OddConfection's Recent Forum Activity

  • Keeping it simple is often best.

    I did something similar to your example and for the same reason - to credit the artist who created the music.

    I laid it out like:

    CREDITS

    Game Design

    My Name

    My Company Name

    Music

    Track Name

    Artist

    Website

  • Voted and added it to my collection of C2 games on Steam Greenlight

    http://steamcommunity.com/sharedfiles/f ... =103535227

    Good look with Greenlight and Alpha

    Anyone looking to get their game on Steam, message me when you list it on Greenlight so I can add it to my collection of Construct 2 Games on Steam

  • There is the Javascript SDK forum for Construct 2 specific programming/coding.

    A more general programming forum doesn't really seem necessary here.

  • How do I figure out how many pixels in my game is a meter, I mean it doesn't need to be that realistic does it?

    Just use an object in game as a reference. You can give a rough size in meters to an object, and just do (Object size in pixels)/(Object size in meters) to give pixels per meter.

    For example,

    Humans are rarely taller than 2m, so if you have a human character that is 128px tall, you can just say 64px = 1m

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  • - That is great news. Especially for yourself and the other C2 developers who have already made it through Greenlight, and encouraging for all the others who aren't through yet or plan to go through Greenlight.

  • skelooth

    Yeah, the IGN takeover was expensive even just for a couple of days, but luckily we had some industry contacts who negotiated a better deal involving a giveaway to IGN Prime members. We did something similar with GreenManGaming - not a takeover, but a competition, email to subscribers and a giveaway. We did slightly better than break even on both, but I'd be hesitant to do them again because of the effort involved and the small gain.

    Steam on the otherhand was something different. Even just being listed on Greenlight increased sales, admittedly that was when it first launched so not sure if it's as good now. Releasing on Steam and being featured saw a huge boost in players - we got more than twice as many new players in the first month on Steam as we did in the whole year we were out before then. We managed to get Spotlight and Midweek Madness sales on Steam by releasing small expansions and that saw a similar boost in sales.

    I think if we'd done the IGN deal after releasing on Steam it would have gone a whole lot better.

    As for protecting your game, you could register the game name as a Trademark if you're worried about someone using it, but you could probably just include a copyright notice, e.g. © 2014 Skelooth Games, on the intro screen of your game. Including Terms & Conditions or a EULA that players agree to can offer some legal protection as well, there are templates on the internet or you could get one from a similar game and change the names and some of the wording.

    Publishing under a studio name instead of your own offers a degree of privacy and looks more professional. Registering your "doing business as" name would depend on the legal/tax requirements of where you live, but I'm not sure the app stores are that concerned as long as the name you publish with them is unique. Setting up a limited company can also offer some legal protection if you feel you need it.

  • Yeah, C2 games are compatible with Steam thanks to node webkit. As long as you have a game that can run from an .exe it can work on Steam.

    We had some trailers out and did some press releases while still in Alpha. It didn't hurt, but we could have waited until we launched the closed beta or were getting people to sign up for open beta just so the game was more polished and so people had more of a reason to click through the links.

    There weren't really any things that impacted negatively on getting people to the game, just things that were less effective than others. A site takeover and giveaway on IGN was less effective than a sale and spotlight on Steam. Putting the game in a bundle brought in less money than having it Desura, but more people were made aware of the game.

    That's not to say some people didn't have a negative reaction to some things. Some people responded to the trailer by saying "The game is crap, I hate it" yet others responded by saying "The game is great, I love it". If you look at the stats for the Top 50 games on Greenlight in one of the links posted earlier you'll see that even they get less the 50% 'yes' votes these days and some of the comments for otherwise great games are horrible. After a while you learn to ignore the negative comments unless they provide valid criticism you can learn from, and you accept that you can't please everyone.

  • skelooth

    Since you're going to have a desktop version of your game, you should seriously consider Steam Greenlight.

    I'm part of a small indie team that managed to get our game through Greenlight and released on Steam and it makes a huge difference. Ten times as many people bought the game from Steam as did from all other retailers combined - both online and physical stores.

    Yours wouldn't be the first Construct 2 game to try Greenlight either. Over 30 Construct 2 games have been listed and at least 6 have made it through and are on sale (even if in Early Access). See this collection.

    As for price, looking at similar games is a good start, but make sure you don't price it too low, you'll get more people buying when you do a % off sale. Our game was originally listed on Steam at $20 but the vast majority of sales came when the game was discounted (25% to 75% off). If in doubt, find the most similar game from a AAA studio and put your game on for a bit less.

    As for advertising, before Steam we had been signed with a publisher who spent a fortune on poorly targeted advertising that got us very few, if any, new players. Seriously, it was so bad it would have been more cost effective to hire someone to run around town for a day shouting "Buy this game!". So it's not about how much you spend, but about getting the right advertising.

    Getting people to like, share and tweet about your game on social media, getting games sites to do reviews and putting out newsworthy Press Releases will do more to spread the word about your game than pure advertising. Spending $100 to get your game listed on Steam Greenlight is a worthwhile marketing expense, especially if your game is already released elsewhere, given the exposure you'll get.

    Anyway, that's enough from me for now. I posted some info on raising awareness about your game and getting your game through Greenlight in other threads if you're not bored already.

    Good luck with your game.

  • cameber2014

    There are lots of sites that take HTML5 games.

    Some of the bigger ones are:

    http://www.newgrounds.com

    http://www.gamejolt.com

    http://www.kongregate.com

    http://www.fgl.com

    http://www.spilgames.com

    There are many more - big and small. Some pay upfront, some pay adshare. And they often have different requirements.

  • MrBr

    I've not checked the capx codah posted, but I'm assuming you'd just want something like:

    Event: For each Ball

    SubEvent: distance(Ball.X, Ball.Y, Square.X, Square.Y) <= Radius

    Action: Ball set angle to angle(Ball.X, Ball.Y, Square.X, Square.Y)

  • Here's a few things that I think will help raise awareness for your game and Kickstarter:

    • Add a link to your game in your signature for every forum or message board you are active on, every post then becomes a chance for someone to discover your game. Link to Kickstarter when launched.
    • On relevant forums where it's acceptable to post such things, make a post about your game and include links, a brief description and screenshot or two. Also mention that you'll be launching a Kickstarter campaign so people will know to look out for it
    • Be active on social media (mostly Facebook and Twitter) and use a site like Epocu to raise social media awareness.
    • Closer to the Kickstarter launch, send out a Press Release using somewhere like Games Press
    • If you have a demo, consider sending a copy to any Indie or Beta friendly Let's Players to get your game in front of their thousands of YouTube subscribers
    • Find contact details for the Lead Reviewer/Editor on as many indie game sites as you can and email them asking to preview your game: give them free a alpha/beta/demo copy and link to your Kickstarter. Once released get back in touch and ask for a review
    • If you have any sort of mailing list e.g. players, blog followers, forum members, etc., send out a newsletter asking them to share your game. If it's less than 2,500 email addresses you can use MadMimi free of charge
    • Consider listing your game on Steam Greenlight as a Concept to get feedback/exposure, and then when you launch your Kickstarter switch over to Greenlight games to be voted on which will also show a link to your Kickstarter
    • If you use Steam Greenlight, find all the relevant collections on Steam and ask to be added

    Also consider other crowd-funding options like IndieGoGo or Patreon, you can use more than one to increase your chances of getting some support.

    I hope that helps and good luck with your game.

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OddConfection

Member since 26 Jun, 2012

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