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Coding > Develope really on GBA

#5161 - Link - Tue Apr 22, 2003 2:44 pm

Hi guy, i've ever asked me how is possible develop a commercial game for GBA.
Who must we contact?
What are the costs?
What are the requirements?


tnx

#5162 - NovusAmor - Tue Apr 22, 2003 3:04 pm

My suggestion is don't try it. I'm currently doing this and it's the hardest thing I've ever done. First off you need to have a team made up of programmers, artists, musicians (or contract them), designer, and a business manager. Now you can combine different abilities like designer/business manager is the same person but avoid it if you can. Then the entire team needs to be local and meet everyday at an office space. Everyone on the team needs to have a college degree or working towards one and able to support themselves for at least one year without any income.
Once you have that then you can begin to make a game. And more than likely you'll still fail, however there is a small chance to succeed if you've got what it takes (most people don't).

Contact: Every single publisher that publishes GBA titles.

Costs: Enough to support yourself and your team for one year. Plus buy equipment and office space if needed. Probably looking around $40,000+ at the cheapest.

Requirements: Too many to list! But most notible are: 12-16 hours a day (60-80 hours a week) to dedicate to the game. College degree. Entire team that is located in the same area.
_________________
Robert
Senior Programmer
NeoPong Software, Inc
www.neopong.com

#5168 - rusty - Tue Apr 22, 2003 4:03 pm

NovusAmor wrote:
My suggestion is don't try it. I'm currently doing this and it's the hardest thing I've ever done. First off you need to have a team made up of programmers, artists, musicians (or contract them), designer, and a business manager. Now you can combine different abilities like designer/business manager is the same person but avoid it if you can. Then the entire team needs to be local and meet everyday at an office space. Everyone on the team needs to have a college degree or working towards one and able to support themselves for at least one year without any income.
Once you have that then you can begin to make a game. And more than likely you'll still fail, however there is a small chance to succeed if you've got what it takes (most people don't).

Contact: Every single publisher that publishes GBA titles.

Costs: Enough to support yourself and your team for one year. Plus buy equipment and office space if needed. Probably looking around $40,000+ at the cheapest.

Requirements: Too many to list! But most notible are: 12-16 hours a day (60-80 hours a week) to dedicate to the game. College degree. Entire team that is located in the same area.


Would just like to say that a college degree is somewhere around the bottom of requirements for any dev-team member. As long as they're dedicated, talented and get the job done, a degree isn't what's important.

#5175 - Link - Tue Apr 22, 2003 6:29 pm

ok, for the software, for the hardware on which make thet tests, for licenze and so on...
By who can i get that?
How much money a normal middle game can do earn me?

#5177 - peebrain - Tue Apr 22, 2003 6:34 pm

Link?! You want to start a serious game project? No offense dude, but you seem like the most ignorant person here. Maybe you should focus on learning to make basic stuff first.

~Sean
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#5178 - NovusAmor - Tue Apr 22, 2003 6:43 pm

To be a licensed developer for N you must have enough income to prove that you can support yourselves, otherwise N won't even bother with you. Thus you'll need the publisher to back you up and usually they'll provide the NDK. But if you want to buy one then you'll need $10,000 - $20,000 depending on what you order. This is all on the N development site: www.warioworld.com.
We're looking at making just over $1 per game that we sell, you'll be lucky to get a better deal as a startup.

Rusty: Actually the degree is a HUGE requirement, especially if you don't have any experience in the game industry. If you have published games then you can get by without a college degree, but most hobbiest trying to go pro don't have published titles. BTW, the degree proves that the individual is dedicated, has talent and can accomplish the job. After all you need those qualities to get the degree in the first place. At least in my field (Comp Sci). And without a degree then you'd better be VERY good at what you do and be able to prove it.
_________________
Robert
Senior Programmer
NeoPong Software, Inc
www.neopong.com

#5183 - Link - Tue Apr 22, 2003 7:44 pm

So, if Nintendo know that i'm a newbie, but i have a good budget to support meself it can give me all the licenze and needed i want witout to spend money?

Atherwise if i ask support at a publisher, must i spend something?

Can u tell me what are the publisher (link) that support better the niewbies?

How is possible that i make an earn of 1$ for every card is sold? How can recover the 40,00$ of investment?

#5185 - niltsair - Tue Apr 22, 2003 8:00 pm

He most probably meant 1$ net profit per Game sold.

Of course, the more you sell, the better your net profit per game is, since a large part of it is the cost of developping your game (which don't increase on a cartridge basis).

#5186 - Saj - Tue Apr 22, 2003 8:18 pm

'N' has sold 150 million Gameboys since 1989.

A lot of those are GBA's, so with such a large installed-user base, even at $1 per game you can make a truckload of money.

( Hey link, a truck is like a car but bigger, it also has more wheels. you can find out more here : http://www.enchantedlearning.com/Tisfor.shtml)
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#5187 - Vortex - Tue Apr 22, 2003 8:37 pm

NovusAmor wrote:
My suggestion is don't try it. I'm currently doing this and it's the hardest thing I've ever done. First off you need to have a team made up of programmers, artists, musicians (or contract them), designer, and a business manager. Now you can combine different abilities like designer/business manager is the same person but avoid it if you can. Then the entire team needs to be local and meet everyday at an office space. Everyone on the team needs to have a college degree or working towards one and able to support themselves for at least one year without any income.
Once you have that then you can begin to make a game. And more than likely you'll still fail, however there is a small chance to succeed if you've got what it takes (most people don't).

