Go on, ask me anything.

He also posted this on Twitter

[quote]I’d love to open source the Steampuppy API but the actual Steam SDK is under NDA - but if you’ve signed the Steam NDA then you can have it!
[/quote]
Just a legal issue =P

Indeed. I won’t distribute it, but I will give it to Valve to distribute which is probably easier.

Cas :slight_smile:

I ask you to look at my error with Kryonet in the networking & multiplayer forum.

Sorry, never used Kryonet before.

Cas :slight_smile:

Lawl.

is sex the best thing in the world?
if not:
is sex with the best thing better than just the best thing?

we are talking about this offtopic in another thread, but how do you create mac-installers / how do you distribute a game on mac - what do you need
when using linux I would actually just write the one line to start it and save it as .sh for them to run, works fine - also I assume linux people know a little… of course packages are an option
windows stuff - well you might explain it, but private jvm and installer is not complicated

but I have little experience with mac - although I saw that all the terminal command are the same, and thus my “shell” script file ran on mac aswell
however I don’t assume mac users operate the terminal or anything - so how do you create some simple installer / executable / whatever ?

For Mac, just download the free developer tools and then use the JarBundler app that comes with the utilities. Super easy. You need a Mac to use it.

Alternatively, just find or ask for any app made using this tool, and edit the stuff in the app (it’s just a folder with various resources) which is super easy.

oh wow, nice
gonna try it

I have a question about a problem I have dealt with for some time now, have posted it here:

http://www.java-gaming.org/index.php/topic,25178.msg216307.html#msg216307

So how well is selling ROTT now after being released for some time?
How much of that are Steam sales?

And whats going on with your all new game ?

Well, since you ask, here’s the Steam stats:


Puppy Games lifetime revenue	                $508,248
Puppy Games lifetime Steam units	              85,756
Puppy Games lifetime retail activations	      249,689
Puppy Games lifetime units total	             335,445

We’ve started on the new game now…

Cas :slight_smile:

That’s pretty good, very good I’d say. Congrats :slight_smile:

Haha, I only made a wopping 2000$ altogether with all my games until now. :yawn:
Too much fun making them, too little skill selling them 8)

Congrats to your success though.

Wow I didn’t expect you to share actual numbers.
I just read the ROTT thread, when it first came out, you sold like 5 units a day.
So I was kinda wondering.
I guess sales of mainstream AAA games are different than indie games, where, with indie games the sales go up over time kinda
and AAA title sell the most in the beginning.

We’ve also made about $220k from Humble Bundle Inc and $39k direct from Revenge of the Titans alone.

All this cash means we’ve got enough money to slug it out for another 2 years working on the next game. Which had better make as much money or we’ll be up a certain creek without a certain instrument!

The next game is now definitely going to be the Battledroids game, a game of epic autonomous robot battles across a giant world.

Cas :slight_smile:

Right now we make about $100/day net after costs - sales of the Ultrabundle just about pay for our meagre advertising, the servers, and company running fees, and the $100 is what’s left after Steam’s cut. I expect this to dwindle over the next year to virtually nothing - ask again in 6 months :slight_smile:

Cas :slight_smile:

$100 a day, that’s enough for food, cardboard house, and laptop with internet access. What more does a indie game developer need? ;D

Ah, but it’s 3 indie game developers, and a family too, not just me :wink:

Cas :slight_smile:

In my country scale, with $100 a day I’ll be called rich ;D Can also have more than one wife too.
In split of three, it’s still enough for a small family here.