Download FFE (Free Fighting Engine) (a.k.a kof91) for free. 2D Fighting Game Engine, like Street Fighter, you can edit anything and make your own game or use the defaults backgrounds & chars,etc. It uses the Allegro Library.
Daniel Esteves is an Asset Store publisher who is all in. His assets are not a byproduct of his game development process. He actually enjoys building tools more than building games, just as we do. And he’s got some advice for people who are itching to make it their living as well. He used to create Flash games and built an independent game studio that had some success with an MMO card game on Kongregate. After a few years of updates, however, the revenue dried up. When searching for a new camera system for yet another update on the game, Daniel came across Unity and the Asset Store.
He immediately fell for the possibilities of rapid prototyping: “Suddenly, I could see how to do so many small things really, really fast. I was like a kid in a candy store. I just thought “This is sooooo cool!” And I bought all these assets.” Then it hit him. If there are other enthusiasts like him around, it must be possible to make a living out of this. Around the same time, he sold his share of the game studio, so he could afford to spend some time developing an asset idea.
“Since I already had a passion for fighting games and there was nothing like it available in the paid market, I decided to invest my next 8 months working on a 2.5D fighting game toolkit called.” UFE launched on the Asset Store in December 2013, but Daniel started pitching the idea to potential customers a long time before that. And he’s advising others to do the same: “Before going too deep into development, pitch the idea in the Asset Store forum as a (Work In Progress) thread. Introduce yourself and your qualifications before introducing an idea. As you progress in development, post news, screenshots and videos.” This is a way to get some true fans, people who will provide feedback, open your eyes to new ideas and spread the word about your asset.
Since the release, Daniel has been working on updates and customer support, eventually hiring two freelancers to help him with development. He’s still getting lots of support queries, but it helps that he makes sure the documentation is up to date. “If you are a coder, document EVERYTHING. It will save you countless hours of support.
Of course, you will always have the occasional “TL;DR” customer, but trust me, you are mostly dealing with highly intelligent, adult people. If you have it well written somewhere, most customers won’t bother you. If you are a modeler, organize your files the best way you can. And of course, always give them something to look at (a video or a web demo).” That said, he knows that customer support pays off. Daniel uses the Asset Store section of the forum as a public QA and a website, which saves him a lot of the hassle of answering similar questions multiple times through email. And he knows that people reporting bugs and asking for specific functionalities have helped to mold his product into something better.
One of his most prominent customers is the guy behind Kings of Kung Fu. With a very small budget, professional 3D modeller and animator was been able to put together an alpha build of his dream game, recreating Kung Fu scenes from classic movies. It’d be useful to have some insight into what sort of assets are providing a living for their developers from what I’ve experienced I think it may mainly be those with higher-priced items, mostly like the editor extensions. But I might be wrong, it could be popular scripts or certain 3d assets etc. Some kind of graph of ‘what sells’ would be useful, but I expect that would be too revealing for Unity to share even on a per-category basis?
I do agree about needing to come up with something that is unique something some portion of the audience finds hard to do on their own like maybe targeting newcomers or those in a niche. Then you’re basically selling your expertise and doing various magic that your buyers can appreciate and find useful.
Also the polish and documentation and support is important. But also the demand has to be there, you can’t expect to make money from something that only a few people are looking for. I’m not strictly refering to scripts here, since the asset store is quite large. Although, something being hard to recreate doesn’t mean it has to be a nightmare to implement. What I mean is, ask yourself how many people you think could create what you created. If you believe alot of programmers could, then you probably shouldn’t bother with it.
The common practice nowadays is to base the product on what the current demand is, and not to push a product and hope there’s a demand for it. Knowing that, say you want to release X, but X is relatively easy to create for a knowledgeable programmer, you should expect the market to be flooded with X’s, and thus, you should expect X to be of lower value. Now, say X is hard to recreate, X requires a certain expertise. You can expect a lower number of competitors, and you can expect its market value to go up. This is what I mean by rarity. While, by hard to implement, I am refering to the documentation and after-purchase support provided to your customers to ensure positive ratings. Of course, some assets may be harder to implement due to their nature/complexity.
