part12studios's Forum Posts

  • I see no reason why not, but its likely going to take us to write our own plugin I think.

    I am really disappointed though that C2 doesn't have a strong web monetization path.. all this time i thought it did..

    I thought Mobile was it's weak area.. web is HTML5's wheelhouse.. how the hell does that not have plugins ready to go to monetize web?

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  • ah ok yea i follow you now. thanks for clarifying

  • monetize marketing? I'm curious what you mean by that also.

  • yea gotcha.

    we'll try paypal.. it's been around a long time. the example I'd cite that we'll try is something like what tannoth.. https://purchase.gamepay.de/xml/fronten ... /frontend3

    of course they take a cut but as long as it works I'm less concerned about that. we may just have to have more expensive price points like $5 as minimum.

    Supersonic will work with HTML5 web services.. we just did a game recently using supersonic so that's something we're familiar with.

    Is there a good web analytic solution that's ready to go for C2? I know we have google analytics but the plugin I know of is cordova based.. so it won't work with a browser game.

  • selling of yourself? you mean just doing your own thing?

    I had a call with my partner and yea i think we're just going to roll our own Paypal plugin.. He's made one before when we were doing some parse testing.

    I think our strategy at this point would be:

    use facebook plugin to create a facebook game.. and using facebook as a way of easy account creation...

    paypal for IAP stuff. Might disect the Cranberry Cordova Paypal plugin for some ideas.. but it should be relatively straight forward I think.

    possibly supersonic if we want to do rewarded videos...

    Since we're making the game for browser (chrome for example) we should have access to all the nice browser commands available.

  • newt thanks for responding! Much appreciated

    My buddy and I did some initial testing. He's developing the back end using Google App Engine (RIP Parse) and we got our initial ajax calls working so we're looking now to see if we can make a web game likely using facebook as our login / account creation or another service, but obviously we're looking for options that have Construct 2 plugins we can use.

    However it sounds like you're saying there are no working plugins for Construct 2 to do IAP. Maybe we'll need to make our own plugin using a service like Paypal. The only paypal plugin I know of is the Cranberry Cordova one which won't help us.

    The other thing that would be nice is allowing players to watch rewarded videos to get coins awarded. Should I be talking to my partner about us just DIY our own plugins.

    I have heard of itch.io but does it have a plugin to use? Steam.. meh.. some day maybe, but not for our first iteration.. too much work to do first.

    We want something we can rapidly test and C2 seems like browser based gaming will make this the easiest way.

    Are we really on our own? I would have thought all this time web game support would be incredible considering C2 is a HTML5 BROWSER ENGINE..

    Clay.IO that is unfortunate. I remember using it awhile back testing it out and I like it.. full featured.. just wasn't good for mobile gaming.

  • Hi everyone,

    So we have an RPG we are looking to develop. We decided to explore web for this game instead of mobile.

    I went to check out the Kongregate plugin and i could have sworn i remember it having more calls and what not.. but it seems to have pretty vague / limited language. Can we make games that use kongregate money or call ads?

    It seems like the answer is No, but I don't know what ways we can get things like IAP working.. facebook has very limited options as well.. it's great for login / friend stuff.. which is great but i don't know how we could get money from players, assuming we have a fun game people like.

    Clay.IO seems like a possibility but it still seems to be more mobile-web focused. i'm targeting PC browsers though I would love it if the game would work on tablets of course, but not really the main focus

    Thanks,

    Caleb

  • exactly! keep your money people.. you're better off using a Cocoon IO to help you make a nice smooth publishing pipeline.. don't try to overload your game with services and features.. just make games.. come up with 1-2 ways to make money and publish.. move on to next game.. the more 3rd party services you try to support the more misery you'll experience.. keep it simple.. till you find a game that catches on..

  • wizdigitech thanks for doing this. i'll definitely give it a try.. one quick high level question.. can you use several services with the one plugin or do you have to choose one ad delivery system.. say.. ads only.. interstitials only.. rewarded video only?

  • Zebbi it's true it is a bit of a sticker shock but again.. it's optional.. and you don't have to pay to use cocoon io.. it's better to pay yes, but you and I both know Zebbi we can make A game with cocoon io and never give them any money.. a splash screen is all they ask in return.. painless.. free..

    there is nothing about paying cocoon io that allows you to do more with it.. they just give you compiling priority (save time) and hold more projects with larger file sizes.. a splash screen seems more than fair for a free product. Just like Unity does.

    I would like Scirra to take responsibility for this publishing pipeline. However there has been no sign of Ashley changing his stance on this issue.

  • That's beside the point.. The reason i mentioned the money/cost of Unity was people complaining about the $500 to remove a splash with Cocoon IO from a single game.

    If those same people happened to want to use unity.. they would pay far far more to do the same. MAYBE eek by with a 1 month subscription and only pay $225 but that would be a 1 month window.. a 2nd update would require another $225.. etc etc.. and each game would require the same.. and i'm not sure if a user could do that long before Unity themselves would come down on a developer for not keeping their 12 month obligations.

    read this https://store.unity3d.com/subscribe 12 month obligation.. i don't know what the penalty is for cancelation but the point is that you're breaking your word with Unity.. I don't think they would like you to do that.. that means a 1 year subscription to unity pro with android and iOS cost $2700 x per year.. forever.. or a 1 time $4500 payment.. that will eventually become outdated.. you're buying Unity 5 today.. but next year when Unity 6 comes along.. you'll be left behind..

    yikes I read the fine print:

    "By purchasing a subscription with Unity, you agree to the following terms:

    The minimum commitment period for a subscription is 12 months. You cannot cancel your subscription before its expiry date.

    You are legally obligated to pay the full amount owing for the 12 month subscription via monthly payments."

    so yea there is no cheap way to get unity splash free.. $2700 is the cheapest option.

    people are making tons of games with unity WITH a splash not making $100,000 or paying for pro and making money.. Cocoon IO's splash is no different. if your game is good you won't need to remove a splash. you will make just as much money with or without it.

  • llfstudios the free version of unity has a splash.. that's the point. to get it removed you must be using Pro.

    the one time $1500 does not give you iOS or Android Pro.. so you're back to square one.. it breaks down like this:

    $1500 for basic unity pro.. PC / Mac.. etc..

    $1500 for iOS Pro

    $1500 for Android Pro

    it is $4500 one time to get iOS/Android splash free like I said.

  • https://store.unity3d.com/subscribe you have to sign up for a 12 month $75.. and if you want iOS it's another $75.. and if you want Android it's another $75 a month.. maybe you can cancel... that probably is true.. but then what happens when you want to make an update 2 months later? or the month after that? keep signing up / canceling? do two updates and you've shot past the $500 one time fee..

    bottom line is that if you're going to be a pro unity user you're paying $225 a month.. for iOS / Android..

  • who says the cocoon io forums don't work <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> https://forums.cocoon.io/t/ads-keep-cha ... ond/1588/6

    here is a fix for the ads issue and an updated plugin for us to use to fix the issue without the clever hacks folks have figured out.

  • bjadams yea this is why Scirra should take ownership of the publishing process and incorporate it into the C2 experience rather than leaving it up to the c2 developers to figure it out.. and all the frustration that goes with it.