Contact: Every single publisher that publishes GBA titles.

Costs: Enough to support yourself and your team for one year. Plus buy equipment and office space if needed. Probably looking around $40,000+ at the cheapest.

Requirements: Too many to list! But most notible are: 12-16 hours a day (60-80 hours a week) to dedicate to the game. College degree. Entire team that is located in the same area.


That sounds very gloom. My conclusion is the professional game programers are overworked and underpayed (if payed at all). I am wondering why that kind of sacrifice is needed if you consider that you will make much more money as a regular programmer and you can always developt games in your spare time if you wish so.

#5188 - NovusAmor - Tue Apr 22, 2003 9:08 pm

This industry is becoming the next Hollywood. As you know most actors never make it, yet they still get paid. The same goes for the games industry, you may not make a lot but you still get paid. And most programmers are overworked and under paid so it doesn't matter if you make Zelda or Photoshop. However there is always the hope and dream of being the next Id or Bungie, and the only way there is to start at the bottom and work your way up. Both developers made many games before they hit it big. If you develop games in your spare time then you're only doing it for fun, not profit, and usually you don't complete the game because you get tired of doing it.
According to Game Developer Mag a game programmer makes $56k or more which is the standard for any programmer.
_________________
Robert
Senior Programmer
NeoPong Software, Inc
www.neopong.com

#5189 - Link - Tue Apr 22, 2003 9:12 pm

So what you're telling me is not think earnest to develop a commercial game?

#5190 - NovusAmor - Tue Apr 22, 2003 9:16 pm

Basically, yes. It's easier to get a job with an established developer than to start your own.
_________________
Robert
Senior Programmer
NeoPong Software, Inc
www.neopong.com

#5193 - Link - Tue Apr 22, 2003 10:32 pm

i can see in your signature you made a game for GBA, is it a commercial game?

#5195 - tepples - Tue Apr 22, 2003 10:49 pm

Would a commercial game for the Windows platform count as a "published game"?
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#5196 - Daikath - Tue Apr 22, 2003 11:23 pm

As long as it was released like any other windows game yes.
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#5197 - NovusAmor - Tue Apr 22, 2003 11:43 pm

Link wrote:
i can see in your signature you made a game for GBA, is it a commercial game?


Yes and no. We're currently working on a title that we hope will be published, in fact we've talked to a few publishers that are interested in it. We're completing the game to beta stage which will be used by the publishers to decide whether our game is marketable. We talked with one publisher today (4/22/03) who is "eagerly awaiting" our beta. So hopefully in about one month we should be a commercial developer.
_________________
Robert
Senior Programmer
NeoPong Software, Inc
www.neopong.com

#5215 - Link - Wed Apr 23, 2003 10:20 am

sorry, but how can u develope that game? Have u a ufficial NDK, licenze or do u develop with GNU SDK?
In this way how is possible that a publisher accept a working without licenze and ufficial software?

Can i develop a game with unofficial software and propose it at a publisher?

What are these Publisher that can give me this opportunity?

#5216 - rusty - Wed Apr 23, 2003 10:33 am

NovusAmor wrote:
To be a licensed developer for N you must have enough income to prove that you can support yourselves, otherwise N won't even bother with you. Thus you'll need the publisher to back you up and usually they'll provide the NDK. But if you want to buy one then you'll need $10,000 - $20,000 depending on what you order. This is all on the N development site: www.warioworld.com.
We're looking at making just over $1 per game that we sell, you'll be lucky to get a better deal as a startup.

Rusty: Actually the degree is a HUGE requirement, especially if you don't have any experience in the game industry. If you have published games then you can get by without a college degree, but most hobbiest trying to go pro don't have published titles. BTW, the degree proves that the individual is dedicated, has talent and can accomplish the job. After all you need those qualities to get the degree in the first place. At least in my field (Comp Sci). And without a degree then you'd better be VERY good at what you do and be able to prove it.


Not really sure that I agree NovusAmor. I've only been in the video games industry for a little over four years, and I don't have a degree of any sort.

Mmost of the people I work with have degrees (actually...I think I'm the odd one out as far as my fellow programmers go) infact one guy I used to work with has a PhD in Theoretical Astro Physics! But I don't see it as a requirement for hiring staff...althought I will look on it as a huge plus.

#5221 - Link - Wed Apr 23, 2003 1:14 pm

NovusAmor wrote:
Link wrote:
i can see in your signature you made a game for GBA, is it a commercial game?


Yes and no. We're currently working on a title that we hope will be published, in fact we've talked to a few publishers that are interested in it. We're completing the game to beta stage which will be used by the publishers to decide whether our game is marketable. We talked with one publisher today (4/22/03) who is "eagerly awaiting" our beta. So hopefully in about one month we should be a commercial developer.


sorry, but how can u develope that game? Have u a ufficial NDK, licenze or do u develop with GNU SDK?
In this way how is possible that a publisher accept a working without licenze and ufficial software?

Can i develop a game with unofficial software and propose it at a publisher?

What are these Publisher that can give me this opportunity?

