fldr's Forum Posts

  • no, infact its a retro game with 32 tiny c64 like graphics, the biggest is 250*250.

  • Hi,

    i recently ran into a big problem with one of my capx's, first issue was that saving took very very long and working in the editor lagged like hell, then this got even worser, saving took minutes while the CPU runs at 100%, really 100%, the whole system hangs while it saves. Then the editor started to crash randomly while scrolling through a big layout or zooming in and out. Now it also crashes most times the capx is loaded. First i thought my harddrive had a failure so i saved it to another one but no difference, saved it to an nearly new USB drive and it was still the same.

    In the past Ashley said editor crashing might have to do with outdated graphicscard drivers and i had this problems on an older Thinkpad with intel onboard graphics so i tried opening the capx on a much more powerfull desktop computer with uptodate graphics drivers and its completely the same behaviour, the capx only loads with some luck, most time it lets the system hang and construct2 crash eventually.

    The capx it self is only 500kb and there are no big graphics or effects, the only thing not so common in this game is the size of the layout which is 100000*100000 but that wasnt a problem in the past so i dont think that this is the reason, when previewed or exported the game runs great, there are only problems with the editor.

    Im using the stable version r200.

    Cant post the capx because its a game i plan to release next month and i couldnt reproduce it in a simple project.

    Does anyone have an idea what might be causing that behaviour of the editor?

  • Tom maybe it was asked here before, i didnt use the same email address to register at amazon as for this site here, so how would you know that its my games? or do you just send "the price" to the amazon email address?

  • I would like to chime in with setting an Angle for the 9-patch - that would really come in handy.

    me too and i want to add "scale" to the list, without it, its really hard to use nice looking graphics without making a huge window width.

    usually i use a window width of 480x320 or something alike and scale down all sprites by a factor of 2 or 4, so the game looks good on most resolutions. If the tiledbackground or 9patch is scaled down in a graphicseditor to fit these sprites it will look blurry on most resolutions so i often have to use sprites where 9patch or tiledbg would be better (especially when i need it to be tiled ^^)

  • FGL doesnt buy the games, you can either sell licenses over FGL to publishers or let FGL monetize your games by publishing them to amazon and co wih ads inegrated

  • you can find some of them on html5gamedevs.com in the sponsors forum, but everyone can see these emailadresses so i think the people get spammed a lot and so dont reply to many offers (i only got one deal there)

    about half a year ago i emailed every sponsor thats listed there, got more "email adress doesnt exist" then real replys and made one sale (to a sponsor that just arrived there, they are "overfed" now too :/ ).

    there are two dudes that SELL theyre lists (google "making money with html5" or neoprofessor, they are both on this forum here, the guy that sells the "making money with html5" book claims that he made a lot of cash with his games but when you look at his games.. they are not too bad but also not great, i cant really believe all these numbers he posts), i dont really trust that these contacts are different from the ones you find at html5gamedevs.com, even if its not the same contacts i think the problem is the same, many people get these contacts so they get picky or even shut the whole email adress down and dont reply.

    im not alone with this opinion, i did read many times that people say "search for gaming portals and contact them", i think thats a good strategy, but like you said, a lot of work and i didnt found the time so far to do it. From my sight its hard to find sponsors but even on FGL.com its not easy to make sales. Hard business when you dont have a really really good game (my games seem to be not so good ^^)

    Edit: i stand corrected, just made my first non-exclusive sale over FGL "old" gameshop

  • yeah, youre wright, its a lot of work and most sponsors/publishers dont even reply, but if they do "you have your foot in the door", means you have a direct contact person for future projects and even if they dont like your game they give very valuable infos on what they want and what type of games sell good at this time.

  • When i build my apk with intel xdk the zip i download is always corrupt?

    if you download from XDK the download is very slow and you cant see when its finished (only from filesize), try downloading from the link they send you by email, it will download in browser and you see the percentage. I often fell for this and thought damn why didnt it work ^^

  • the only way im awhare of is using plugins they are super easy to use

    uh thats cool, didnt know he made plugins for other networks then Admob, thanks for the info!

    Most of the people use more than one ad network at the same time? Is it worth? I might try vungle for interstitial in the future I guess.

    i think its worth, i only have some experience with Admob, so the following is a bit theoretical...

    it seems to me that the CPM is going down if you show to many ads in one session to one user (in my game Pongoal ads are shown often, in Warehouse it shows maximum 5 ads per session, Pongoal has earned less then one Euro with over 2000 impressions, while Warehouse made ~8€ with only 1000 impressions), so a better tactic should be to show one Admob ad and the next time an ad is shown another adnetwork should be used and so on.

  • click on the animation, then look on the left side of the editor, there you can choose to loop the animation

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  • FGL.com, they have two different gameshops for non-exclusive licensing and if you implement their SDK (really easy to do) they will publish it to all sorts of stores and websites (currently Amazon Appstore, Google Play, Big Rebel Games..), you will get 70% of the revenue they make, either of ads and from selling non-exclusive licenses.

    Youre a little late, till the end of last year they also paid 200$ in advance for every game that had the SDK implemented. Another good thing about FGL is that you get a detailed QA, that means they play your game and give you feedback on what you should improve or ad and they make a functional QA where they test your game on different devices and tell you if there are bugs.

    There are some others but i dont think they are good, i didnt make any money from them.

    But i would advice you to self publish to Playstore, Amazon and iOS if its possible for you.

    Also for non-exclusive or exclusive licensing it seems to me your better off contacting the publishers yourself.

  • because i loved every GB Pokemon game i just tell you what i didnt like, the games are way too easy if you dont "quickrun" them, means if you just take a little bit of time to train your pokemon (just a little bit more then the normal encounters on the way) there is maximum only a handfull of trainers that arent totally easy to beat.

  • yeah thats wright, guess i have to much time for procrastination

  • i had the same issue on my laptop that im using for university and had several java versions installed, after i uninstalled every java installation and reinstalled only one it worked again, although i always had the version installed that construct wanted ^^

  • yeah that for sure! youre absolutely wright! didnt want to say it was wrong what you said, just the particular 0.03 seconds seemed to me wont get a real "smoothnes", or am i wrong there?