part12studios's Recent Forum Activity

  • Zebbi it's true it is a bit of a sticker shock but again.. it's optional.. and you don't have to pay to use cocoon io.. it's better to pay yes, but you and I both know Zebbi we can make A game with cocoon io and never give them any money.. a splash screen is all they ask in return.. painless.. free..

    there is nothing about paying cocoon io that allows you to do more with it.. they just give you compiling priority (save time) and hold more projects with larger file sizes.. a splash screen seems more than fair for a free product. Just like Unity does.

    I would like Scirra to take responsibility for this publishing pipeline. However there has been no sign of Ashley changing his stance on this issue.

  • That's beside the point.. The reason i mentioned the money/cost of Unity was people complaining about the $500 to remove a splash with Cocoon IO from a single game.

    If those same people happened to want to use unity.. they would pay far far more to do the same. MAYBE eek by with a 1 month subscription and only pay $225 but that would be a 1 month window.. a 2nd update would require another $225.. etc etc.. and each game would require the same.. and i'm not sure if a user could do that long before Unity themselves would come down on a developer for not keeping their 12 month obligations.

    read this https://store.unity3d.com/subscribe 12 month obligation.. i don't know what the penalty is for cancelation but the point is that you're breaking your word with Unity.. I don't think they would like you to do that.. that means a 1 year subscription to unity pro with android and iOS cost $2700 x per year.. forever.. or a 1 time $4500 payment.. that will eventually become outdated.. you're buying Unity 5 today.. but next year when Unity 6 comes along.. you'll be left behind..

    yikes I read the fine print:

    "By purchasing a subscription with Unity, you agree to the following terms:

    The minimum commitment period for a subscription is 12 months. You cannot cancel your subscription before its expiry date.

    You are legally obligated to pay the full amount owing for the 12 month subscription via monthly payments."

    so yea there is no cheap way to get unity splash free.. $2700 is the cheapest option.

    people are making tons of games with unity WITH a splash not making $100,000 or paying for pro and making money.. Cocoon IO's splash is no different. if your game is good you won't need to remove a splash. you will make just as much money with or without it.

  • llfstudios the free version of unity has a splash.. that's the point. to get it removed you must be using Pro.

    the one time $1500 does not give you iOS or Android Pro.. so you're back to square one.. it breaks down like this:

    $1500 for basic unity pro.. PC / Mac.. etc..

    $1500 for iOS Pro

    $1500 for Android Pro

    it is $4500 one time to get iOS/Android splash free like I said.

  • https://store.unity3d.com/subscribe you have to sign up for a 12 month $75.. and if you want iOS it's another $75.. and if you want Android it's another $75 a month.. maybe you can cancel... that probably is true.. but then what happens when you want to make an update 2 months later? or the month after that? keep signing up / canceling? do two updates and you've shot past the $500 one time fee..

    bottom line is that if you're going to be a pro unity user you're paying $225 a month.. for iOS / Android..

  • who says the cocoon io forums don't work <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> https://forums.cocoon.io/t/ads-keep-cha ... ond/1588/6

    here is a fix for the ads issue and an updated plugin for us to use to fix the issue without the clever hacks folks have figured out.

  • bjadams yea this is why Scirra should take ownership of the publishing process and incorporate it into the C2 experience rather than leaving it up to the c2 developers to figure it out.. and all the frustration that goes with it.

  • wizdigitech awesome yea i got an appodeal account setup but hadn't done much with it. I'd like to check it out at some point. I know you were asking us to make a sample capx, since you had to figure some stuff out to get Appodeal to work, do you have a capx you could share to show us how you got it to work? Or perhaps at least note the specific tricks that you had to try to get things to work after they didn't "just work" the first time you tried.

  • awesome I still have to apply that fix to my project.. it was definitely (i think) causing some CPU choking in my game with all the ad refreshes.

  • actually you're in luck.. Zebbi found a solution to that.. i'm not able to reference it now, but I bet he'll be able to link what he did to fix that issue.

    We're not sure where the problem is, but he has or is going to raise it to Cocoon IO's folks to see if there is something they can do about it.

  • Zebbi glad it's going well for you still. No solution out there is going to be without some bumps along the way, but from what I am see it's the best option..

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  • yes that should work.. the only issue right now is that you can only do one ad with the cocoon io plugin..

    the trick to the plugin is making sure you add (under plugins on cocoon io site) to include the right services to reflect what you setup in C2.. admob.. adcolony.. mopub.. etc..

  • awesome glad you made it happ'n cap'n

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