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  • ah ok but isn't anyone making a game for kong and using the kreds third party? i guess i though kreds were like any other IAP system where you make a game and use their sdk to incorporate the ability to buy / consume kreds. There is a kong plugin (or at least there was one for C2 last time i looked) but it had like one feature and i don't even remember what it was, but consuming kreds wasn't one of them.

    I was specifically thinking about making a game for Kong (like Swords and Potions) and just have it be exclusively on Kong.

  • ah ok but isn't anyone making a game for kong and using the kreds third party? i guess i though kreds were like any other IAP system where you make a game and use their sdk to incorporate the ability to buy / consume creds. There is a kong plugin (or at least there was one for C2 last time i looked) but it had like one feature and i don't even remember what it was, but consuming kreds wasn't one of them.

    I was specifically thinking about making a game for Kong (like Swords and Potions) and just have it be exclusively on Kong.

  • absolutely. i may need to start this conversation with Construct directly to see what they think. i don't expect them to provide a service themselves. it's not their business, but they know the tech and the state of the industry as well as anyone and they are the gatekeeper of the tech and where it goes and what it supports. I see no reason why Construct couldn't help us find a legitimate web game monetization path. Even if its just Kongregate or something single minded like that. It would still be better than just kind of winging it in some kind of wild west of HTML5 monetization options and standards.

  • Yea 0 to 1,000,000 monthly plays with web games feels a bit daunting and risky.. like make a game with the hope it reaches that and then see how it goes.. would much rather make a game from day one having a means to monetize between 0 to 1,000,000 plays and beyond.

    also yes it's not that interesting if it's not really IN the game. I liked the idea before of having ads in the game so no matter where it's played the ads play and you get credit for them. even if someone tries to rip it off. Though HTML5 may be much easier to hack / modify that than flash in this respect.

  • is there a plugin for Construct 3 somewhere to utilize this? I couldn't find anything in my search.

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  • cool that does sound good. when we get back to working on a light MMO web game, this could be just what we need to support that.

    I don't understand though why we can't use kreds from kongregate. that would seem the easiest solution. they do ad embedding and share ad revenue with that, but most games i doubt generate enough traffic to support themselves off ads alone.

  • Oh i see. hmm interesting. is it somehow different than the generic one that comes with C2/3? Not that I ever saw that one work either. Only IAP plugins I have ever seen work were ones for iOS/Android.

    Thanks,

    Caleb

  • that does look interesting. so this would mean we work through AWS? It seems like a whole other angle to Construct could be opened up if this were possible. Even using something like Paypal perhaps would also work? Whatever is easiest, but yea that would be pretty awesome to have. I wish there was something like parse for storing / saving data. I know it's generally "deep" to do online stuff but still fun to imagine it being possible.

  • seems like a business opportunity for someone to fill that mochi-ad space for HTML5. Thanks for the insight everyone!

    The biggest wish I had is for an easy IAP / currency system like kreds, but one that Construct could use with a plugin.

  • yea mochiads and such.. that was it. yea that's really surprising that there isn't something exactly like that / better for html5 games.

    I would imagine of all engines Construct would be pioneering web games / monetization. I mean what better platform to publish on than web for construct? Yet it seems like we're working hard to make web games only to then deal with the hassle of getting those web games to run correctly on mobile in the form of apps.

    I'm not saying web gaming is as big as mobile, but it could still be a viable market like flash games have been / still are to some degree.

  • Hi everyone,

    I recently got my hands on a kind fire. latest generation (has alexa) and i'm finding my usual android / dropbox approach isn't working. i've loved going this route with many other android devices i've owned and wonder if there is some other trick for kindles.

    In the past, i just install the android dropbox app and log in. from there i have always been able to just tap the apk in my dropbox folder and it starts the installation process, but with this kindle this isn't the case.

    I did do the basic enable dev mode (tap s/n 7 times) and allow unknown apps to be installed but it's still acting the same.

    i did an "open with" and selected the "package installer" the screen kinda does a quick fade out/in and nothing happens after that. what gives?

    Thanks,

    Caleb

  • the key here is like.. man i can't remember the name of it now but around 2009 there was a popular flash games ad company. Anyway the idea was you incorporate their API and then your game no matter where it showed up, would load ads and you'd get credit for them because they were pretty much "in" your game. This is why a plugin and something really integrated into the game would be important.

    But yea really the ultimate web solution for something more involved would be kreds. this would seem very easy and doable and give games a nice clear space to focus on regarding a stable well established platform.

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part12studios

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