PixelPalette's Forum Posts

  • Hey PixelPalette, I recently created a small game, but for some reason the music doesn't work for any mobile device I tested on.

    Here are the results:

    Ipad 2 - Everything works except for the music.

    Samsung Galaxy S3 - Everything works except for the sounds and music.

    Blackberry Playbook - Runs the game only when it's in landscape mode, and it plays sounds, but not the music. It also lags a lot even when I enable WebGL.

    Windows RT - Works flawlessly.

    Kindle Fire HD 1st Gen - I can hear the music and sounds, but it displays a blank screen.

    Samsung Galaxy S4 - Everything works except for the music.

    The games works flawlessly with all computers I tested on, but the music takes a while to load and the font changes to arial.

    Can you help me how to solve this problem?

    Game link

    What audio formats does your music and sound use? For the final build, I ended up using every format it had. I still had problems with one of them, and somehow the other game had audio completely working in their tests. *shrugs* Sometimes i hate HTML5 being new. Still has crucial problems with audio. I'm pretty much tired of selling web versions, and seeing if android/ios builds with ads does better for me.

  • +1

  • That was quiet relaxing, actually. Nice

  • Personally, I'd really rather if time and effort were not wasted on implementing this rather than actual features, improvements and bug-fixes.

    We already have the (much more flexible) option of using any text editor or even more sophisticated software for planning and note-taking rather than having an editor included in Construct 2.

    I disagree. Don't get me wrong, yes they could spend time on doing whats on top of the priority list. That i am not trying to change, but this feature i think its a good idea down the road, and fits with making the development environment more feature complete.

  • It would be nice if a basic text editor could be implemented in Construct 2. For small games, i think its ideal to just quickly type some notes or outline a rough design doc when starting with a blank project file. It could be a fixed tab called "Notes" where the event tabs are. It can also guide beginners into doing good habits, by writing a plan before roughing game mechanics.

    This can save having to have a separate text file, and make construct 2 a even better all around game making tool.

  • Think of the co-op fun. *tears*

  • I suspect this will be Construct 3 in about a decade.

    I think it will be about a decade before using tablets becomes mroe common as developor tools. Right now there is still a few hindering elements.

    But I already saw a game maker on the ipad. I don't recall what it was called but it has lot's of auto completion elements and tons of drag and drop stuff.

    Codea is the app i think your talking about. Never used it though, since i don't own an ipad.

  • you mentioned that the games have to run on both desktop and mobile devices, but how do they decide if a game can run on mobile devices? There a lot of mobile devices with different hardware specs. Some devices will run a game smoothly and others will lag and might not even run the game at all.

    They have their own department for testing these things. My games did not run 100% on devices. These complaints was

    -Tiny screen (fixed by switching to outer scale in browser.)

    -Sluggish on the older devices (because my only option at the time was the old collision system. Had a lot of objects in Surface.)

    -Black screen on older IOS phones (still don't know why that happened.)

    -Also could not get it to lock orientation. I would suggest making a warning screen when the player rotates their phone to the wrong orientation. I just told them there is no standard for locking orientation in browsers, and left it at that.

  • ON a side note, are you suppose to only be able to dash on the upward (ascent) portion of the jump?

    Dash action only works side ways, in air or ground level. Once level was used for the downward dash, but that has then been removed a while back, and the level reworked so it does not need that action.

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  • Following on from PixelRebirth 's license observation, I've also just noticed that the contract term says perpetual.

    I've heard quotes on other posts / forums stating that gaming sites will either pay a monthly fee, or make a one off payment.

    I had previously presumed that a "one off payment" would be in reference to an annual contract term.

    If such sites are making one off payments for a perpetual contract term, then we should possibly expect a larger payment!?

    PixelPalette, I think what you've done is fantastic, but I'm just trying to gauge how much we should be asking for, when entering into these contracts.

    No no, its good to bring these questions up for the readers of this post. I'll talk with Edgardo, and post the questions brought up with their response in the first post.

  • Congratulations first of all PixelPalette on having made money with your games! It's definitely a fullfilling experience when that finally starts to happen!<img src="smileys/smiley4.gif" border="0" align="middle" />

    What slightly confused me is that you mention those being non-exclusive deals, yet when viewing the contract there is the line "SPIL's right to distribute and transmit the Game shall be exclusive".

    Just for the information of anyone who wants to start monetizing his games, the following line is taken from Clay.io:

    "Try not to under-price your game. Typically HTML5 games (that work on mobile devices) go for $500-$1,000 per non-exclusive license."

    And my admittedly still fairly limited experience pretty much agrees with that statement. So I surely hope PixelPalette didn't sign an exclusive agreement here, since that should have definitely made him more money.

    Thanks Rebirth! Any news on that retro platformer of yours, or was that canceled? Looked cool the last time i saw it.

    I'll have a word with them, with the questions brought up. But doesn't matter to me honestly, i know i could have handled the deal better. But you give good advice, that these readers should remember. I will update my first post with yours and others investigation on the contract.

    Thanks again! 8)

  • If they have rights to publish in the stores, you are supposed to get their earning per month. Do you earn share revenue from their?

    Don't know, you'll have to ask them that. The deal was to host it on their sites. I don't think they put the games in the stores anyway. They want traffic to their sites.

  • Do they only pay $ 500 each game?

    I'm sure you can get more with negotiation. I'm new to this, so i decided not to do so, to see if i got paid.

  • So do they have the right to publish the games to Google Play, App Store, etc.

    Yep. I still have all the rights i did before. None exclusive license is just for allowing the sponsor to host your game on their sites.

  • PixelPalette

    You mentioned that the game had to work on mobile as well. Did Spil games ask you to make a .apk and a .ipa file for your game for android and ios? Or did they run the game directly from the phone browser?

    The games was just for the browser that both had keyboard and touch. The deal was not for android or ios builds.