How to Fund Your Indie Game with Bitcoins and BitConnect

Funding a game

There are plenty of ways in which one could fund an Indie Game. Most of them require third party investors (Indie Fund), backers (KickStarter or IndieGoGo) or patrons (Patreon). You could even try the good old donation route (GoFundMe). Obviously you need a good idea, a well structured project and a business plan. You need to convince others that you're going to deliver a great game!

Those are all fine ways to fund your next indie game and they all share a low risk profile (at least for you, the developer). Low risk is desirable for most indie game developers, most of the time.

But then there might be another way. A very risky but potentially profitable one. One where you don't actually need to ask others for their money (given you have at least a small initial amount of money): Bitcoins and bitconnect!

Why would you want to do it?

You don't! In fact the very high risk profile of this kind of investment kinda makes it look like betting. You basically bet that the price of Bitcoins will keep rising.

Bitcoins and the underlying technology (the Blockchain) are spreading faster and faster. Banks, financial institutions and big names such as IBM (even the European Union itself) are looking into ways to invest in these technologies.

I don't care about the blockchain. I don't believe in the future of Bitcoin as a legit currency becoming legal tender. I just wanted to jump in for some quick profit. And so I did, this summer, investing a small amount of money in Bitcoins. And I got lucky.

I am still making profit but I got all my initial investment back, safe into my bank account. So in case this bubble blows up (and it will), I haven't lost anything but time (and actually gained some money in the meantime anyway).

Where do you get bitcoins?

You can buy Bitcoins with real money (bank transfer or credit/debit card).

It all starts with Coinbase or I usually buy Bitcoins from LiteBit via SEPA bank transfer. It takes up to a week for them to deposit the BTCs. Given the daily volatility and fluctuations of the BTC, whenever I need them immediately, I use Coinbase, which accepts credit and debit cards, effectively getting me bitcoins instantly.

Both of these websites require thorough verification of your identity, phone number, bank account and ID documents. If you don't feel comfortable giving away your details, don't use these services.

Earning 30% to 40% monthly with Bitconnect

BitConnect is another shady beast. It's a coin (the BCC) and an investment platform (or an elaborate scheme) working with its own coin.

Basically you deposit your BTCs from LiteBit or Coinbase (or wherever you keep them). Then buy BitConnect Coins (BCC) (they have an internal exchange for that) and then supposedly "lend them" to a trading bot which pays you back a daily profit of around 1%. That's around 365% yearly.

As I said the profit is daily. It means that they pay out every single day. And you can withdraw that profit.

Actually there's more. In fact you can re-invest that daily profit back into your initial lending to get back a compound interest (or lose all your money if the bubble bursts).

All this lending and profit is calculated in US Dollars (even if you'll be using your bitconnect coin balance). So if you invest, say, 1010$ for a minimum period of 239 days, you'll get paid around 1.1% daily... which means around 11$ each day (or 333$ monthly). Not bad.

It's working pretty fine for me and I have nothing to lose if it all goes titsup.

Personally I believe this platform will last until Bitcoin will last. The reason behind this is that it seems the bitconnect coin mimics the performance of the bitcoin. So as long as people believe in bitcoin, the bitconnect platform should keep on paying lenders their interests.

What to expect from bitcoins and bitconnect?

No one knows. This bubble will burst. We just don't know when. I'm trying to make some profit while I can and I reckon this is not the preferable way to fund a game dev activity, but it's the only one I could think of where I don't need to ask money to anyone. I own my money, I don't need to show my game to anyone and I manage my own schedule, features, work hours and whatnot. I take all the risks, with all the gains and all the losses. It's like a game... about funding a game... it's a bet.

Until it lasts, I'll have a sort of passive income.

Ok, you made profit... now what?

Same process in reverse:

  1. you should sell your bitconnect coins (BCC) for bitcoins (BTC) at current market price (at the bitconnect exchange).
  2. withdraw your BTCs and deposit them on either LiteBit or CoinBase.
  3. Sell the BTCs for Euros and cash in on your profits.

Let me know about your experiences or if you found a better way to generate passive income while you work on your game.

BTW if you want to donate BTCs, here's the address: 1Fd7tYv7jm9M8NGYzcSdmpFT4YR82oS7zF

Scaling up my game 4x without resizing a single sprite (GM:S 1.4)

So I was developing a low res game (480 x 270) in GameMaker: Studio 1.4. The moment comes when I need to test it on mobile. I create my APK, load it up on the phone and there it is... a horrible mess of graphic artifacts!

The camera movement was all jittery, the zoom effect made all the tiles look funny and overall it just felt wrong.

