Artpunk's Recent Forum Activity

  • Hi Ashley that's really great news that you'll be including monetisation features!!

    Is there any chance you'd be releasing a C2 version as well? Or this would be a C3 exclusive feature?

  • ...proximity to the financial success of an app makes using 3rd party plugins massively unattractive...

    I agree in part. I'm not against using third party plugins per se, because third party devs can actually be great. Ultimate Ads by TobyR is the best ads plugin Ive used for C2, its basically the ad plugin that C2 should have shipped with for all these years. So in that situation where you have a communicative dev maintaining the plugin and providing support I'm more than happy to pay a $ to buy a third party plugin.

    But then it can go the other way too, like for a long time people had to rely on the plugins by bloody Cranberrygame for key functionaility (iap and ads) which could be buggy and came with zero support.

    It always seemed crazy to me that Scirra would leave such core functionality in the hands of a sketchy, uncommunicative dev like that... It seems like a no brainer for Scirra to own that functionality and bring it under the umbrella of officially maintained plugins to ensure security and ease of use for their user base?

    As far as Instant Games is concerned. I hope Scirra can make it clear whether they intend to provide monetisation options in their C3 plugin. Id also be interested to know if they plan to release version for C2, although I assume thats a no since they've previously said thered be no more major feature updates for C2? Maybe they'll share some more info with us soon?

  • It can't be that challenging keeping up with all that. They spend 10000 times more time on things that make little or no difference to most Construct 2 users.

    These things ( monetization ) make a big difference

    I am not questioning whether your memory is correct, but whether they understand what really counts. I like Construct 2 quite a bit, but must say that I am pretty confused with their attitude towards this.

    Yeah I agree with you! For me monetisation is pretty much the highest priority. I want to make a living as a game dev / digital creative so monetisation is fundamental.

    I mean if the Instant Games plugin doesnt support monetisation I gotta ask, whats the point? Getting your game in front of a lot of people on Facebook is nice, its fun having a lot of people play your games, but if I cant make money from it then it's not something Ill spend time on. I have to focus on avenues that allow to me to generate income.

  • +1

    I haven't upgraded yet, I'm still on C2. I'd love this for C2 plus monetization options please?

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  • [quote:3isqf0h9] I wonder if Scirra feels like they dont want to be responsible for the monetization features of the facebook plugin for similar reasons to what they cited re the original C2 Admob plugin? ie they think that keeping it maintained will require too much work to keep up with whatever frequent changes facebook makes?

    Well, that is as much a part of any game development platform as physics or behaviors.

    Yeah. I just remember Ashley posting something like, a reason why the admob and iap plugins werent maintained was because Google and Apple would make frequent changes on their side which broke the C2 plugins, and made it a lot of work for Scirra to keep up. I think im right in saying that.

    Pure speculation on my part, but they might see the same challenge with monetisation options for the Facebook Instant Games plugin, in which case.. it might get left to third party devs again.

  • Artpunk

    As per section 4 of Facebook's platform policy you are not allowed to charge for anything in-game (IAP), games must be free, and the ads you implement must come via Facebooks own ad system through the instant games API.

    Quote:

    [quote:16lircvw]

    Instant Games:

    a. Don't charge for any items within your game. Games must be free to play.

    b. If you want to include ads within your game, only use the Games Ads API. Don’t use a third party ad provider or include any other links to content off your game.

    So without access to the APIs monetization functions you can only do games without any revenue now. (That's what led to my earlier, slightly angry sounding post. This is just a personal opinion, but I believe a change of priorities would help).

    Hi Eisenhans thanks for getting me up to speed. I read your previous post and I agree with you. It's always been baffling that Scirra didnt prioritize their iAP and Admob plugins for mobile devs. Basically TobyR has developed the iAP and AdMob plugins that Construct 2 should have shipped with all along.

    I hope Facebook Instant Games isnt going to be a similar scenario. I wonder if Scirra feels like they dont want to be responsible for the monetization features of the facebook plugin for similar reasons to what they cited re the original C2 Admob plugin? ie they think that keeping it maintained will require too much work to keep up with whatever frequent changes facebook makes? If that's the case we will probably face a similar situation and it will be left to third party devs to pick up the slack?

    Or I could be completely wrong. Hopefully Scirra are planning to release monetization fetaures for Instant Games in a future update? Id probably sign up to C3 to get access to that if it were the case?

  • So at this time is there any way to monetise C3 games on Facebook Instant Games?

    From this thread it sounds like Scirra havent included any monetization options in the official plugin? Are there other ways to monetise?

  • Hi everyone,

    What do I use to add linebreaks in text that I import from a json file?

    When I use "some text" & newline the import breaks.

    You can use tokenat to put line breaks into your text.

    So if your separator is "|" put that character in your text where you want line breaks. Then you can say something like:

    set text to: tokenat("some text",0,"|")&newline&tokenat("some text",1,"|")

  • ...Countries with spotty coverage, and slow infrastructure...

    Australia for example.

  • > mudmask that game looks really cool! Have you got the river generating randomly on every play?

    >

    > EDIT: reading back through, there is some epically good work posted in this thread...

    >

    Thanks so much - while the river isn't COMPLETELY random each time, it's made of random parts that connect together which make different combinations each time. Every time you go X distance it loads another block of level based on the last block's exit point. Not sure if that makes sense! One of those things I came up with laying in bed.. haha

    The grass terrain, the trees and bushes, the clouds, and the little water ripples all appear at random though. It definitely gives the illusion of total procedural generation, but I still maintain control of the various parts of the river so that they're both playable and also look nice.

    Yeah what you say does make sense, and its cool! Ive actually just finished a game that uses a *similar-ish* system: infinitely top scrolling, and blocks (prefabs I call them ) are chosen from a group depending on what the previous one was. Then various elements laid on top of those prefabs are chosen and positioned randomly.

    So your game is for mobile right? Will you be putting in ads etc to monetize? Will you be using Cocoon, the C3 build service?

  • mudmask that game looks really cool! Have you got the river generating randomly on every play?

    EDIT: reading back through, there is some epically good work posted in this thread...

  • tunepunk when u say the lag is minimal, can I ask what kind of game is that you're testing in?

    How do you think Photon would handle a slightly fast paced game like a platformer or shooter?

    Just say I wanted to have a two player co-op with players moving around the screen reasonably quickly and enemies being destroyed etc, would Photon cope with that or would it show some lag?

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Artpunk

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