#5228 - NovusAmor - Wed Apr 23, 2003 2:58 pm

We're using devkit advance and visualboy advance as our SDK package. Luckily it has just about everything the NDK does so we can compile and send the publisher our demo without worrying about it working on the official emulator. Plus we have some inside info from various sources which gives us an edge over most hobbiest. Once you get signed with the publisher then they usually provide you with an official NDK and help you get licensed with N.
So to answer your question, yes you can develop with unofficial software and propose it to publishers, you just can't market/sell the game. But once you get signed you'll have to port the code over to the official NDK before you can continue (at least that's what I'm told).
_________________
Robert
Senior Programmer
NeoPong Software, Inc
www.neopong.com

#5229 - NovusAmor - Wed Apr 23, 2003 3:00 pm

Rusty: How did you get your job if you don't mind me asking? Did you know someone who worked there? Did you submit a killer demo/game? Just curious since you're one of the few that has done it without a degree in the modern world.
_________________
Robert
Senior Programmer
NeoPong Software, Inc
www.neopong.com

#5234 - rusty - Wed Apr 23, 2003 5:16 pm

NovusAmor wrote:
Rusty: How did you get your job if you don't mind me asking? Did you know someone who worked there? Did you submit a killer demo/game? Just curious since you're one of the few that has done it without a degree in the modern world.


Yeah, I guess I am a bit of a rarity. I managed to get an interview through an agency, with nothing more than my resume. I was very candid about my lack of experience and qualifications, but my list of skills was pretty extensive (C/C++, various assembler, matrix and vector math, experienced at writting software renderers etc.) and made it clear that for the most part I was self-taught.

I did go to college, since I couldn't afford to go to University in Edinburgh on the basis that the course I was one was no different from the Comp. Sci courses offered at the large Universities, which was a complete falacy.

So I dropped out and got a job to pay the bills, while I learned what I needed to know in my spare time.

Anyhow....the company who interviewed asked me back for a two-day interview (this was standard practice), where I was given a ask to perform. My task was to write a version of Frogger using Direct X. A pretty tight task, given that I had never toched windows coding before, let alone DirectX. But I managed it and five days later, I was starting out writting 3ds Max Plugins, and then the Level Editor for the first game that I worked on at that company.

Gradually I moved on to actually working on game code, and even a bit of game design. I was the lead programmer on the PC conversion for a game where I designed the sub-games, wrote the level editor and worked on the Dreamcast conversion.

I guess I just demonstrated the I had talent, was the kind of person who could learn whatever they didn't know, and whatever other requirements there happen to be.

#5237 - Link - Wed Apr 23, 2003 6:30 pm

NovusAmor wrote:
We're using devkit advance and visualboy advance as our SDK package. Luckily it has just about everything the NDK does so we can compile and send the publisher our demo without worrying about it working on the official emulator. Plus we have some inside info from various sources which gives us an edge over most hobbiest. Once you get signed with the publisher then they usually provide you with an official NDK and help you get licensed with N.
So to answer your question, yes you can develop with unofficial software and propose it to publishers, you just can't market/sell the game. But once you get signed you'll have to port the code over to the official NDK before you can continue (at least that's what I'm told).


sorry if i ask it to u, but what is the Publisher you was contacted?
What are the references that they request to me to accept my starting of game develop?
what are the guarantee for me? (if i arrive at 90% of the work and they tell me stopping, who pay my mork?)

#5240 - NovusAmor - Wed Apr 23, 2003 6:41 pm

I can't tell you the publisher(s) we contacted or currently talking with (NDA). And there are no guarantees and I can't help you with the references since you have to come up with those.
_________________
Robert
Senior Programmer
NeoPong Software, Inc
www.neopong.com

#5242 - tom - Wed Apr 23, 2003 7:03 pm

NovusAmor wrote:
Plus we have some inside info from various sources which gives us an edge over most hobbiest.


well, i suppose a lot of hobbyists have a copy of the official programming manual lying around at home too (evil grin)

sorry, couldn't resist =)

#5244 - Link - Wed Apr 23, 2003 7:05 pm

NovusAmor wrote:
I can't tell you the publisher(s) we contacted or currently talking with (NDA). And there are no guarantees and I can't help you with the references since you have to come up with those.


why?? What don't permit you to tell??

#5256 - darkcloud - Wed Apr 23, 2003 9:30 pm

NDA = Non-disclosure Agreement = you can't disclose any information, which is why NovusAmor can't tell you Link.
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#5272 - rusty - Thu Apr 24, 2003 10:43 am

aahh.... the evil NDA....I know it well

#5281 - Link - Thu Apr 24, 2003 2:30 pm

can u only release some name of GBA publishers?
Tnx :)

#5284 - niltsair - Thu Apr 24, 2003 3:01 pm

I hope for your sake that not too many publishers are reading this forum....

#5307 - Link - Thu Apr 24, 2003 11:45 pm

but is it possible you are so malicious, what do it think you that the developer must be me? Can it be a my friend and i ask only some suggestion for him?

#5331 - rusty - Fri Apr 25, 2003 9:54 am

Link....it's very simple to find out which publishers do games on the GBA. Go to the store, looks at the GBA games and write down the names of the publishers that are on the boxes.

Not only will you find out what you want, but you'll get out of the house and get some fresh air too!

neat, eh?

