Elliott's Recent Forum Activity

  • It would be very interesting to hear about your experiences with the platform - you said the game isn't competitive, so I assume it doesn't have leader-boards? How did you deliver a social gaming experience without competition?

    I will definitely be looking at this when it's available! (I'm in the UK)

  • Thank you very much to Scirra for including Ad support mere days after it was requested

  • I agree - and there's a solid market to be made for monetisation plugins; ad networks should logically try and make their platform as easy to integrate as humanly possible, so I'm hoping for an easy solution. 1st party would be massively preferred, but I'd happily go to 3rd party, as from what I've seen of TobyR his work seems well supported.

  • Monetisation plugins are a tricky area for me - whilst I can appreciate that the nuances of them make them tricky to develop for, as the developer has to account for updates and changes, their immense proximity to the financial success of an app makes using 3rd party plugins massively unattractive.

    I can see why Scirra seemingly don't prioritize monetization - could you imagine the outcry every time it didn't work flawlessly? That said, Facebook seems to be moving away from their "move fast and break things" ethos that makes working with their products such a nightmare, and if there's one thing they've always been solid for, it's advertising (...) - so I hope a resolution can be found here.

  • Tom - Outstanding! I'm definitely losing an evening tonight playing around

  • donald Cela - Madness Combat - great game!

  • I mean, if you look at Facebook's 3rd reccomendation...

    https://developers.facebook.com/docs/ga ... mendations

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  • I can't think of anyone that wouldn't be interested... the best case I could think of in this situation would be for you to present a game before and after optimistion; do you have any examples?

  • Let's dispell this fiction that C3's pricing is somehow unaffordable for commercial developers - C3 costs the same as Apple's developer license for God's sake.

    The biggest selling point for me is the build server - to get a comporable ease of use service (i.e Cocoon) you'd have to pay $86 at least - for $13 more you get the build service and the entire game engine with C3! And that's not even the best bit...

    No splash screens.

    If you want to make an iOS game without a splash screen with Cocoon, get ready to pay $500 (per game) on top of the monthly service fee. With C3, no splash screen.

    Saving $500 up front justifies literally 5 years of C3 subscription for me. Can you guys remember how far C2 got in 5 years? That was Ashley working alone - the subscription model allows for Scirra to scale their developer resources atleast threefold; I cannot wait to see what happens next.

  • An interesting idea for future jams would be to have users opt-in via the editor to a "jam mode" that would impose a rule set (be it a time limit, behaviour restrictions, event limit etc). Heck, the exports could be signed as part of a verification.

    This is something I can only see being viable in a web based IDE.

    This doesn't really add anything to thread, but it just popped up...

  • iOS users are certainly much more receptive to premium apps and IAP, and are far more common in the West, which has notably better CPM; so I wouldn't be surprised at that figure.

    Android has quantity, iOS has quality; this true for both commercialised users and apps themselves.

  • Interesting! I was getting a 5x performance increase for behaviour vs events

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Elliott

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