part12studios's Forum Posts

  • So to Sotano, that makes perfect sense to be locked in with Kongregate and to require them to approve a game to use their system. This is more than fair for developers who do not want to get into engineering their own monetization solution. It's only reasonable to have some trade-off and i would be more than happy to go that route. There are plenty of games on Kong that are doing very well. As I see it, starting out this is great. If a game were to grow bigger and at some point prove to be advantageous to move to a less limited platform (Kong is big, mind you) then enough revenue is at stake to justify the cost / challenge of growing beyond Kong, but until then I would rather be free to make a game that could be monetized on web with minimal development outside of Construct itself.

    to WackyToaster, that does sound interesting, but it would seem like this kind of service would require lots of eyeballs to make it worthwhile.. In addition while that's great, that would only cover the money side. i'm thinking of a service that would allow me to have an account to store game data as well so (example) an RPG could recall what stuff they have / progress / items.. as well as tracking premium currency and a means to award that for money paid. However for a casual game, one that doesn't require saving data, I could see the affiliate approach being possible. Does anyone know of any casual games that might do this well? A game like slither.io or other more casual / non persistent games could be good perhaps?

  • that's great to know! I'm going to see what i can do with this information this afternoon. thank you so much for the added information and insight. i remember using and struggling a little with webstorage back when that was a thing, but i did get through it.. this seemed similar enough, but the weird thing i was experiencing was this, at it's best:

    i would save text on off to on and sound off.. reload the app and both would be 0.. then i could do things like save text to off and sound on.. and reload the app and both would be 1.. however if both were off.. both would be off.. and if both were on it would be both on.. just weird behavior.. even though each had it's own value name.

  • cool yea i see your point about saving certain things like general progress at various times and locations in a game. In games i've done in the past i've never really needed that, but i can see now how that would be helpful.

    Yea i noticed that wait for previous action is new soon after i posted that. definitely a much needed thing. i've always wondered about that because "wait till any action is complete" to fire off another action would be super helpful. like imagine being able to loop any action by name to say when THIS is done.. do that.. this doesn't

    As for the the wait 0.1.. i didn't know things don't always fire off that quick. so yea this is even better waiting until the action is complete. exciting (and great timing) to have this.

    as for the sequential thing I thought I'd heard that it didn't somewhere, but glad it's not. I'm pretty sure it was more of a general statement about javascript itself, not construct specifically so yea a myth i'm glad to learn can be dispelled.

  • and I will say that i've been reluctant to use functions because i never really understood why i need them since it seems like when something happens doesn't everything fire off inside anyway?

    the only reason i could see using a function is if you see a certain group of events firing off the same way in different places but even then that seems like it's rare because most situations are different anyway.

    Is there some other key reason functions are needed?

    Also I saw you use an action I'd never noticed before.. "wait for previous action to complete".. in my case i was using "wait 0.1 sec" to kinda insure that things fire off in order, but this action looks much faster and controlled.

    Also when you list a series of things for example "on start of layout".. is it always sequential? I've heard it's not with JavaScript. Hence why i was using "wait 0.1" to insure things fired off in order.

  • Hey so I've been looking at the example shared which IS really awesome to see as it does show a local storage saving and such but i'm still struggling to get it to work as I need it too which is slightly different. In the example it works for me so i see it working like that, but in my case i'm dealing with settings.. and i'm needing to check when the app opens to automatically look vs hitting a go buttons which would seem easy to transition but my tests are still coming up short.

    I read the documentation for local storage closer and they too suggest the dictionary and that's great, but my situation just doesn't quite behave like the examples and my attempts to simulate them to line up with the examples are leading to unsuccessful attempts.

    The basic thing i need to understand is unlike your event which has a go button.. i'm doing "on start of layout" and it still feels like i'm not getting a clear idea of order of operation..

    1. you check if "mystorage" exists.. in the "mystorage" missing you just have "" for text.. so when a first time condition happens and "mystorage" is missing.. does it automatically create "mystorage" and instantiate it?

    2. when you confirm "mystorage" exists you get "key1" and "key2" but there is no value in them for the very first time. I need to define a value (i think) to make sure that my logic for the options state in the options screen to be correct. trying to figure out an elegant way to set global variables because my logic currently listens to a "texton" var and "audioon" var that is just 0 or 1..

    i'd like to think i can get value from the key instead, but so far that wasn't working.. but it was hard to know if the key was being set correctly in the first place. i'm just not sure if that's that right thing.

  • well since web games would be web that's encouraging. but yea i understand that wouldn't include a way of saving persistent data. I can't help but feel like Kongregate would likely have a solution for all of that.. but not sure. someone is working on a plugin for Kongregate and sounds like he's interested in adding more features in time.