#5653 - Daedro - Mon May 05, 2003 3:01 am

All of these companies that are licensed:

3DO Company, The
4Kids Entertainment
Acclaim Entertainment, Inc.
Activision, Inc.
Agetec (ASCII)
ALS Industries
Alpi International
American Greetings
Amscan / Anagram
Atlus USA, Inc.
Au'some Candies, Inc.
Bandai America Inc.
Basic Fun
Bay Area Multimedia
Bensussen Deutsch (BD&A)/Toysite
Capcom USA, Inc.
Changes
Classified Interactive Publishing
Codemasters
Conspiracy Entertainment
Crave Entertainment, Inc.
Destination Software
Disney Interactive
Dreamcatcher Interactive
Eidos Interactive (U.S. Gold)
Electronic Arts/EA Sports
Encore Software Inc.
Enix America Corp.
Fox Interactive
Franco
Giftco, Inc. Handcraft
Hasbro Interactive
Hot-B USA Inc
In Zone
Infogrames Multimedia, Inc.
Interactive Imagination Corp.
Interplay Productions (Titus Software Corp.)
Jaguar International Corp.
Jakks
Jaleco USA, Inc.
Kelly Toy USA, Inc.
Kemco of America, Inc.
Kidstreet
Knowledge Adventure
Koei Corporation
Konami Inc./Ultra Soft
Lantis Eyewear
Lego Media International
Logitech
Lucas Arts
Mad Engine
Majesco Sales, Inc.
Mattel Inc.
Metro 3D Studios
Microids
Midway Home Entertainment
Namco Hometek Inc.
Natsume Inc.
Newkidco, LLC
Pan Oceanic Pathways Development Group (PDG)
Polyflame USA (Polyconcepts)
Racing Champions/Ertl
S. Goldberg
Sakar International, Inc.
Sammy Studios, Inc.
Scholastic
Sega of America
Sierra Entertainment, Inc.
Simon & Schuster Interactive
Stadlbauer Marketing & Vertriebs GmbH
T*HQ
Take 2 Interactive Software, Inc.
TDK Mediactive
Tecmo Inc.
Telegames
Tomy
Troll/ Harlequin Enterprises
Ubi Soft Inc.
UFO Interactive
Vivendi Universal Games, Inc.
Viz Communications
Warren Industries, Inc.
Wilk International
Xicat Interactive

Not all of them publish Gameboy Advance games, just go to their websites and find out:

http://nintendo.com/consumer/licensees.jsp

You should try looking at the official NINTENDO site ( MAKER OF GAMEBOY ) before asking so many questions Link.

#5658 - Link - Mon May 05, 2003 10:40 am

we use www.nintendo.it and here there is no the possibility of know GBA Publishers. Futhermore i don't think it is possible know the publishers by Nintendo official site!

Another thing:
i came back from www.warioworld.com and i see i must spend 10,000 - 20,000 $ for licensee... Why these two prices? What indicate the first and what the second?

With the licensee what can i have? Software? Hardware?
For the distribution of the Cartridges in the stores how i must do? How much i must spend? Who can do it?

Otherwise are there others way to make GBA game and selling with smaller investment?

Sorry for these questions but i want really know, if i could think to make commercial game to 2-3 years ; ) Tnx

#5663 - rusty - Mon May 05, 2003 3:26 pm

Link,

so many of the questions that you have asked, have been answered quite a few times, but you just don;t seem to be listening.

Okay...first off, it' the job of the publisher to deal replication of cartridges, marketing, distribution etc. The developer only develops the games. The publisher will actually pay Nintendo to manufacture a certain number of copies, which it then has to sell to the stores.

Let the publisher deal with that....you worry about developing the game, and finding a publisher.

As a licensee, I'm not sure what you'd have. At a guess it's nothing more than a membership payment. You would have to pay for the dev-kits yourself.

As for making a game on a small investment...well...all the compilers, docs and things are available on-line...why do you think this little community exists?

#5668 - jenswa - Mon May 05, 2003 7:33 pm

I'm not so into the facts, but wasn't there a story of:

There that clone of star fox that bam! 'published',
which came out of the homebrew development.

Or am i not making any sense at all?
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#5673 - Daikath - Mon May 05, 2003 7:53 pm

Yeah, wasnt'that Star X? Didnt that game suck monkeyballs? ;)
_________________
?There are no stupid questions but there are a LOT of inquisitive idiots.?

#5682 - Link - Mon May 05, 2003 10:41 pm

rusty wrote:
Link,

so many of the questions that you have asked, have been answered quite a few times, but you just don;t seem to be listening.

Okay...first off, it' the job of the publisher to deal replication of cartridges, marketing, distribution etc. The developer only develops the games. The publisher will actually pay Nintendo to manufacture a certain number of copies, which it then has to sell to the stores.

Let the publisher deal with that....you worry about developing the game, and finding a publisher.

As a licensee, I'm not sure what you'd have. At a guess it's nothing more than a membership payment. You would have to pay for the dev-kits yourself.

As for making a game on a small investment...well...all the compilers, docs and things are available on-line...why do you think this little community exists?


using publishers i need licensee or not?
in short, i must think all to develope the game and find a publisher or i must buy something like a licensee?

#5686 - Daikath - Tue May 06, 2003 1:24 am

If a publsiher likes your game you will automatically get a license I reckon.
_________________
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#5695 - Link - Tue May 06, 2003 11:17 am

so i must find only a publisher, so i have not relations with Nintendo?
Do the publisher give me all the need to program and compile the .bin file?

#5699 - rusty - Tue May 06, 2003 11:32 am

You don't "automaticaly get a license" if a publisher decides to publish your game for you.

