Artpunk's Forum Posts

  • Interesting?

    I also write and sell books and ebooks and I was going to publish on Amazon but they wanted exclusive publishing and I publish all over the world through different outlets and my own website so there was no way I would do that and then it turns out one of my other independent publishers sells through Amazon so my books ended up on there anyway without me doing anything lol!

    I don't see Amazon as a prime target for game developers. Too many free games to compete with and it won't show up in any searches so you have to advertise it yourself.

    The small amount of experience I have with the Amazon App market does seem to match your view. Like I said I had literally zero downloadson Amazon, while in the same period of time I had maybe a thousand installs from GooglePlay and tens of thousands on iTunes... so clearly there is no traffic on the Amazon App Store. I even tried out their advertising to try and promote the game within Amazon and that generated no sales and cost too much compared to AdWords.

    Hey, Im interested to hear about your books. What kind of books do you publish, I don't see them linked on your website? If you don't want to reveal your genre or whatever thats totally fine.

    I published a print book on Amazon CreateSpace and I sell that on Amazon. Again its not exclusive though, I also have the same book published on IngramSpark as well.

    Self publishing books is lucrative! I have plans to publish more in the future when I have time! Too many irons in the fire at the moment!

  • Well, I had my app on the Amazon market for a while but it wasn't exclusive there, it was also on iTunes, GooglePlay, Win App Store. Amazon allowed me to publish it, but the game got no sales whatsoever.

    So I decided to try Underground. I had to delist the app and make a new listing, reupload etc.

    And as far as I can tell with Underground, while it doesn't have to be exclusive to their market they DO want it to have features that make it significantly better than versions available on other markets. Or alternatively I think they will accept it if its a paid app on other markets.

    In my case, my game was a paid app on WinAppStore and free with ads on GooglePlay and iTunes. So I was hoping that by removing the ads and pointing to the fact it was paid on WinStore, that would be enough for them to approve it. But nope! They said I need to add something to the game to make it eligible for Undergound such as 'extra levels'.

    I might get to it in the future as an experiment.

  • Nice write up lamar Very useful info! Have you experimented with Amazon Underground? Had any luck? I tried to get my game on there but they have some requirements about the game needing to have additional benefits that make it better compared to versions of the game on other markets. For example by adding additional levels or something similar.

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  • God bless my brother, thank you for all this valuable info that I'll keep in mind!

    Much success to you, I hope you release a Steam version of Cluckles with tons more of content!

    Oh one more thing, I noticed you have the "white screen" splash issue, if you want to get rid of the "white screen" just after the launch, add this plugin to the config.xml file:

    <plugin name="cordova-plugin-splashscreen" source="npm" />
    	   <preference name="AutoHideSplashScreen" value="false" />
    	   <preference name="ShowSplashScreenSpinner" value="false" />	[/code:11h5tngh]
    
    Peace!
    

    I just checked, and yeah I guess there is a white flicker on startup. Thats probably always been there but I never worried about it because it didnt seem too serious. But I should fix it. Thanks for the code, Ill put it into the next update.

    The Steam version is on its way, not too long now. It has controller support and a new game mode: Speed Run

  • Hi DonRIF Ok so that gets handled by the iAP plugin (I'm using Cranberrygame's iAP plugin in Cluckles' Adventure).

    It goes something like this. The user's purchase is stored in their account in iTunes / GooglePlay.

    Then when the game is launched you need to have events that check for previous purchases and then restore those purchases to the game if any are present. This works even if the game is uninstalled and all the games data removed from the device. When the player reinstalls the game in the future, upon launching you can check the players previous purchases on their account, then restore them to the game.

    I do this check and restore right at the beginning of the game when the title screen is visible.

    Actually the 'purchase restore' process took a few attempts to get through the iOS approval process. They wouldnt approve my game unless I also included a 'restore purchase' button. So users can actually manually restore their purchases. But in my game the button isn't even needed, because the restore happens when the game is launched, I just had to include the button to make the reviewers happy. The Android version of Cluckles doesn't have the purchase restore button as it's not needed.

  • Already tried the "Set width; Set height" actions, found inside the NW.js plugin?

    This is what I was looking for. Thanks TheRealDannyyy

  • Hey I'm new to working with nwjs and I have some questions about how to manage display size.

    Is it possible to resize the game window from in the game, from a settings menu for example or alternatively on start of the game?

    Just say my game's window size is 240 x 160. Can I make the game window scale up to be 720 x 480 for example?

    I thought 'Set Canvas Size' might do it, but it doesn't change the size of the game window.

    It seems like, the only way I can resize the game window is by using the mouse to drag out a corner. And beyond that I can have the game open at its set window size (240 x 160) or fullscreen via the Browser > fullscreen action. But I can't specify a different window size?

    Is that the deal, or I just havent found the right tutorial yet?

    I had plans to make a 'Display Settings' menu screen, where the player could choose from preset sizes like 720x480, 1200x800... that kind of thing, and the game window would resize accordingly..

  • Hi TheRealDannyyy Thanks for the the link to your roundup. Great info!

  • I know this is an old thread, just wanted to check if Resource Hacker is still the best way to swap the default nwjs icon for a custom icon?

    Ive only just started playing with NWjs for the first time, to get my game on Steam... so I need to learn all the little quirks etc.

    Just wanted to thank everyone who posted here. The capx's, links and discussion in this thread totally helped me fix my crappy attempt at a scrolling window! Awesome thread!

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  • So I want to have an APK of KlangM ready for GDC, but intelXDK and cocoon are both giving me issues. Doesn't seem to work. This process of uploading my game to an external server for it to compile a build is rubbish imo. I am delighted to read that C3 will provide solutions for this (when btw?), but until then I'm wondering if anyone have any pro-tips about getting a working apk exported? Most tutorials I follow result in broken builds that either doesn't install or crashes on startup.

    Thanks

    What are the issues ur having with XDK? Which plugins are you using?

    Youve probably done it already, but youve looked at the error log that XDK gives you? I was able to get to the bottom of a few problems with XDK by looking at the error log then Googling for whatever error presented. Most times people had posted about the same error either here or on the IntelXDK forums.

  • Bump. Has this finally been fixed?

    I have Cranberrygames iAP plugin working on both Android and iOS.

  • For iAP I was never able to get the offical iAP to work properly. I swapped to the Cranberrygame iAP plugin and was able to get that working pretty quickly.

    As for AdMob, I have never tried the official C2 plugin. I use the Cranberrygame Charboost plugin for ads and its working well (at the moment anyway).

    As for your black screen issue. Id just be systematic about testing it. You said you got a successful build recently. Remove everything you added since that build. Then just go one step at a time. Add in your Admob plugin, do a test build to see if it works. etc. Just add one thing at a time and test it. Hopefully that would allow you to identify what is causing problems.

  • UPDATE: Switching to v1.6.1 WORKS!!!

    Happy to help.