Therefore, your level of documentation shouldn’t be universal but proportional to your asset’s complexity. I hope this makes more sense.
Contents. Origin of designation The combat platform is formally designated as 'prospective family of heavy unified battlefield platforms'. The name 'Armata' derives from the plural of the Latin word which refers to weapons of war, and was an old Russian word for 14th century guns; it is also the plural of the ancient Greek word 'Arma', meaning 'chariot' or in modern Greek tank.
This was wrongly transcribed as 'Armada' by journalists on several occasions. Development The Armata combat platform has been under design and development since 2009 by headquartered in. Prototypes of heavy armored vehicles based on the Armata combat platform were presented at the defense exhibition Russian Arms Expo in Nizhny Tagil in September 2013. In November 2014 trials of the variant were under way. The first vehicles of were shown to the public in the, with a batch of 32 to be delivered to the Russian Land Forces during the same year. Russian media has previously stated that mass delivery will start in 2015 or 2016. A total of 2,300 MBTs were expected to be supplied by 2020, modernizing 70 percent of the Russian tank fleet.
The Uralvagonzavod plant was expected to roll out around 500 tanks per year. In 2017, the order was scaled back to a test batch of 100 tanks by 2020, with the program extended to 2025. At a 2015 Moscow Victory Day Parade practice drill run on the Alabino training grounds several types of armored vehicles described as various Armata models appeared with their turrets covered. Russian Defence Ministry signed a long-term contract for delivery of tanks and heavy IFVs on the Armata basis. Serial production of the Armata Platform's ceramic armor components began in mid-2015.
Design Russian Lieutenant-General Yuri Kovalenko states that the 'Armata' combat platform will utilize many features of the tank, of which only a few prototypes have been built. In the main battle tank variant, the ammunition compartment will be separate from the crew, increasing operational safety while the engine will be more powerful and the armor, main gun and will be improved. According to preliminary reports, the new tank designated will be less radical and ambitious than the canceled ‘Object 195’ or T-95. It will weigh less, therefore being more agile and more affordable when compared to its more ambitious predecessors.
Additionally, the, and will be able to equip the same 30mm. The tank will have an unmanned, remotely controlled turret. It will be digitally controlled by a crew-member located in a separate compartment. It is believed that this would eventually lead to the development of a fully robotic tank. The vehicles of the Armata platform will be equipped with the radar and other technologies found on the. They include a radar (26.5–40 GHz) based on. The devices should be ready by 2015.
The Armata will use a new type of lightweight armor designated 44S-SV-SH, developed by Steel Scientific Research Institute enterprise. This armor does not lose its qualities when used in extremely low temperatures, which may indicate an interest in using the tank in conditions. The Armata tank will have a remote weapon station turret and an automated control system, with the crew protected by an armored capsule. It will have an externally mounted 125 mm gun with 32 rounds of ammunition; in addition to tank rounds, a new laser-guided missile able to be fired from the main gun with a tandem Kornet-D (or better) anti-tank or anti low flying helicopters warhead with a range of 7,000–12,000 m (23,000–39,000 ft).
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The secondary armament will consist of a 30 mm cannon and a 12.7 mm machine gun. Variants External video.:. Industrial designation 'Object 148'. Industrial designation 'Object 149'. BREM-T T-16:.
Industrial designation 'Object 152'. BMOP 'Terminator-3':.: However, the 2S35's on display during the 2015 Moscow Victory Day Parade and its rehearsals are not actually built on the Armata platform but rather a six-wheeled platform that appears to be a derived chassis.
Projects. USM-A1:. BMO-2: Heavy for flamethrower-squads. BM-2: Large box-type multi-barrel rocket launcher for the TOS-2, similar to Buratino. TZM-2: Reloading vehicle for the TOS-2. PTS-A: Tracked.
A which uses the or the. Operators.: The first batch of Armata tanks and heavy personnel carriers has been manufactured and included in Russia’s 2015, with 20 units issued to troops for hands-on training.
See also.