What they will do however, is help with the testing of the game, getting it past the Nintendo TRC (technical requirements checklist) and everything else. The publisher will be the actual licensee not you, which is fine since it's the licensee who deals with all the submmission bull sh*t that you have go through with console manufacutrers.

Just use something like DevKit adv to build the actual .bin file that will be used for the ROM image on the cart. I say quit worrying about this sort of thing right now Link, and get to writting some code!!!

#5700 - Link - Tue May 06, 2003 12:00 pm

ok, however it is pure curiosity for me!

#5832 - ampz - Fri May 09, 2003 3:56 pm

Link wrote:
0x39ef and 0x07?
what sort of data contain?

Link wrote:
this:
#define RGB(r,g,b) (r+(g<<5)+(b<<10))
?? above all these: (r+(g<<5)+(b<<10)) why i put 5 in g and 10 in b?


Link, please, you don't even have mediocre programming skills, and you constantly refuse to read FAQ's, manuals and tutorials, even when people tell you exactly what document to read.
There is no chance you can develope a game without first learning C programming and computer systems. You also need a major change of attitude.
I'd say you might be able to learn what you need in about two years, but I have no idea how long the required attitude change would take.

If you try to contact a publisher now, they will ignore you completely, and most likely put your E-mail in their spam filter.

#5833 - Link - Fri May 09, 2003 4:23 pm

Please ampz can u stay far by me??

#5880 - Daedro - Mon May 12, 2003 4:40 am

Link wrote:
we use www.nintendo.it and here there is no the possibility of know GBA Publishers. Futhermore i don't think it is possible know the publishers by Nintendo official site!


Link,

If anywhere, you would find out at an Official site. Official means its been qaulified to represent the company, or is the actual company site. I gave the link, so obviously it is possible to know the publishers by the Nintendo official site. Also, I thought we were on the world wide web, "world" I havent or seen anyone say "we use this site over here" before when they can speak both langauges, and even then you could only say I use this site.

I agree with with everyone else, you seem impatient to have the game done. You cannot be impatient even if you do know coding, and you dont seem to know much from your posts. Download, and read some tutorials and dont go rushing into ask answers for errors. You may think it will be worse out that way, but in the end it will be better becuase you will at least have a game and not an unfinished ( slow, unadvanced, ect ) game. I have downloaded: 70 tutorials, and 40 source codes for gameboy advance. I also am going to go buy C/++ Programming for Dummies, as well as Game Programming. And if the new book coming out Gamboy Advance Programming is real and good I would buy that one too. There are 20 nice tutorial/sources at www.thepernproject.com and many source codes/tutorials here at www.gbadev.org obviously.

Out of curiosity, since your so eager, have you put together a team for the project?

#5885 - Link - Mon May 12, 2003 9:22 am

i can see you don't read my posts... so stop to talk!

#5886 - Sweex - Mon May 12, 2003 10:02 am

I'm rolling on the floor, laughing!! This is such a funny thread!!! Can I vote Link "the funniest man of the board"?

Seriously Link; Start typing tons of code (after you're done with your English course!), read TONS of FAQs and documentation. Maybe in a couple of years you realise what a fool you're making of yourself here!

#5890 - ampz - Mon May 12, 2003 12:05 pm

Sweex wrote:
(after you're done with your English course!)


He is not a great english writer, no, but what has that to do with anything???
sweex: Let me see you write a few words italian. If you can't, go get a italian course before you come back!

Knowing the english language is certainly not a requirement for publishing games. The best games are written by japaneese programmers who barely speak english.

#5892 - Link - Mon May 12, 2003 2:03 pm

who funny men!

However i'm not offended with none here, i let speak, i listen everybody, and sometime i ignore them!

#5894 - darkcloud - Mon May 12, 2003 2:35 pm

Maybe Link is having a hard time using the tutorials because most are written in english and he might find it hard to understand them.

The Pern Project does have an italian tutorial, but it's not as complete as the english tutorials.
_________________
Maybe in order to understand mankind, we have to look at the word itself: "Mankind". Basically, it's made up of two separate words - "mank" and "ind". What do these words mean ? It's a mystery, and that's why so is mankind.

#5895 - Sweex - Mon May 12, 2003 2:41 pm

? questo migliore per voi il ampz? Now you try a few words dutch!;-)

And I didn't mean english is a requirement for writing games. It does *help* you to make yourself understandable on a mainly english forum though... (Beyond this topic though)

#5896 - niltsair - Mon May 12, 2003 3:30 pm

Beside that DevCompo thread, this seem to be the most seen/reply one. :-)

#5899 - Link - Mon May 12, 2003 3:47 pm

the italian tutorial is so bad it is better i learn english before, but it is no nedded!

however, when i read english tutorial i understand 2 up 10, instead you, 9/10 or 10/10...

but the problem is that when i ask something for you could be stupid or banal, for me it is hard to hunderstand. It depend by my poor C knowledge (i know C++ and i must tell you that C++ book fly over basic syntaxes like (8 <<1) or RGB(r,g,b) (r+(g<<5)+(b<<10) and so on) and it depend by the tutorials...

I need this forums and you to understand what i don't, get simple explaination, and get over these obstacles!

No everybody are born learned... i not! ;)

#5901 - ampz - Mon May 12, 2003 3:58 pm

There are _lots_ of C books in italian. Buy one!
For example, the K&R C bible is translated to many different languages.

