fldr's Recent Forum Activity

  • yeah, youre wright, its a lot of work and most sponsors/publishers dont even reply, but if they do "you have your foot in the door", means you have a direct contact person for future projects and even if they dont like your game they give very valuable infos on what they want and what type of games sell good at this time.

  • When i build my apk with intel xdk the zip i download is always corrupt?

    if you download from XDK the download is very slow and you cant see when its finished (only from filesize), try downloading from the link they send you by email, it will download in browser and you see the percentage. I often fell for this and thought damn why didnt it work ^^

  • the only way im awhare of is using plugins they are super easy to use

    uh thats cool, didnt know he made plugins for other networks then Admob, thanks for the info!

    Most of the people use more than one ad network at the same time? Is it worth? I might try vungle for interstitial in the future I guess.

    i think its worth, i only have some experience with Admob, so the following is a bit theoretical...

    it seems to me that the CPM is going down if you show to many ads in one session to one user (in my game Pongoal ads are shown often, in Warehouse it shows maximum 5 ads per session, Pongoal has earned less then one Euro with over 2000 impressions, while Warehouse made ~8€ with only 1000 impressions), so a better tactic should be to show one Admob ad and the next time an ad is shown another adnetwork should be used and so on.

  • click on the animation, then look on the left side of the editor, there you can choose to loop the animation

  • FGL.com, they have two different gameshops for non-exclusive licensing and if you implement their SDK (really easy to do) they will publish it to all sorts of stores and websites (currently Amazon Appstore, Google Play, Big Rebel Games..), you will get 70% of the revenue they make, either of ads and from selling non-exclusive licenses.

    Youre a little late, till the end of last year they also paid 200$ in advance for every game that had the SDK implemented. Another good thing about FGL is that you get a detailed QA, that means they play your game and give you feedback on what you should improve or ad and they make a functional QA where they test your game on different devices and tell you if there are bugs.

    There are some others but i dont think they are good, i didnt make any money from them.

    But i would advice you to self publish to Playstore, Amazon and iOS if its possible for you.

    Also for non-exclusive or exclusive licensing it seems to me your better off contacting the publishers yourself.

  • because i loved every GB Pokemon game i just tell you what i didnt like, the games are way too easy if you dont "quickrun" them, means if you just take a little bit of time to train your pokemon (just a little bit more then the normal encounters on the way) there is maximum only a handfull of trainers that arent totally easy to beat.

  • yeah thats wright, guess i have to much time for procrastination

  • i had the same issue on my laptop that im using for university and had several java versions installed, after i uninstalled every java installation and reinstalled only one it worked again, although i always had the version installed that construct wanted ^^

  • yeah that for sure! youre absolutely wright! didnt want to say it was wrong what you said, just the particular 0.03 seconds seemed to me wont get a real "smoothnes", or am i wrong there?

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  • didtn have this problem, but if it helps you can uncheck the "signed" box in XDK and sign manually

  • Clara

    Yes i know this, i definitely cant do it

    but for someone who is familiar with javascript it should be no problem at all to build that bridge for construct2. Maybe let your devs take a look at the cranberry admob plugin (its the one thats shipped with construct), its also an Cordova plugin but you set your ad id and the calls in the construct editor.

    the downside is, Cordova means "only" Android, iOS and Windows Phone but i think what many people need is a monetization option for games that are hosted on a website, for webapps (such as Firefox OS) and Nodewebkit.

  • But the 0.03 will be more smooth.

    i think 0.03 cant be really smooth because one tick at 60 FPS is 0.0167 seconds, but please correct me if im wrong

    but on topic, its generally less cpu intensive if you call your event less often, for your example it doesnt matter at all how much pixels the image is moved in one action, its the same process for 1 or 50 pixels or even 500, what matters is how often its done

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fldr

Member since 17 Oct, 2013

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