cioclod's Forum Posts

  • I'm ready to publish my new game and compiled it using Crosswalk 14 in Intel XDK.

    Trust me when I say, I AM 100% SURE that it's not in "Shared" mode, so that's out of the window.

    On my phone the game installs and runs properly without the image prompt you see below.

    On my tablet, however, this dialog appears (img below).

    The size of the game is around 30mb, so it's definitely not in shared mode, and im using the same APK for both the phone and the tablet.

    Is intel XDK or crosswalk shoving down our throats this mandatory runtime?

  • Hi!

    This looks like a wonderful game, and an ideal candidate for something which could be ported to Facebook

    I will try and email you now, but if you are reading this, please consider contacting me for further information on how we can work together to optimise your game for Facebook success. Thanks!

    Hey, thanks for the message. Do you have skype where we can do faster communication?

  • Noga

    cioclod

    Working on the Appodeal plugin now.

    Thanks

    They sang,

    I finally managed to integrate the appodeal SDK myself and launched the game with it. You can check it here in action: https://play.google.com/store/apps/deta ... ntumbounce

    Still, I would love it if you could make a plugin that also does callbacks and that we can use without having to push javascripts through the C2 browser.

    Anyway, can't wait for the plugin <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • > Because even with so low ecpm, it's still better than other networks. I've tried charboost (worst network ever), adcolony, revmob, addbuddiz.

    >

    Ha, I was just about to change from AdMob to Chartboost. I like that AdMob has high fill rate, but other ad providers have nicer interstitials, games only and AdMob lags for a split second when making request for an ad (haven't tested others).

    For how long have you been using other networks? I've read it should be over a week with 100k+ impressions to see comperable results.

    I used chartboost for 2 weeks. Generated around 120k impressions (in analytics) and only 20k impressions in chartboost ads. So their fillrate is absolute shit. Also, because they only advertise on a CPI basis (cost per install) you get zero money if people don't install the apps promoted. And people WILL NOT install the apps promoted because they are the same ads over and over again. And the games promoted are all very large in size, 200mb+, so LESS people will install them. The CTR on the interstitials themselves is VERY high, around 11% CTR. However, install rate is very low, less than 0.1%. And you only make money on installs.

    I also tried their "rewarded video" program. I generated only 2k completed video views... made $23. The cost per completed video view is around $0.01. The player has to watch an entire unskippable video... and then you get a shitty $0.01. Completely not worth it.

  • > I have used admob for the past 5 months. Made 800k AD impressions out of which I made $320. That's 0.4ecpm.

    >

    That's really low , why do you stick with AdMob?

    Because even with so low ecpm, it's still better than other networks. I've tried charboost (worst network ever), adcolony, revmob, addbuddiz.

    Now I want to try appodeal, all user reviews seem amazing and I trust them because they can't scam you. They do instant payouts, so the money I make today I can withdraw tomorrow. If they don't pay, I just pull the plug on their ads. I don't have to wait 60 days (like other networks) to see if they pay.

  • if your doing your game as html5 and export with intelxdk you wold have access to the files and then you could integrate their code manual in the offline Apache or JavaScript or where it needs to go if its a short embeddable code such as HTML it wold work by adding the JavaScript in the proper file using <script> code</script> usually in beginning of an HTML index or smth but the idea you have its good, more networks to gain ECPM but i doubt they pay more then actually admob witch gives you 77% of the revenue even if its lower ECPM

    with this kind of networks is penny upon dollars, the right way to go is admob plugin and that's it its a matter of how popular your app is, and how you place the ads, interstitial or normals

    here is a linkfor admob plugins for cordova and ejecta and other useful stuff if you need them

    Thanks for the reply.

    The code they need is JAVA and not JavaScript, so it's useless to place it in the index.html file right?

    This is the code that I need to initialize on the start of the app:

    String appKey = "fee50c333ff3825fd6ad6d38cff78154de3025546d47a84f";

    Appodeal.initialize(appKey);

    As you can see, it's JAVA, not JavaScript. Where would I place this code?

