the second installment to my Lua coding video blog. The game is called Santa Flight: Christmas delivery, and will be available on Android before Christmas. If you like it, please share! There also more where that came from! :)
Enjoy!
Labels:
8-bit,
android,
app store,
budget,
christmas,
coding,
corona sdk,
design,
development,
game,
how to code tutorial,
how to make a game,
indie,
learnlua,
lua,
music,
prototype,
santa
Location:
North Strand, Dublin, Ireland
Sunday, 21 September 2014
Coding Vlog 01: Asset Loading and Setup - Game Development
Hi Folks!
Here is my first coding vlog! It runs through the structure of the game, up to displaying assets.
Please give it a like or a share, and let me know what you think!
Enjoy! :)
Here is my first coding vlog! It runs through the structure of the game, up to displaying assets.
Please give it a like or a share, and let me know what you think!
Enjoy! :)
Labels:
8-bit,
android,
app store,
budget,
christmas,
coding,
corona sdk,
design,
development,
game,
how to code tutorial,
how to make a game,
indie,
learnlua,
lua,
music,
prototype,
santa
Location:
North Strand, Dublin, Ireland
Friday, 19 September 2014
My Goals in Making a Game For Less Than €100 - Game Development
Good Afternoon!
For this instalment, I'm going to talk a little bit about
what my goals are in making a Christmas game.
So, I was sitting at home thinking about doing my coding
vlog, got nervous, and then decided you all needed one more solid blast of text
before you were ready to witness what I have in store. Don’t worry though; the
vlog is definitely on the way.
Okay, let me start by saying that I have no money. Yes, I
work a full time job, but every spare cent from that goes into paying off my
hefty student loan. Doing my masters enabled me to discover two things; the
first is that I love making games more than playing them, and the second is
that I get enjoyment out of making a game even without any guarantee of return.
It’s a one-sided relationship I know, but you never know…maybe all that will
soon change. I believe it is very important for me to keep these two facts in
my head at all times; that I make games because I love to make games, not
because I love to make money.
That said, I have to say I really enjoy the gamble and risk
for a very slight chance at success associated with making a game. There is
always a voice in the back of my said saying what if…?! It’s that feeling of
having your work appreciated by people who have never met you which helps keep
the drive and passion alive when everything else seems to want you to stop. I
believe that everyone seeks gratification in recognition of an accomplishment
at some point in their lives, and I am no exception.
I feel like I'm running the risk of rambling now, so I’ll
just put a pin in my philosophical thoughts on the nature of man, bury them deep
inside, and never mention them again.
As you may have already guessed then, my first goal in
making this game is to enjoy myself, and take pleasure from what I have
created. Everything else comes second after that. I have outlined a more
specific set of goals however for those of you interested:
- A Blog (check!), Facebook page, Twitter page.
- Artwork done by November.
- Game completed and released by 1st December.
- My budget should not exceed €100, or about $150 (as most things I am spending money on are paid for in dollars).
- An in-game economy with some simple micro-transactions.
- Mostly non-intrusive, profitable advertisements.
- Social media integration.
- More than 5000 downloads within one month of release.
I realise some (or all) of these goals may not be
achievable. For this reason, I'm taking the approach of: do what I can, and if
it’s not done in time, then
release it next Christmas! By the end of development, I would also like to have
source code which I can re-use. For example, if I were to re-skin the game to be
set in space, I can tinker with the controls, replace a game mechanic, and I
have a new game. That is all dependant on how popular the idea proves to be
however, and is very wishful thinking on my behalf.
I hope you all have a better idea now on what I'm trying to
achieve here. My choices so far have been simple as they have all followed the
following format; if I like it, do it. I like games, I like Christmas, I like
dual-mechanics, I like 8-bit music and art, and I own an Android phone. So why
not combine them all into one little APK of awesomeness!
Labels:
8-bit,
android,
app store,
budget,
christmas,
corona sdk,
design,
development,
game,
indie,
music,
prototype,
santa
Location:
North Strand, Dublin, Ireland
Tuesday, 16 September 2014
Let There Be Music! - Game Development
Hi again everyone!
Big news today...I just acquired music for the game!
