ArcadEd's Forum Posts

  • I haven't had an issue with my mini I bought last year, but I hardly use it.

  • MarketJS and FGL.com are both good. Also, researching myself and emailing lots of gaming websites asking if they are interested in purchasing my games.

    Takes some leg work, but hopefully it pays off. Actually had a publisher contact me a few days about about non exclusive on all 4 of my games at once in a bundle deal :). It's very exciting! Keep at it.

  • Well for me it's just a combination of using all different avenues. My Word Search game is also on iOS for 99 cents and sells between 15-20 copies a day. All of these number about double on the weekends as well.

    I'm pretty excited about the numbers with Microsoft Advertising, hopefully that continues well.

    Then we have blackberry 10 coming.

    All of them have also increased over time as the games get more installs.

    Finally offer the games to publishers at non exclusive licenses. That is where I make most of my money right now and what makes the developing worth it.

  • I'll share my reports from yesterday.

    I have 4 games total on the play store. 2 use CocoonJS/MoPub, 2 are built with phonegap and admob sdk

    All my mopub games have everything turned off in Mopub except for Admob Network.

    Kaplow - Mopub - 423 Active Insalls

    14 requests | 5 Impressions | 35% | Clicks 0 | Money 0

    Memory Match For Kids - MoPub - 166 Active Installs

    61 Requests | 23 Impressions | 37% | Clicks 0 | Money 0

    Let's Spell - Admob SDK - 34 active Installs

    11 Requests | 11 Impression | 100% | Clicks 2 | Money $0.01

    Word Search For Kids - Admob SDK - 4,353 Active Installs

    3319 Requests | 3319 Impressions | %100 | Clicks 50 | Money $1.86

    So yes, I am really hating mopub so much. Please CocoonJS ludei, add mopub support to CocoonJS without using mopub.

    Now to compare, 2 games on the Windows 8 using Microsoft advertising. Using Visual Studio to add MS Ad SDK, compile and upload to store.

    Let's Spell - 800 Installs | 1,454 Impressions - Money $1.85

    Word Search For Kids - 275 Installs | 569 Impressions - $0.78

  • lorinbeer

    Hope everything goes well and you get back on your feet quickly.

  • Well cocoonJS only gives you an xcode project file after you compile it with their online compiler. So if you are gonna do CocoonJS then you need some way of running Xcode to archive it to create the IPA.

    I started by hackintoshing my laptop, but that became a pain with the OSx version restrictions on xcode. Finally just broke down and put up the 600 bucks to buy a mac mini. It's the only thing I use it for, but I'm glad I bought it. Just makes life easier :).

  • I'm a visual studio man myself, so yes Eclipse is still very Java driven. I don't like it much either, but I am able to use it for what I need and get out. Same for xcode.

  • Haha, true. I'm pretty excited about it too.

  • Is there a reason you are using the touch event instead of the button - onClick event?

    I've never used buttons, so maybe they don't work with touch if you use the OnClick event?

  • Curious, are you using Phonegap build, or building manually from Eclipse?

    I haven't tried Phonegap build, but I built an app with eclipse and phonegap a few weeks ago and didn't have any issues. The only issue I had was generating double touches when I had Use Mouse Input set to YES.

  • Nevermind, I found it.

    Browser.Domain

  • I've been using it for about a week now.

    It's really easy to use and I've already been contacted by a few publishers/sponsors via FGL. It does work! :)

    The community is also very helpful in getting good feedback about your games.

  • Any luck on the site lock?

    I don't see a way to compare the domain using the browser object.

    Sorry to pull this thread from the grave, but as more publishers are out there supporting HTML5 games, more will ask to site lock. I just wanted to see if there was a way to do it through construct or not.

  • Yeah, didn't work for me in older versions either. It would just lock up/black screen if I had them in the game.

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  • Mipey,

    So I think spritefont is working with CocoonJS now. I've been working on a new project and without even thinking fired it up in the Cocoon launcher to test and boom, my spritefont was working. It's a smaller file 0-9 plus a $ and at 64pixels. But it's working.

    I'll keep testing.