The problem was obviously the very low resolution of the game. The camera (the view), along with every other object in the game, can move only by whole "game pixels". That means that if you divide the actual display resolution by the game resolution (480 horizontal pixels in my case) you get the minimum "screen pixels" that any object can be moved/re-drawn. No in-between values are possible.

This is actually hi-res. Just scaled up 4x (background still old-size) - 1 game pixel is now 1 view pixel. But sprites are 4x bigger so they look low-res (fake it).

On a 1920 pixels wide screen, that's 4 "screen pixels" per "game pixel". So the camera (along with every other objects) can move only by 4 screen pixels at once and no less. This means jittery movement.

Since I wanted the camera to be able to move at least 1/4th of a game pixel, I had to upscale the whole game by a factor of 4... I had to go Full HD to keep my low res game enjoyable.

That meant resizing 175 sprites, move their origins, check their collision masks, resize the tilesets and backgrounds, adjust the speeds, re-make the whole levels and probably fix other bugs... unless...

Unless I used this code in the room start event of my controller.

global.game_scale = 4

// Increase the room size
room_width  = room_width  * global.game_scale
room_height = room_height * global.game_scale

// Object resize
    x = x * global.game_scale
    y = y * global.game_scale
    image_xscale = image_xscale * global.game_scale
    image_yscale = image_yscale * global.game_scale

// Tile resize
var num = tile_get_count();
for (var i = 0; i < num; i++;)
    var tid = tile_get_id(i)
    var tx  = tile_get_x(tid)
    var txs = tile_get_xscale(tid)
    var ty  = tile_get_y(tid)
    var tys = tile_get_yscale(tid)

    tile_set_scale(tid, global.game_scale, global.game_scale)
    tile_set_position(tid, tx * global.game_scale, ty * global.game_scale)

I also increased the view size by 4 (and resized the application surface accordingly) so the objects in the game looked exactly like before (size-wise). Now everything is 4 times bigger.

I still have to resize any in-game created instance and modify the speeds of some of my objects... but at least I didn't have to resize 175 sprites. Now the camera moves and zooms smoothly. Everything can move 1/4th of a game pixel without looking jittery.

Separation of Concerns in GameMaker Studio

I recently got into the (bad) habit of using just one single controller object for my games. It manages everything from input to video. The logic behind this was that the less objects GameMaker has to manage, the less resources it will use.

In principle that’s true. In reality, switching from 5-6 controllers down to 1 doesn’t make any difference at all in terms of performance. We’re not talking about hundreds of objects; we’re talking about 6. I mean… what was I thinking?

So I took a step back and returned to my old (good) habit of having multiple, distinct, autonomous and self-contained controllers. Each concerned only with doing his own thing.

These are my controllers now.

I’ll admit it: the Game controller is still somewhat generic; all the others define their own variables and run their own code independently. Data deals with game data like options and statistics. Video deals with app surface drawing, display resolution managing and view/camera stuff. Audio and Input are pretty self-explanatory too.

Log deals with the log console, but it will soon become Dev. A Development controller that enables development mode actions and tools like a debug console, a log viewer and so on. When a game is released, the Dev controller must be simply removed from the first init room.

The added benefit is that now I can export a single object into any other project, where and when I need it. That’s neat.

Touchpad three fingers tap as middle click and Drag and Drop on finger lift – no Delay – on Windows 10 (after creators update)

I rarely post about Windows tips and tricks but this one kind of saved my day, especially because drag and drop and middle click are vital features in the  GameMaker Studio workflow.

Three Fingers Tap as Middle Click

Let's fix the Three Fingers Tap behavior. I want to disable Cortana and enable the middle click button.

  1. Open the Start menu and type regedit. Open it (and give it all the authorizations it needs to make changes to your computer).
  2. On the left panel navigate to this location
  3. In the right panel search for Tap_Three_Finger and double click it. Set its value to 2
  4. Eventually check that the Tap_Three_Finger_Enable is set to 1.

No Delay for Drop when Dragging (drop on finger lift)

  • Again in Computer\HKEY_CURRENT_USER\Software\Elantech\SmartPad
  • Search for the Drag_Radio key.
  • Set its value to 2 to immediately drop on finger lift.

Done. Now the three finger tap will be a middle click and the drag and drop will be instantaneous.

Fuzeboy – Status Update – [9 AUG 2017]

As some of you might know, Fuzeboy’s project scope changed considerably during its development. There’s been an overhaul of features, specifications, goals and deadlines.

A small mobile game…

Originally thought to be a quick mobile only game, we then shifted our vision a bit to make it playable on desktops as well; now we decided to abandon the mobile world altogether to focus exclusively on the Desktop platform.

