roberto's Forum Posts

  • I published my latest game on both Amazon and its new Underground store (http://www.amazon.com/Robin-Hood-Give-a ... 0185PU2F4/ apk done with CocoonIO).

    This store is dedicated to games that are otherwise premium on other marketplaces and the developer is paid by the number of minutes the game is actually played. Clearly, having the game on Underground cannibalizes sales on the original store as well as Google Play in the countries where Underground is available (US, UK, FR, DE, ESP, ITA) but it can be worth it.

    Good luck!

  • By the way, all the PC versions on itch.io as well as the Android version on Google Play are currently on sale for Black Friday!

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  • After a few months of hard work, our "Robin Hood: Give and Take" is finally out on multiple platforms.

    It's a retro style 2D stealth platformer and, for the first time, I have decided for a premium model on various stores to gain access the new Amazon Underground platform (for Android) which, hopefully, will be the one driving some revenue.

    I will likely write a little more about how I proceeded and the early results I got in the "Distribution and Publishing" section of the forum in a few days.

    In the meantime, you can check the game on Itch.io for downloadable Win, OSX and Linux versions (http://adsumsoft.itch.io/robin-hood-give-and-take ), Google Play ( https://play.google.com/store/apps/details?id=com.adsumsoft.robinhood ) and Amazon Underground (http://www.amazon.com/Robin-Hood-Give-and-Take/dp/B0185PU2F4/). The latter is the only freely downloadable one, so I recommend giving it a try there if you are in a country where Underground is available (USA, UK, DE, FR).

    To my surprise, I also found there is already a Let's Play video that appeared on YouTube yesterday:

    Cheers and keep making games!

    Roberto

  • A couple of good links I didn't know about in the ASO section: thanks for sharing!

  • Once your game is out you can't keep your idea "secret". Realistically, nobody will notice and steal it unless you are successful. In that case, many people will copy it and there's nothing you can do, but you already achieved your objective.

    Remember, nobody is so stupid to steal an unproven/untested idea and risk their money on it to prove you were right

  • Go back a campaign you like and see how it's handled by its creators. That's the best way to learn.

    Also, if you are not a well known developer already, I tend to agree with what Silverforce just said: not many people will feel confident enough to back your project and spread the word around for you.

  • Softgames.de I contacted and got back the following message:

    "thanks a lot for your interest in the publishing and sponsorship deal with Softgames. We really appreciate your time in contacting us!

    Unfortunately due to some technical Reasons we can not accept any Construct 2 games. Sorry!

    However please let us know, if you have any new titles with other engines (eg Cocos-2d-js) to keep the discussion. "

     They just me, or distributors are now "preconception" to construct 2?

    Unfortunately this doesn't surprise me. I have dealt with a few high profile HTML5 publishers for my games (including some of those listed in this thread) and was often appalled but their QA process. Note I am not talking about very limiting requests like the requirement to still support the Android stock browser that came ages ago in version 2 but some really silly things. For example, I got a game rejected because... brace yourself, I have to tell you this!

    To fit in the 5MB requirement I had to remove music and only rely on SFX. The publisher ads were then called on the level selection screen before the actual game started. Audio was muted and game paused as requested but, since the ad was superimposed to the selection screen and there were no sounds playing at that time anyway, QA rejected the game because "they can't test audio is actually muted when the ad is displayed" since there were no sounds being played there anyway!!

    I mean, they couldn't test audio was muted when the ad showed because there was NO audio regardless (so it actually didn't matter at all whether I was muting the audio for the ad or not since no audio would ever play there regardless of the game settings to potentially interfere with their ad) and they rejected the game for this! actually I am still laughing at this...

    Other times builds get rejected for a bug without providing the steps to replicate it (which is the ABC of proper QA testing) or also due to browser bugs, like a grey bar appearing in Safari iOS 7.1 with minimal UI settings when changing for portrait to landscape rotation. There is a workaround in JS but this requires to have direct access to the page code to modify it. This is where our beloved Construct 2 kind of fall shorts and probably the reason why some publishers like Softgames are deciding not to take C2 games anymore since the fine-tweaking and nitpicking they require are not easily accomplished.

  • This was posted about previously:

    Apparently, one hour of play earns you 12 cents.

    Correct. That's definitely a service I am going to try with my upcoming game.

  • Kind of disappointed as well, especially with the subscription model. One time fee for splashscreen removal and for increasing the number of projects that can be managed concurrently seems like a much more logical approach.

  • Thanks ArcadEd, very helpful! Looks like both score and achievements are accessible now!

  • Actually Spil is taken over development of it. They are going to let me know when it's been updated.

    Any update on this? I couldn't find any news on Spil Games' website...

  • Not bad but you need to explain the controls first. And single jumping is kind of useless since double jumping seems to be needed to pass all obstacles... double jumping is a kind of power up, you should made single jump higher!

    Besides, the damage overlay should disappear after a few seconds, otherwise it blocks the visuals of what comes next.

    Keep it up!

  • Hello

    I'm new to construct2 and I'm wondering if its possible to make a game like Prince of Persia 2D, the first DOS version?

    Thanks for any answer

    Josef

    Definitely! Construct 2 is made for such games!

  • beautiful works, thanks!

  • I tried ads on facebook mobile for a couple of my ios and android games and, while the ads reached several hundred people, in the end the cost per acquisition was (the sort of industry standard) $1 per install. Considering my games are free to download, monetize only via ads and every player provides, on average, a few cents, it didn't seem like a good strategy to pursue.

    On the other hand, a short campaign for "likes" on my company's page was very fruitful: FB was predicting between 7-27 likes per day and I got almost 100/day instead!

    Using twitter doesn't seem that effective in terms of installs for me either (and I currently have more than 2,300 followers, almost all game related). How do you move there? Any particular strategy?

    cheers!