Halfgeek's Forum Posts

  • It seems to be a requirement, to BUY reviews on popular review sites..

    You need exposure no matter how good your app is, nobody is going to find it unless they are directed there, the market is so crowded.

    Thanks Arcade.

  • If you use CocoonJS, once you show a banner Ad, its gonna refresh and show it on every layout... so, no go for "just menu only". If you add trigger to hide it on gameplay layers, it still show the Ad (and therefore, download the Ad/Impression count) for ONE frame, and MoPub/AdMob isn't going to be happy about that.

  • Have anyone got LeadBolt Ads to work with Crosswalk??

  • You probably set the minimum and maximum Android version outside your device's range.

  • CPM is around $1, or $1 per 1000 Ad impressions. Clicks I have seen as high as $0.25, but its going to vary on the Ad shown obviously.

    Essentially my rough guide on income per active user per day based on my very limited experience:

    Assuming each user will go through 10 impressions per day/play session. About 10 minutes spent in your game, this is a pretty big assumption and highly game dependent.

    100 active users = 1000 impressions per day = $1

    1,000 = 10,000 = $10

    10,000 = 100,000 = $100

    100,000 = $1,000

    1,000,000 = $10,000

    So on and so forth, just a rough guide. But it will HIGHLY depend on your own game and how long they spend playing it per session. For me, when I had my game free + Ads/IAP, I see per active user generate around 10 impressions per day.

    Flappy Bird was said to have about $50,000 a day from Ads. It had about 50M downloads (probably heaps more down since everyone rushed to get it before its gone!!), probably had 10M active users (lots try it once and uninstall or never play it again). I would guess the "average" active user plays it a few minutes per day only.

    Also my guide is probably inflated, since if users disable mobile data or wifi, no Ads are ever shown. To be safe, double the required active user.

  • Well I consider flappy bird a crap game with rip off art.. and that made a LOT of money, so there's hope for "crap games" out there!! ;)

    ps. I've already started to make money its not much but thats because there's no advertisement for my game yet.

  • I don't think they care until your app is popular to attract attention.. there are heaps of apps with pics of movies, stars, whatever.

  • scirra.com/tutorials/432/android-games-with-cocoonjs

    Follow that tutorial, it works fine for me.

  • Well if you are from a third world country where copyright laws don't apply, go for it! ;)

    The rest of us, especially those in EU, USA, be-careful or a massive lawsuit will make you go broke if your game ever becomes popular.

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  • What's the difference with using Overlap vs actual On Collision with Object, performance difference? My game uses only the later, and there's no problems with slowdowns... even on a crap HTC Incredible S with an old 1ghz dual core.

  • Samsung and Google have the majority of the Android market.

    Definitely use those devices to test your games on. The Android market is huge, its a pain to cater to every device type out there, just make sure your game works well on the most used tablets first.

  • Yup its not a problem for me, mine is just simple Paid ap. No Ads or IAPs.. gonna move away from that and stick to what I believe, as a gamer, Ads piss me off.

    Just hope Crosswalk pass the QA.

  • Just get windows 7, its a great OS and dirt cheap now.

    Lock orientation works great. Full screen scaling up or down is great.

    IntelRobert

    Thanks! Hoping the final sound bugs will be fixed soon!

  • Well I sent my APK for QA, hopefully Crosswalk is acceptable.

  • Did Samsung accept your app btw? I heard CocoonJS doesn't fair well for it due to blinking logo and long load times..

    I am trying now with Crosswalk since I got an invite from 100% Indie program.