If you learn to program, you should understand the tutorials better, and if you still have problems with some sentences: http://babelfish.altavista.com/

Sweex: ;-)

#5903 - Link - Mon May 12, 2003 4:08 pm

however until this moment my troubles are been to configure the compile, understand how convert gif imae in .h file, compile it in .bin file... allthing i'm success to do alone!

except little air out!

#5904 - Sweex - Mon May 12, 2003 5:20 pm

Bit of an apology to Link. Didn't mean to come across that harsh... Atleast I understand your situation a bit better now. (Because of your problems with english you come across like a 10 year old kid that has no idea of anything yet; no offense if you are though!:-)

@ampz: Babelfish roxx! Too bad that there's no dutch in it though!:-)

#5907 - Link - Mon May 12, 2003 5:45 pm

Unfortunately for u i'm 22 years old!

i can understand how much you are so unseless by these your posts!!

Somebody who want learn really AGB and came here for this reason, ask, speak and the result what is?

Nothing, everybody think to accuse, to tell about the ability to speak english, and others cocks-up!

Regard all your post! You came here only to tattle like old spinsters, This is a forum and it is here to help the people, who want learn, and to exchange informations and helps!
If it don't like you... so go out to break the boxes to some maim like you, or at least leave in peace who do serious things!

#5908 - Maddox - Mon May 12, 2003 5:53 pm

That God that I can speak English! Makes communicating a lot simpler.
_________________
You probably suck. I hope you're is not a game programmer.

#5910 - jenswa - Mon May 12, 2003 7:23 pm

Hey Sweex,

that wasn't dutch, but you probably knew that yourself too.
_________________
It seems this wasn't lost after all.

#5965 - Daedro - Wed May 14, 2003 1:42 am

Link wrote:
I can see you don't read my posts... so stop to talk!


Link,

I have read all you posts. I cannot say that any of them used the correct grammar for my mind to comprehend, but got the idea through. I made sure I reread your post before I posted for that fact that you may not mean what you say. But it does seem like you have an attitude problem, maybe a reason behind it, a lot haven't been very understanding to you. I just got here. The exclamation mark at the end of your sentence "Futhermore I don't think it is possible know the publishers by Nintendo official site!" and the sentence itself seems to be a little arrogant and to imply that I am ignorant. You asked for the publishers with licenses, I went to the official website. I pasted for you the people that do publish for Nintendo the maker of gameboy advance, and gave you the site that has the list with all their websites which have emails to there executives that handle homebrew games. The Italian site, yes, does have a very insufficient amount of links for that, but I gave you one so don't take that attitude with me. I also notice you around the forum calling everyone ignorant, maybe people would feel more tolerant of your grammar if it didn't include a little flame. I understand now how hard it can be for you to look for tutorials, since I think Nintendo is American based and where this system is most widely used, and of course English is the most used language. I just remembered going to some geocities site and finding 9 tutorials, 8 were Italian, and I got mad.. I understand. You will not hear anymore slurs from me, as long as you read my posts and understand that my attitude is only a reaction to yours and am trying to help you learn information, not use other peoples.

** Make sure you fully understand this post Link, I do not want to repeat myself or have you remark with one sentence saying I don't know what I am talking about and then ask another question to the community.

Also to some up the last 3 pages, incase it is hard to follow:

You don't get a license from making a game and getting it published by another company, it is basically license by association.
1. You develop a demo ( the first 1/3 of the game )
2. Talk to a company with a license.
3. Sign a lot of contracts.
4. Add there logo to your game, saying they are licensed.
5. They publish and produce the game, you get paid.
Don't worry about buying a license from Nintendo until finishing your first game and getting enough staff where you can produce games in enough time to pay your staff. A license is about $10,000 - $20,000 plus development hardware and software expenses, you need to prove of course you have enough staff and experience to represent their company. There are two different licenses I think, one to develop hardware like games, accessories, etc. Another is to manufacture merchandise like toys, and dolls, etc. Website will all licensee companies of Nintendo, who will need to be contacted to publish your game: http://nintendo.com/consumer/licensees.jsp
If you are making a game, you will need about 6-8 people that have degree's in programming/graphics designing or equivalent, or 12 that are normal programmers/graphic designers. The team needs to have a leader that is organized with a gameplan, as well as a very enthusiastic team that will work hard. The game will take about 1-2 years of development, and 6 months is roughly the amount to spend on the demo. Send a copy to one publisher, if it is turned down you still have about 40 other chances. A lot of projects don't get completed, but if it doesn't it is still good experience and reference for your skills.
Also: Gameboy Advance development on hardware does not necessarily mean that it will come out better than a homebrew using gba dev.

Have fun developing Link, I know I will.

Eric Muyser

#5966 - Link - Wed May 14, 2003 9:38 am

i'm not angry with you, and with other people.
I've only much will to do the thing well and get fun.
When i use '!' i'm not using a arrogant tone, but my enthusiasm bring me to this exclamations, sorry! opsss ;)

I don't want to get an answer for every question, but i want to be respected if my question is incorrect but without offences.

I Thanx all have helped me in the past and i hope to begin a relation of friendship with all the others.

Now for the second part:
To develope the Demo i can use the GNU compilers and tools in GBADEV.org and of the Net or however i must use official Nintendo kit?
Because the Publishers should to accept my unofficial work?

