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RPG Maker For Commercial Projects

Excuse me? Aveyond ONLY made $12000? Seriously, if you don't think thats a lot (and I believe it is now around the $25000 mark) then you need to reassess the concept of Indie games. These aren't multi-national, multi-million pound companies, but one guy using RTP edits to make a nice wad of money for spending a bit of spare time making a game.
 
@ lackluster.
There are tons of people who like old school games. I know of at least 15 myself. Now if I'm one person and know of at least 15... do the math.
I know people who have played my project (And not know it's made by me) and others on rmxp.org such as bloodrose or MOTW.
Even 12000 for a indie project... for alot of people that's 9 months of 40-50 hours a week.
I think you should quit trying to save face. It may not be milliojs for a massive game company but for a individual this hobby can make some money.
If you didn't like these old school style games why did you get rmxp or join these forums?
 
the simple fact is money is money. I wouldn't expect any of my games that turn commercial to be a million dollar franchise. Rather, its more of a stepping stone to get recognized by Big Business, and possibly turn it into the "Flashy FF graphics worthy" game and then make the multi-millions.

Trust me when I say that anyone who can sell their game for money, even $12,000, is a great feat and deserves respect. Its not easy and most people give up too early to see the outcome.

I can see that lackluster is still fairly new around here so he doesn't understand what we are trying to say, but will eventually.
 
Just a note regarding the graphics aspect mentioned (and maybe cheer a bit on thoise ppl workling on their own grap[hics): Good graphics are more then graphical quality, but mainly DESIGN quality, high resolution, 3D or whatever won't exactly make your graphics better, but a good design will make your graphics shine, even if you used the low res/256 color rm2k3.
Same goes for most aspects, so being indie is more a thing of creativity and design than the tools you use.
 
Why not? It has and will be done again. And for those of you who actually complete a full game is it not worth some kind of reward for your determination? Definatly.
 
Mmmh.. Unless they make the same amount of profits as Aveyond. Then it shall be worth it, but it is a very difficult feat to acquire.
 

ccoa

Member

Draken;203879 said:
Mmmh.. Unless they make the same amount of profits as Aveyond. Then it shall be worth it, but it is a very difficult feat to acquire.

Not really. Amanda Faye (Aveyond's creator) has even offered to help people with the marketing and distribution part, all you need is a finished game.

Aveyond was good, but there are free games right here in the community which are better. Aveyond demonstrated that there is a demand for "old school" RPGs.

TSA, I'd be interested where you got your figures. The figures quoted to me about Aveyond's profits were much higher.

Music is by far the most expensive part of making a game. However, you can cut those costs by licensing already created music. For example, the famous indie composer Bjorne Lynn licenses his music for about $30/song.

You also need to consider the cost of a scripter ($10-20/hour), the cost of a spriter (also $10-20/hour or a flat rate per sprite sheet), the cost of an artist (flat rate depending on if they're doing the design, how large, level of quality, number of views, type of coloring, etc).

Game design is spendy. Of course, you can elect to do as much of it as you can yourself, and you can use the RTP to lower your costs.
 
this may be irrelevant, but I just wondered..
How did this Amanda Faye control unauthoriced copying of her game?
 
ancell;203917 said:
this may be irrelevant, but I just wondered..
How did this Amanda Faye control unauthoriced copying of her game?

Hmm.. You can download the game, encrypted and all, but to continue
playing after an hour you need to acces the server for a code or something.

Kind of in the same way RMXP does, I believe.
 
It is called a wrapper program. But it is not very hard to crack. You know those bigfish games, reflexive games, zylom games. They all have a pop-up when you want to play telling you to buy the game because your time is going to expire. That is what is used.
 

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