BadMario's Forum Posts

  • Isn't that the way it's supposed to work.

    If I could have a review plugin ( "native" as you call it ), I could just go if ( rating < 4 ) { rating = 5 } else { rating = rating }

  • Well, I know, adsense for games is the same thing they had back in flash days, now it's html 5, but apparently you need 1,000,000 monthly impressions to qualify.

    I have no idea how strict that requirement is, but I used to get more than that back in flash days, so maybe I can go for it again. It's not the same as having ads inside the actual game, but it definitely is better than nothing which is what we have right now.

  • It also depends on what kind of Software you have.

    Softimage + Species = awesome,but those geniuses at Autodesk killed it off. This is one example where I can say, luckily it wasn't subscription, so I can still use it.

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  • You are thinking of MochiMedia probably, then there was and still is CPM Star. No, there isn't anything like that for HTML 5 games. Compared to Flash, overall, HTML 5/games is bullshit, still is after all these years.

    You will have to find a workaround. Google does not allow adsense in iFrames, so you can only do that on your own web site ( adsense around your game ), but CPM Star ads could be displayed on top or Construct 2 exported game, or iFramed within that and depending on how your game is distributed it could work close to those Flash games. That is what I will be looking into soon.

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  • [quote:18kr9e58]If you need to explain how your game works in less than 10 seconds, then you need to re-think your UI design

    No I don't. It depends on a game. Simple games can be explained easily, if you want something different and more involving, sometimes there is no way around it. You need to have instructions.

    [quote:18kr9e58]A game with well designed UI doesn't even need words or text to describe the mechanics of a game

    Really, so if I do a soccer game with 10 different ways to kick and curve the ball, you will not need instructions on how to do it?

    What you are saying works for casual stuff that you can play braindead. Nothing wrong with that, but not all games are like that.

  • You tried to sell a license to them or just get them to add it to their sites? Kongregate, as far as I can remember requires nothing special, anything can be uploaded.

    Well, first thing one will notice is that graphics are not good enough. These days most games have dedicated "art guys working on that". Also it wasn't exactly clear how to add defenders/towers. Instructions are the worst part for me, I hate working on them because nobody reads them so you have to treat them like idiots and explain through some kind of tutorial level. Sometimes even great games can be perceived as bad simply because people give up if they can't figure it out in 10 seconds, yet they do not want to read instructions. And it's not necessarily game's fault. Not everything can be: "hey tap/click here, and keep tapping"

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  • Games are supposed to be HTML 5 so I'm guessing just regular HTML 5 export

  • It can't be that challenging keeping up with all that. They spend 10000 times more time on things that make little or no difference to most Construct 2 users.

    These things ( monetization ) make a big difference

    I am not questioning whether your memory is correct, but whether they understand what really counts. I like Construct 2 quite a bit, but must say that I am pretty confused with their attitude towards this.

  • [quote:3s7vknsn] I wonder if Scirra feels like they dont want to be responsible for the monetization features of the facebook plugin for similar reasons to what they cited re the original C2 Admob plugin? ie they think that keeping it maintained will require too much work to keep up with whatever frequent changes facebook makes?

    Well, that is as much a part of any game development platform as physics or behaviors.

  • Sure, but if people play games full screen then it can't be done, and these days most portals have that option and I want to give it to my players too.

    CPMStar / Flash combo was perfect. After the preloader ad, you could use same ads reloaded and repositioned after each level or end game, move them to the side or under the menu. That way player would see the ad, but did not need to wait for it to finish playing ( unless you specifically enabled full coverage video ads ) . Play again / Continue menu was always there next to ads. Best of both worlds.

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