The last: If i have a 6-8 people in my staff, when i start to receive mony for my Game how can pay 6-8 pople if my game is not a Zelda or Metroid Fusion?
A paiment for 6-8 people who have worked in 1-2 years is very much!
How much could do to earn my Company a 'middle' GBA game in this way (using a publisher)?
Quote:

you need to prove of course you have enough staff and experience to represent their company

Need to prove to the Publisher Or Nintendo? Must i prove also to get a good resource of money?

#6008 - tepples - Thu May 15, 2003 12:41 am

Link wrote:
To develope the Demo i can use the GNU compilers and tools in GBADEV.org and of the Net or however i must use official Nintendo kit?

I have read that Nintendo's quality assurance department does not care which tools the developer uses to make a binary. All that matters is that the binary runs properly on Nintendo hardware.

Quote:
Because the Publishers should to accept my unofficial work?

I couldn't parse this well. "Why" and "because" translate to the same words in Romance languages such as Italian but are different words in English, and people whose first language is a Romance language tend to confuse them. Please rephrase.

Quote:
If i have a 6-8 people in my staff, when i start to receive mony for my Game how can pay 6-8 pople if my game is not a Zelda or Metroid Fusion?

If you have to pay employees before you sell product (as with any new business), try raising venture capital. To attract venture capital, try building a name for yourself on the Linux, Mac, and Windows platforms, none of which need a license from Nintendo. Then, once you've proven yourself on an "open" platform, contact publishers who might be interested in publishing a GBA port of your PC game.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#6014 - sgeos - Thu May 15, 2003 4:34 am

Daedro wrote:
If you are making a game, you will need about 6-8 people that have degree's in programming/graphics designing or equivalent, or 12 that are normal programmers/graphic designers. The team needs to have a leader that is organized with a gameplan, as well as a very enthusiastic team that will work hard. The game will take about 1-2 years of development, and 6 months is roughly the amount to spend on the demo.


Generally speaking, what is the the number of people that work on a game, and what are their positions? You mentioned 6 to 8 and 12.

-Brendan

#6094 - Daedro - Sat May 17, 2003 12:07 am

sgeos wrote:
Daedro wrote:
If you are making a game, you will need about 6-8 people that have degree's in programming/graphics designing or equivalent, or 12 that are normal programmers/graphic designers. The team needs to have a leader that is organized with a gameplan, as well as a very enthusiastic team that will work hard. The game will take about 1-2 years of development, and 6 months is roughly the amount to spend on the demo.


Generally speaking, what is the the number of people that work on a game, and what are their positions? You mentioned 6 to 8 and 12.

-Brendan


I have these positions in order of rank:

Code:

Project Leader
Lead Programmer
Lead Designer
Programmer x3
Lead Artist
Designer
Designer
Lead Level Designer
Lead Dialoguist
Lead Audio Composer

Additional Programming:

Special Thanks:

Additional Support:
Gameboy Advance Development Community [ www.gbadev.org ]


Like my last one, yes yes.

Of course I would have to take of the Lead on some since they are the only ones working on it, but you get the idea. It just depends what type of game you are making, if you need more dialogue, or more graphics, or more videos, etc.


Quote:
Because the Publishers should to accept my unofficial work?
The publisher will accept your work, like tepples answered, the work does not need to be compiled with official programs or hardware or nintendo as long as it works correctly with their hardware.

Quote:
If i have a 6-8 people in my staff, when i start to receive mony for my Game how can pay 6-8 pople if my game is not a Zelda or Metroid Fusion?
I do not see how Zelda or Metroid Fusion is relivent, by that do you mean popular? or old?, if your game is good enough to be bought by a publisher then you dont need to worry about it being very bad. Anyway, this is assuming you have people working for free or for the money when it sells. I dont know how much a game sells for to a publisher but I am assuming they will want at least 60% of the profit, and you will only get a few dollars profit because of the cartridge costs, they dont know how much it will make so they will offer a low amount most likely, if 2 million copies are sold then it would make 2 million dollars and minus the 60% you have $800 into 12 people is $66, 000 and that is what an average american person makes in 1-2 years. But even that seems like a small amount of money to be offering, does anyone know how much a commercial game makes or sells or how much a publisher offers for a game?

Quote:
Need to prove to the Publisher Or Nintendo? Must i prove also to get a good resource of money?


To prove to Nintendo that you can get a license, only Nintendo gives out licenses to publish Nintendo products.

Yes, you also must prove to the Publisher your game is very unique, appealing, and generally going to make a good profit. You need to 'prove' or show them your demo or game as being quility to be sold in order for them to give you a nice amount of money.

#6111 - tubooboo - Sat May 17, 2003 11:07 am

I have seen several commercially developed titles that were bought by publishers for as low as 25000$ ...

best
Emanuel
_________________
HAM author
http://www.ngine.de

#6114 - Link - Sat May 17, 2003 12:40 pm

where?

#6125 - Daedro - Sat May 17, 2003 8:17 pm

Way to ruin the nice thoughts. Dont even tell me the most, probably not over $300,000 with your information.

#7206 - mondomation - Thu Jun 12, 2003 6:02 am

I have been working in the movie/television/ and right now in the game industry for the last 6 years. Was reading everybody comments and hope to shed some new perspective on the topic.

I have worked on

Scorpion King GBA
as the Background designer
(I think its on sale at AMAZON.COM for about 6 bucks LOL, so go buy it!!)