    Without going too offtopic: I have used admob for the past 5 months. Made 800k AD impressions out of which I made $320. That's 0.4ecpm. Excuse my french, but that's crap. 800k ad impressions it's not a huge number, but I'm seeing a lot of people reporting eCPMs, on other networks, up to $8. Even if I had an eCPM of $3 I would be extremely happy. So I'm looking for alternatives. Oh, and trust me, i tried all banner positions, all interstitial placements and durations etc. Tried them all.

  • I want to integrate Appodeal's ad network (new network with highest eCPM on the market right now, around $10 ecpm). They already created the cordova plugin and I managed to use it when building through intel XDK. However, I don't know how to initialize the Appodeal SDK.

    Here's their documentation (click on phonegap): http://www.appodeal.com/sdk/

    Apparently all is needed to do, after importing the cordova plugin, is to initialize the SDK by calling this code:

    String appKey = "fee50c333ff3825fd6ad6d38cff78154de3025546d47a84f";
              Appodeal.initialize(appKey);[/code:27e5urhq]
    
    However, that is JAVA and not JavaScript, so I have no idea where to place that in order to get called when the user starts the app.
    
    If I can get the SDK to initialize then I can call the ads by using Execute Javascript within construct 2 (for example: Appodeal.show(adTypes); ).
  • As the title says. I'm willing to pay money for a C2 plugin that is able to initialize their SDK and to call the ads.

    They already created the cordova plugin, all it needs now is to use it in construct2.

    Here's the integration documentation: http://www.appodeal.com/sdk/

    They have the highesc eCPM on the market right now (around $10 eCPM) and they serve all major ad networks from a single SDK (unity, admob, chartboost, etc).

    I'm willing to pay someone to create this plugin or at least help me in integrating it myself.

    Things I've done so far:

    • Imported the cordova plugin through intel XDK without errors.
    • Called the ads through construct 2's Browser Execute Javascript (they don't show because I didn't initialize the SDK).

    Where I'm stuck:

    • I need to initialize the SDK on the start of the app. However I have no idea how. They provide this code:
    String appKey = "fee50c333ff3825fd6ad6d38cff78154de3025546d47a84f";
              Appodeal.initialize(appKey);[/code:27i8duet]
    
    This code is JAVA not JavaScript so I have no idea how to initialize it.
  • Played it. Awesome graphics and looks really polished.

    I'm not a fan of platformer games but your caught me. The best of luck and a 5star rating from me

  • Rated 5 stars. Good game, nice graphics, sounds and gameplay.

    - How fun do you consider the game to be on a scale of 1 to 10.

    8

    - How is the performance? Does it run smooth on your device?

    Smooth on Samsung Galaxy S III, but I never have a performance problems on this device. I'll test your game again tomorrow on Samsung Galaxy Tab 3, where every non-native game lags.

    - What's your opinion on this "pay model".

    It's a bold move and it might work. How does it look like so far?

    - Any suggestions or critiques?

    I didn't like only one thing. I cover my view with fingers when dragging power and aiming.

    Hey Noga, thanks a lot for the feedback and for the rating.

    To answer your questions:

    The pay model: Before developing the game I knew that I won't be making any big money from this pay model. I've read that only about 2% of people actually donate, so I knew from the start that unless the game becomes crazy big (millions of downloads) then I wouldn't be making any real money. That being said and known, I still wanted to try it out and see how it works.

    Here's the breakdown so far:

    • Only 2.3% of people donated.
    • Out of those 2.3% the majority decided to pay the minimum amount ($0.99), which is still better than nothing.
    • 98% of the people that donated are from US, while US being only 50% of the userbase. It appears Americans are more inclined to pay than any other country.

