Planning a Mobile Monetizing Course

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  • I hope its works, it's a very important feature ^^

  • Here is hoping!

  • Actually, I got a similar answer by email.

    It also includes a link about new C2 plugin.

    https://github.com/ludei/Construct-2-pl ... ll/1/files

  • Sweet. I will test it tonight.

  • Just compiled a project, I'll be testing on Droid and iOS in a few hours.

  • Here is hoping!

    Omg... They replied to you? I answered about this 4-5 times reply with them only replying once to say check back later, but I'll give those new files a test as well...

  • ArcadEd

    They said they're still working on this issue and "It will be live soon", so it may not work out. If u succeed, plz let me know

  • I didn't notice a change with the beta plugin. I'll keep messing around it.

  • Just wanted to give everyone a quick update on this. I had to put in on hold for about a week as my arcade was broken into while I was out of town, so I had to come to dealing with that. Anyway, my plan is to break this course down into smaller courses. 1. To keep the cost a little more reasonable and 2. I can put them out as they are completed, rather than trying to wait for the whole thing to be done. Here are my planned courses:

    1. Basics

    a. Setting up your screen resolution for multiple devices

    b. Exporting to use JS based ad networks like Leadbolt and LifeStree Media

    c. Getting you game out there to publishers using FGL.com, and emailing websites.

    2. Android and CocoonJS

    a. Google Play Game Services (Leaderboards and Achievements)

    b. In App Purchases

    c. Ads with Mopub + Admob (can be applied to other ad networks mopub supports)

    d. Preparing your game on the CocoonJS Compiler

    e. Compiling and testing your game.

    f. Setting up your game on Google Play

    g. Signing your APK

    h. Uploading your game to Google Play

    3. iOS and CocoonJS

    a. Game Center (Leaderboards and Achievements)

    b. In App Purchases

    c. Ads with Mopub + iAds

    d. Preparing your game in the CocoonJS Compiler

    e. Compiling and testing you game with Xcode

    f. Setting up your game in iTunesConnect

    g. Publishing your game to the app store with xcode

    Let me know what needs to be added and where.

  • Just wanted to give everyone a quick update on this. I had to put in on hold for about a week as my arcade was broken into while I was out of town, so I had to come to dealing with that. Anyway, my plan is to break this course down into smaller courses. 1. To keep the cost a little more reasonable and 2. I can put them out as they are completed, rather than trying to wait for the whole thing to be done. Here are my planned courses:

    1. Basics

    a. Setting up your screen resolution for multiple devices

    b. Exporting to use JS based ad networks like Leadbolt and LifeStree Media

    c. Getting you game out there to publishers using FGL.com, and emailing websites.

    2. Android and CocoonJS

    a. Google Play Game Services (Leaderboards and Achievements)

    b. In App Purchases

    c. Ads with Mopub + Admob (can be applied to other ad networks mopub supports)

    d. Preparing your game on the CocoonJS Compiler

    e. Compiling and testing your game.

    f. Setting up your game on Google Play

    g. Signing your APK

    h. Uploading your game to Google Play

    3. iOS and CocoonJS

    a. Game Center (Leaderboards and Achievements)

    b. In App Purchases

    c. Ads with Mopub + iAds

    d. Preparing your game in the CocoonJS Compiler

    e. Compiling and testing you game with Xcode

    f. Setting up your game in iTunesConnect

    g. Publishing your game to the app store with xcode

    Let me know what needs to be added and where.

    iOS In App Purchases, please include 'restore purchase', thank you ed, can't wait for this course

  • What about Phonegap and iAds or AdMob? You have much control compiling it yourself. If speed is not a problem it may not be as bad, at least I think

  • ArcadEd Will it include setting up of Mopub, admobs and Millennial Media? I tried following the tutorial (https://www.scirra.com/tutorials/781/ho ... astcomment)

    but the Mopub website is difficult to navigate without screenshots or explanation. Anyway, keep us updated! I can't wait for the course.

  • Smolli Phonegap is horrible for performance. If your game is a slide show or card game it may be adequate...

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  • Thanks a lot for this, I can't wait

    You should also add a guide on how to update your Android/iOS game.

  • BluePhaze I'll try to keep away from any DOM-Elements as to be able to switch over to cocoonjs or others if the performance needs it. For quick resolution tests on the simulator it's great though.

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