Godzilla Domination GBA
as the Background and level designer

Rescue Heros Billy Blazes GBA(which is Goldmaster right now and soon to be coming out)
Assistant Director, lead level designer

I have been busting my hump gaining as much knowledge as I can about the video game biz..You can were a lot of hats in this business and if you work for a smaller developer you will probably get pulled in every direction..

As far as the number of people that are on the GBA team, it all depends on how much work the game needs.

Lead Programmer
Director
Character Animator
Background artist (graphic designer)
effects animator
level designer
Music Engineer

That would be a good solid team. If anybody is added, they would probably be assisting those key people.

Now as far as how much money you your company gets from a GBA GAME, it all depends on the contract. You will usaully have to sell over a million units to get money back on the game, but it HAS TO BE IN THE CONTRACT, I see the statments like " a dollar from each game", not every game gets that kind of deal (but its sure nice to think about!). So usually the money you make on the game is made when making it, not after its in the shelves.

And as far as the "Getting a degree" goes, you can have one or not. It doesn't matter. If you have one you still have to prove you can do the work, and if you don't have one, guess what, you still have to prove you can do the work. YOU ARE GOING TO BE LEARNING THE REST OF YOURLIFE IF YOU WANT TO BE IN THIS BUSINESS, so don't think your done when you get a degree. You will have to adapt and go back to take more classes forever, or have someone teach you the latest and greatist information, so enjoy learning.

And the thing about being licenced. Usually a publisher like "Capcom" will act like the "inbetween guy" and request a LICENSE for you dev house. Its usually the case that the publisher helps you get the foot in the door, or else Nintendo probably won't even know your alive.

Hope it doesn't sound like I am ranting or anything, just thought you guys and gals would like to hear a different perspective from somebody working in the industry. If you ask somebody else that works in the industry they might tell you something totaly different.

And as far as money goes for a ONE YEAR project
(even though most games now are done in about 7-8 months)

40-100$ thousand per person for the year, based on level of importance, for a GBA project. I think I hit most of the subjects here! Hope it helps!

Its'a ME!

Soto

( My studio is going to be publishing a magazine and we are going to have a "ANIMATION and Background" art tutorial for the GBA..Should be fun .Here is the website, wait for it to get updated, it will talk about HOW TO MAKE GBA art pretty soon! )

www.sotostudio.com

#7246 - sgeos - Fri Jun 13, 2003 3:42 am

mondomation wrote:

As far as the number of people that are on the GBA team, it all depends on how much work the game needs.

Lead Programmer
Director
Character Animator
Background artist (graphic designer)
effects animator
level designer
Music Engineer


Does the music engineer do the sound effects?

-Brendan

#7281 - jenswa - Fri Jun 13, 2003 6:41 pm

In this case he probably does
_________________
It seems this wasn't lost after all.

#7286 - mondomation - Fri Jun 13, 2003 8:07 pm

Yeah in a good situation you would probably have

Music composer ( for all in game music)
SFX guy or gal ( for menu's and in game SFX)
and the Music Engineer to make sure the musicians are working in the correct limitations. But sometimes you have to work with just the guy that knows how to make pumpin tunes for the GBA ...Hope that helps makes things clear...


Its'a ME,


Soto

#7930 - Archeious - Sat Jun 28, 2003 9:30 pm

Link wrote:
So, if Nintendo know that i'm a newbie, but i have a good budget to support meself it can give me all the licenze and needed i want witout to spend money?

Atherwise if i ask support at a publisher, must i spend something?

Can u tell me what are the publisher (link) that support better the niewbies?

How is possible that i make an earn of 1$ for every card is sold? How can recover the 40,00$ of investment?


Let me see if I can shed some light on this.

It doesn't matter how much money you have if.
a) You are new to the field.
b) You do not have a well design GDD (Game Design Doc) and TDD (technical design doc). Nintendo will need to sign off on at least the GDD before they will give you the much sought after title of "Authorized Devloper".
c) You can prove you are able to develop a quality product.

New companies to the console market very rarely can demostrate they meet Nintendos guild lines. Go to http://www.warioworld.com/apply/agb.html to see there requirements. My last job was with a game developement house (recent went backrupt because of bad publishers, damn you Midway and 3DO). Our operating cost where 80K a month. This included the building, equipemnt, employees,etc.
That is the reason publishers exist they have an established name they can go to Nintendo and vouch for you and get the console development kits. (Oddly enough the AGB dev kit is a hack N64).
If you want to make a comercial game. Write up a GDD &TDD and try to get in the door at as many publisher as possible. If it is good they will pay for everything, if it is not they will not have anything to do with you.

#7932 - tepples - Sat Jun 28, 2003 9:50 pm

Are there any free-to-access web pages detailing what should be in the design docs?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#7938 - sgeos - Sun Jun 29, 2003 12:38 am

tepples wrote:
Are there any free-to-access web pages detailing what should be in the design docs?


I found this site useful:
http://www.sloperama.com/advice.html
http://www.sloperama.com/

-Brendan

#7947 - cappeca - Sun Jun 29, 2003 6:04 am

Quote:

If you want to make a comercial game. Write up a GDD &TDD and try to get in the door at as many publisher as possible. If it is good they will pay for everything, if it is not they will not have anything to do with you.


Is it safe in this field to apply to several publishers, and once rejected you can improve your work and try again, or is it something more like either you get it in the first time, or you won't at all?

Cesar