    Marketing:

    • The game right now has about 3k downloads. You say those download numbers are nice. I don't consider them nice at all considering you need tens of thousands or hundreds of thousands to make any money (regardless of pay model: ads, donations, iaps).
    • The game is now getting around 200 downloads / day organically (from searches).
    • Initial marketing, if you can even call it that, was done through reddit and xda-forums. On xda it was featured on their front page which got me around 500 downloads in that day (I was expecting more to be honest, they have millions of visits / day). The other was reddit. The game was on the front page or /r/android with around 120 upvotes. From reddit 450 downloads came and a big bunch of good reviews.
    • So, from my "marketing" I gathered around 1k downloads. The rest of 2k downloads came from the store itself and from people sharing the game because they liked it.
    • Even with 3k downloads now, the game is nowhere to be found on the playstore other than searches. It doesn't appear in the "Trending" category, and on spot 80 on the "top new" category. I don't understand how their algorithm works but I see games with 500 downloads and 20 reviews being in these categories, while my game is nowhere to be found.
    • I expect the game to reach around 5k downloads and then disappear into an sea of apps without anyone ever finding it again. Same thing happened to my 3 other games. Initial download spikes of around 2k, then a fast death. So, I'm either doing something wrong after that initial spike, OR , unless the game goes viral after the spike, there's no chance to recover.

    Bottom line, indie devs we are pretty much fucked when it comes to marketing. Either dish out thousands of dollars on advertising, or hit the lottery like "Flappy bird".

    Did you release any games?

  • Nice

    Awesome, I'm glad you like it!

  • Get it here:

    https://play.google.com/store/apps/details?id=com.ovgames.quantumbounce

    Hi there, my newest game, which I have just released, Quantum Bounce, is a combination of puzzle and arcade with an emphasis on aiming and timing.

    Weekly Update 1: Added 10 new levels and fixed several bugs.As the title mentions, the game features NO ads and no IAPs and you can pay what you consider the game is worth or pay nothing at all. We all know how annoying and intrusive ads are and how so many new games push the "freemium" model. Instead of doing that, I wanted to try something new and release the game completely free with the possibility to donate whatever amount you think it's worth in order to support me in creating future games.

    I have worked almost 2 months on developing the game to reach a polished state that you can see once you play it. From the beautiful music and sounds effects by Nigel Good to the simplistic and clean graphics, Quantum Bounce, creates an enjoyable experience for both casual gamers and the more seasoned ones.

    I would love to hear your feedback on the following:

    • How fun do you consider the game to be on a scale of 1 to 10.
    • How is the performance? Does it run smooth on your device?
    • What's your opinion on this "pay model".
    • Any suggestions or critiques?

    I will be watching this thread for the next 20 hours, so if you have any questions of any kind (development or anything else) please feel free to ask.

    Thank you for trying it out and if you enjoyed it please rate it

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  • Problem Description

    Game runs perfectly up to a certain point when an error appears. The error appears after a certain time and without any user interaction. This is not a level specific problem as the error appears even on very simple levels (a ball standing on a platform). Regardless of physics intensive activities or simple ones the error appears but only after a certain time (about 1 minute) of idling.

    Screenshot of error

    Construct 2 Version ID

    r201 and 196. same error

  • Hi, good job!

    Some feedback:

    - Performance is fine on Galaxy S4.

    - I don´t think ads are intrusive.

    - Game is challenging. I think the difficulty is OK for this kind of game (fast sessions, you need to improve your higher score...).

    - I didn't found very intuitive the way the user has to obtain coins. I often loose by trying to take a money. I needed to see again the tutorial to see how this worked, but I think users wil just try to click on coins to obtain them.

    - Did you think about a life system? You start with 1 life but you can buy more lives with coins.It could be great to get a feeling of progression.

    Thank you for trying the game and for your feedback, I really appreciate it.

    I will definitely remove the mechanic to drag the coins, and instead I will have them to be collected on tap instead of drag.

    The life idea is really good, but I'll see if it takes too much time to implement, I'm already working on a new game.

    Thanks again for the feedback