Halfgeek's Recent Forum Activity

  • Why is grotesquely violent games are fine but as soon as some pixel skin is shown its banned... really, society has issues.

  • Hows the Multiplayer working out for you with Construct 2?

  • Take heed of the advice above.. I was a noob and still am, but its not enough just to make a good game, app markets are flooded, unless people KNOW of your game to search for it or direct link to it, they won't find it among all the crapfest out there.

    A. Make a good game.

    B. Be good at advertising it. If its not released, then generate hype via the above suggestions.

    Both are equally important.

  • Have you tried setting the hitbox to be longer than your knifes? I played your demo, it was fun and retro-cool, if you have issues with knife flying through walls etc due to their tiny hit box, just make it longer, but not fatter if you get what i mean. I won't interfere with knife hitting walls mechanic with a longer hitbox, but it will make collisions much more stable at lower FPS.

  • I do not set maximum version, because why would you need to do that, when android comes out with an update, your game is no longer compatible!! O_o

  • I mean that from paid options, only CPI is good. But in your case the best would be: make simple "ninja" runner game (use some of existing assets),

    put BIG Ninja Legacy banner (with market:// link ) in main menu, write nice, keyword oriented, description for this small game and release it. Don't spend more than 3-4 days on it. Let one app advertise other app.I like your idea, since Runner games are so popular, if its a decent one it should spur some interest towards my bigger epic game. I guess since Ive already work on this game for 8 months, spending a week or two to make a nice runner to help it is a good idea.

    I just had a few quick mental planning on it and think it could be a very fun game, thanks!

  • p.s. only CPI (cost per install) campaigns worksCPI? You mean make it a paid game and advertise it?

  • "generally 1-2 years ago it was easy to get 300-400 downloads/day even for very average app (and 4-5000 for good app). Now it's much harder."

    Well there's only so much you can do, make a great game, release it... but nobody finds it. I mean my game, search on app store for "Ninja" and there's literally thousands..

    Been about 10 days since release, less than 100 players tried it. Pretty disheartening, but gotta look into ways to advertise it better. I mean, it can't be such a sh*t game so few would try it.. or is it? heh

    You're right about the CPM, its dropped down to around $1 now, per 1000 impressions.

  • Hands down Nexus 7, cheap and very powerful, 16:10 ratio so it handles both 16:9 and native ratio well.

  • While you're here on the topic of ads, can other devs chime in the approximate income you guys get per day/month based on number of active users?

    For my game, it seems I earn around $1.25 per 300-400 ad impressions. On average, each active user per day gets around 10 ad impressions from my game.

    Basically ads earn peanuts unless you have active users in the 10,000s range and onwards..

  • Its usually only happens if you somehow set the minimum or maximum android version and your note 2 falls outside of that? In the APK on google dev dashboard, you can add/remove devices your app is compatible for, double check that.

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  • Same issue with my game, small banner ad only in shop menus and not during gameplay.. I had to add: CocoonJS "is showing ad banner" => "hide ad banner" for gameplay stages. It pops in for 1 frame and out again so it solves the issue mostly, though its still rather annoying.

    Seems to be a CocoonJS thing, once you call in an Ad it will try to refresh it once in awhile.

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Halfgeek

Member since 24 May, 2013

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