This opened up a ton of possibilities as we’re not limited to touchscreen inputs anymore. The very essence of the game changed, as we made changes to game mechanics, enriching and expanding the world of Fuzeboy.

This is the tower with the locked doors… very mysterious…

Fuzeboy’s going to be a full fledged, complete platformer game for desktops (Win, Linux, Mac) but we’re not yet ready to show anything new to the world as I’m rewriting it from scratch in GameMaker Studio 2 while Darftey is reviewing (and adapting) all of the graphics.

We’re also starting a new project. Not because we suffer from shiny object syndrome (basically a disease of distraction) but because rewriting Fuzeboy from scratch, made it possible for us to reset our mental state.

Although far from a possible Fuzeboy-induced burnout, our mental state was then set for something new; different. That not only applied to Fuzeboy, but to both of us as a game development team. We took a step back and looked at our future as team Blocksword. And we saw things…

As we reviewed and re-started Fuzeboy, we reviewed our plans, projects and priorities as well. And we saw this…

Here’s a small teaser GIF

Due to the overwhelmingly positive feedback we received, we’re now thinking about making it our primary focus. We’re also considering funding as I didn’t plan to live off of my savings for this long without publishing a commercial title.

Two projects, two options

Should we decide to crowdfund the new game, we will have to define a clear project scope and commit exclusively to that for the time it will take to ship it. In that case the development of Fuzeboy will be put on hold (let’s say we will change it’s queue priority). As of now this is the most probable scenario.

Should we decide to keep going without funding (or fail at funding), we’ll suffer from a bit of a slowdown. I will have to seek a part-time job (or something) while working on both games at our discretion (we would have zero deadlines and relatively more freedom in the way we manage and evolve our own projects).

All of this might annoy someone; especially those who were waiting for Fuzeboy anytime soon this year. Especially if they were waiting for a mobile game. We know it and we don’t like when people get annoyed because of us; we will make up for it.

In conclusion

To sum it up: we’re working on the new Fuzeboy while defining the scope of this second project and defining the resources we need to allocate to each of these projects. Just know that we could completely shift our focus toward this new RPG game very soon (we’re evaluating feedback).

Sprites with different images dimensions in GameMaker Studio 2

When you try to import multiple images into a single sprite in GameMaker Studio 2, you could end up with unexpected results. Specifically, if the images have different sizes (width and height), the sprite size will be equal to that of the largest image, but all the other images will be imported stretched to fill the canvas (effectively ruining the sprite).

Continue reading Sprites with different images dimensions in GameMaker Studio 2

Advanced Animation Control in GameMaker Studio 2 – Method 1

Let’s say that you have a sprite with a complex animation (i.e. variable frame rate). As you can see from the following image, each frame will play at a specific time (I use a simple Photoshop script to export the frames, I’ll write an article about it later).

This is the folder’s content, exported from Photoshop. File naming scheme is important.

Continue reading Advanced Animation Control in GameMaker Studio 2 – Method 1

OpenGameArt and Patreon

Today I made my first contribution to the website.

(opens external link)

It’s a simple edit of Michele “Buch” Bucelli’s sci-fi interior tileset. I adapted it to be used in GameMaker Studio 2 with the 47-tiles autotile feature (I needed it for a personal project of mine).

I’ve also opened a Patreon pageYou can directly support my writing and game development projects there.

Scale 2D pixel art games using surfaces to avoid pixel decimation in GameMaker Studio 2

Much has been written about resolution scaling in pixel art games. It usually comes down to this simplistic rule: always resize 2D games by integer values (2x, 3x, 4x, 5x, etc) so pixel art will always look correct.

I wrote that myself; to make a good looking low-res pixel art game on modern monitors, you should stick with a 384×216 resolution and scale it up 5 times to get a perfect 1920×1080 (1080p) game.

That’s still true-ish. But the problem I was trying to address wasn’t pixel distortion. It was pixel decimation. Let’s see how to solve it using any resolution you want to use. Continue reading Scale 2D pixel art games using surfaces to avoid pixel decimation in GameMaker Studio 2

GameMaker Studio 2 Linux Configuration

This article will guide you through the setup of a Xubuntu 16.04 LTS Virtual Machine to test, compile and run your GameMaker Studio 2 projects on Linux.

I’m choosing Xubuntu instead of Ubuntu simply because Xubuntu is less resource hungry (and my notebook is 5 years old). The resulting package will run just fine on Ubuntu machines as well.

Continue reading GameMaker Studio 2 Linux Configuration