How many completed Blitz3d projects?
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Just wondering how many people has actually finished a Blitz3d project, got it onto the web and actually sold some copies?
I'll start the ball rolling. I have finished 2 projects (that are at revision 2+) and they're selling albeit slowly.
3rd project is hopefully gonna be finished soon (its a BIG one - taken about 3 years to write!).
Asteroids > Our biggest game for downloads, it pulls the customers to Cloverleaf Games
GEOM > Still our best selling game, outsells everything we've got.
HighTailed > Obscure Puzzler, got some good press, did not sell too well. All rights now owned by Polycount Productions.
Caboodle > Well actually started as a B3D project but got moved to BMAX.
Well, Juicy Fonts is the only Blitz3D project I've finished - it only uses 2D though, of course. Haven't sold any copies because it's free! :) Had over 1000 hits to the website since launch (about 3 weeks ago) but don't know how many are unique or how many actually downloaded the app. Not that it matters.
Hanoi Tower-first small shareware game, published by Idigicon
Epicenter: nuclear burn(currently renamed into Open Fire by publisher)- CD game published by Idigicon and Akella(in Russia)
About 50 small advergames - Some kind of freelance.
Tower Defence(currently renamed into Master Of Defense :) -shareware game.
Rocket Boards - My first game. Bit dodgy but sold to Idigicon, and sells a handful of copies on my website.
ExGen - Sold over 200 copies, mainly via the TGC website
Bubble Blitz - Sold a handful. Loosely based on Bubble Bomb, which was created by Epicboy (and I now sell).
I sell Seths Puzzle boxes as well, also developed by Epicboy.
My next game will roxxor (if it ever gets completed)
BTW you can see the
games on Binary Sun
Freeware:
Wandering Knights - My hack'n'slash RPG which ranges from 250 to 4000 downloads (which makes 68GB of bandwidth :S) per month.
Nuclear Nibble 3D - My 3D nibble clone which ranges from 100 to 125 downloads per month.
Blasto 3D - My Blasto (for the TI-99/4A) remake which ranges from 15 to 25 downloads per month.
Down to Hell - My small mouse skill 3D game which ranges from 50 to 400 downloads per month.
I'd be rich if people gave me 1$ per download :D
Commercial:
nSprite Pro & nSprite 2 - My 2D-in-3D library, which has sold 59 copies in total. The demo ranges from 50 to 250 downloads per month. A rate of about 2% buying customers. Not bad for a Blitz3D-specific library.
ooops, wrong thread... sorry...
[edited out]
--Mike
I've released a few programs (freeware or for hire) but most are in BlitzPlus. Ironically, all of my Blitz3D releases are in 2D.
I used to release several programs and also sold a dozen or so copies. But I don't declare them finished projects. A program is never finished, probably abandoned, but never finished :)
Freeware:
Lunar Lander 3D - Just a simple lunar lander remake with nice explosions/fire/smoke effect.
RoboSumo - A game where you program your robot's AI with the built-in RoboLab script editor to compete against another robot in a robot-sumo arena.
Texture Studio - Corrects perspective, equalizes lighting, and makes your photos into seamless tiling textures.
BattleTanks II - Battle against up to 3 other teams of computer-controlled tanks, in one of 5 unique battlefields. Optionally, you can use a command menu to order your tanks to attack, retreat, hold position, etc.
Rocket Boards - My first game. Bit dodgy but sold to Idigicon, and sells a handful of copies on my website.
Hey!! No dissing Rocket Boards! That's one of my favourite Blitz games you wrote. Nothing dodgy about it, it's great fun.
As for the original question, my B3D history, in decreasing order of embarrasingly vomittiness and increasing order of popularity and Ching Ching are Blastroidz, Anime Tennis Babes, Pop-A-Holic, Anime Bowling Babes and Kick Shot Pool. For quite a while, ABB was outselling KSP which annoyed me intensely as I'm much happier with KSP as a rounded game. KSP has pulled ahead in recent months though. Well ahead now, IIRC.
I have no plans to do anything else in B3d now. I was going to make one more game in B3d, and it was set to be a corker too. But the person I was going to do it with hasn't been in touch for ages, so it probably won't get done now. Or if it does, I'll probably have to find a new engine and a new artist.
Binary_Moon: I thought bubble blitz was Blitz Plus not Blitz3D as the topic states? Hey I thought you made it, so someone else did hey?
Gabriel - gee thanks :)
Grey - sorry :( - it was based on Bubble Bomb, which was quite nice but I felt lacking. So I took the code and (I hope) improved it. I'm not sure how obvious the changes I made were (beyond the graphics) but there were quite a few. It was interesting ripping apart someone elses code. Oh - and it was originally made in Blitz3d but I decided to publish it in Blitz+ for the lower system requirements. It works in both though, I could change it over if you like? :)
Binary: aha, now it all becomes clear. thanks.
Just the one published, but it's complete @#!*...So don't tell anybody...Shhhhhh...
I'm amazed by this thread... After the 'Max3D Beta' one, I half expected at least half the 3D Blitz community to be in here advertising their finished B3D projects...
Looking at the amount of programmers that have finished a 3D title... Do we really REALLY need Max3D yet?
Anyway, well done guys, there are some good titles up there, hopefully, I'll not be too far behind! :P
Dabz
Yes, but look at how many people enjoy fiddling in Blitz3D, they just want to do the same in Max, finished game or not.
I'm personally not interested at the moment as I'm still stuck in retro land plus I think to make a proper 3D title (generally speaking) you need a big team or modellers, artists, animators, scriptor(?) etc.
I agree with Grey, making graphics for a 2D game is a huge task in itself let alone a full blown 3D one. Max 3D won`t make it any easier for those that cannot make their game in Blitz 3D already, if anything it will just cause more headaches in the art department.
Jason.
Max 3D won`t make it any easier for those that cannot make their game in Blitz 3D already, if anything it will just cause more headaches in the art department.
Erm, that's what I meant... Well, along them lines! :)
So really, only a handful of programmers will benefit in the pocket with Max3D, and the rest of us twiddlers will give BR grief because WE NEED SOMETHING TO PLAY WITH!!!!!!!!! Or something! :D
I see...
Dabz
;)
I agree though, it's not really ironic at all people using Blitz3D to make 2D games, I've done the same.
It's tough enough making awesome 2D gfx but 3D models is even tougher, not to mention that as soon as you introduce 3D dimensions, programming (and math) complexity rises significantly and Blitz can't do everything for you. And 3D gfx takes about 20 times longer to make than 2D (certainly to the quality we expect to see)
Look at the current ratio of 2D games top 3D games made in Blitz and also the ratio of completed games. It's probably like 20/1. With many of the best 3D games starting off and then never being finished.
If you've struggled to make a full flown 3D game in Blitz3D then you'll find it even tougher to make a game in BlitzMax3D. BMax is more like C++ like than BLitzBasic ever was. Especially if Blitzbasic is your first programming language and you've not used C before, the transition is tougher than you think.
Only the one completed Blitz3d project - PaceMaker - userbase is growing slowly but surely !!