I knew I wanted 8-bit audio, and it also had to be Christmas themed. There are a few issues with this; firstly, as much as I love Christmas music, it's very overplayed, and I can imagine it driving me mad on repeat in a game. Secondly, 8-bit music if not done well, can sound cheap and old (as opposed to retro). I also wanted the music to be a little faster than the majority of Christmas music. I came to the conclusion I wanted 8-bit Christmas Techno...that should be easy.....right?
As it turns out, it was easy! After only about an hour of googling, I found EXACTLY what I wanted; 8-bit Christmas Techno! I came across this website: http://rushcoil.bandcamp.com/
After listening to it, I knew it was perfect! So, I emailed Rush Coil himself, who graciously emailed me back, wishing me all the best with the game, and permission to use it as I wished! So that's music sorted then! Here's a YouTube video for a quick sample:
Any thoughts about it? It's a tough choice trying to pick tracks to use! :)
I'll work on my first technical post whenever I have time, so expect that to come next. I'm also going to post about the process of getting an artist, how much I'm paying etc.. Between these two posts, there should be plenty of good tips for anyone thinking of developing an indie game!
Alan.
Big news today...I just acquired music for the game!
I knew I wanted 8-bit audio, and it also had to be Christmas themed. There are a few issues with this; firstly, as much as I love Christmas music, it's very overplayed, and I can imagine it driving me mad on repeat in a game. Secondly, 8-bit music if not done well, can sound cheap and old (as opposed to retro). I also wanted the music to be a little faster than the majority of Christmas music. I came to the conclusion I wanted 8-bit Christmas Techno...that should be easy.....right?
As it turns out, it was easy! After only about an hour of googling, I found EXACTLY what I wanted; 8-bit Christmas Techno! I came across this website: http://rushcoil.bandcamp.com/
After listening to it, I knew it was perfect! So, I emailed Rush Coil himself, who graciously emailed me back, wishing me all the best with the game, and permission to use it as I wished! So that's music sorted then! Here's a YouTube video for a quick sample:
I'll work on my first technical post whenever I have time, so expect that to come next. I'm also going to post about the process of getting an artist, how much I'm paying etc.. Between these two posts, there should be plenty of good tips for anyone thinking of developing an indie game!
Alan.
One Week In - The Very First Prototype - Game Development
Hello Everyone!
This is my first post on my indie game development adventure, and I'd like to share with you all my progress so far on the "Best Christmas Game Ever"...okay, I admit I quoted myself there.
An introduction first though; my name is Alan Mc Grane. I'm living in Dublin, and working full time. I also make games once I finish up in the day job. I try to get at least 1 hour in the evenings to develop. It can be quite challenging however, as other things get put off in favour of developing.
I am currently one week into development of a new game - Santa Flight: Christmas Delivery. I've wanted to make a Christmas game for a long time, but what the market really doesn't need is another Christmas game. Coming up empty on ideas, I then took a different approach in that I came up with mechanics and game-play first, and then used the Christmas theme to enhance what was already mechanically sound.
I took inspiration from simple games like Timberman, Santa Rider, FeĆ”: Clash of the Avian Minion among others. The mechanics I came up with can be broken down into two parts:
This is my first post on my indie game development adventure, and I'd like to share with you all my progress so far on the "Best Christmas Game Ever"...okay, I admit I quoted myself there.
An introduction first though; my name is Alan Mc Grane. I'm living in Dublin, and working full time. I also make games once I finish up in the day job. I try to get at least 1 hour in the evenings to develop. It can be quite challenging however, as other things get put off in favour of developing.
I am currently one week into development of a new game - Santa Flight: Christmas Delivery. I've wanted to make a Christmas game for a long time, but what the market really doesn't need is another Christmas game. Coming up empty on ideas, I then took a different approach in that I came up with mechanics and game-play first, and then used the Christmas theme to enhance what was already mechanically sound.
I took inspiration from simple games like Timberman, Santa Rider, FeĆ”: Clash of the Avian Minion among others. The mechanics I came up with can be broken down into two parts:
- Santa avoiding obstacles
- Santa delivering gifts
Separately, they would become boring...but together they give rise to hectic, challenging, and addictive game-play. These two mechanics will need to be used equally as one will rely on the other.
I will do a more in-depth analysis of the mechanics in a later post. I am currently in the process of interviewing artists to get a style for the game, so more about that later also. Without further adieu, here is the very first prototype...enjoy!
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