  • I see, yea i'll have to research some rewarded ad options. even a light reward and not a deep persistent option could open up some options like "watch a video for 3 continues.." or something like that.

    Getting into a true RPG, I can see could require some deeper tech, but if something like parse could be made available to construct users, that could be the key. I don't know what

    Also though I would think a web based game could be a "regular adsense" scenarios since it's just a game on a website like any other website.

  • i didn't realize adsense is an invite-only kind of arrangement. that certainly is a dealbreaker for any starting indie game. seems like i've seen some web sites that had video ads.. will have to research.. maybe find a hungry service out there looking for more adopters.. making a construct 3 plugin would be pretty easy i think.

  • Very interesting input folks! I definitely am not here to dictate what option is pursed but i think it is fair to say that google makes up a significant share and they are not a fly by night operation. Adsense isn't going away and it's going to be supported for a long time.

    As for Kongregate, I thought a plugin would be something Scirra would support. I will ask them though. Are there any statistics you could share with me to make a case to them about user base / games published.. anything to give them a sense of what kind of ROI they could get for supporting this platform?

    I thought the value to Scirra would be to show that there are more platforms / ways to make money using Construct.

    While adsense might not be the only player, i think it's a balance of scale and dependability. the other 50 services I would imagine do not make up a market share on par with Google. Seeing that Construct has generally favored android (like making apks out of the box!) it feels like staying in the google space would make sense.

    I see it like this.. offer one solid (even if not perfect) solution for us and yea if others want to use another service they can engineer that. I'm simply saying for those of us who would like to explore the web game space, give us one viable option for Web games. There is so much potential to make web games which offer unique strengths that PC and mobile don't. It's just a shame to miss the opportunity to boast Construct supports monetizing web games too.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • and i am definitely curious about what this new arcade is going to be like. What would be so hard for Construct to have a Kongregate plugin that supports Kredits and any other options? I know I have Construct games on Kongregate now, I just can't tap into their additional services.

  • So if Adsense can do rewarded videos on browsers and other ads via web, what would it take to incorporate that into Construct? That sounds like a fine solution. Could Scirra do that?

    As to Ashley's response, I do understand what you mean about big companies failing at it too.. but if we can open up the possibility.. at least with some turn key solution like Adsense to give web developers a shot at making some money off of a web game, that would be awesome.

    Plenty of mega million dollar companies have tried to make massive hits on steam and fail too.. and yet Construct devs can reach that platform. I would implore Scirra to give web a fair shake at offering some integrated option(s) to make some money off of web games and not leave us to fend for ourselves..

    For years I struggled with Construct games for mobile because we were left on or own to figure out a method to get games onto mobile.. Services that are not defunct like XDK and CocoonIO.. and there were some of those other hybrid solutions (I forget the one I remember messing with)..

    C3 has since incorporated Android as a built in feature and this is amazing.. I hope iOS is still on the radar, but I know android makes this kind of feature a little easier to implement but iOS is still as important as ever for mobile game devs.

    But some kind of way, heck even basic ads or something like that, would be nice to know that we could make a web game and it have some way to generate some income. It just seems like such an obvious platform for Construct to support given its a web game platform at it's core.

  • lol :)

  • eh.. yea but i mean we're already paying a monthly / annual fee. i'd be willing to pay an additional monthly fee to add the service is it's that significant but i can't imagine it would be that hefty of a cost.

    crypto idea could be cool. though i'm not sure if it would convert well if you had to have people actually buy crypto to play.. sounds iffy..

    I want pied piper coin.. :) (silicon valley tv show reference)

  • Thank you for this! I definitely am going to try this today and see how far i get. i knew my solution "as is" was over the top.. i was just finding myself going down a rabbit hole of experiments to help control exactly when things were firing off or not. getting strange behaviors and trying to figure out exactly where things were going wrong.

  • All great input and your point about it opening a can of worms is noted, but if they leveraged a service like paypal which granted is a single solution, is reasonably safe to assume isn't going to go away anytime soon.

    and let's just be clear about the purpose I have in mind. I (and i imagine others) want to make an rpg game that players could play for free and offer IAP. Alternatively rewarded videos would be a nice alternative as well. Not talking MMORPG. A single player game possibly with some leaderboards but that's not critical and not part of the scope of this proposal.

    I would think a service like paypal would keep that heavy lifting out of Scirra's hands.

    Yes this is true that using construct does teach the basic principles of coding to us and this does help, but it's still a detraction from making the game. ideally i'd like to think i could put all of my energy into the game and allow Construct / Scirra to help smooth the edges of monetization on web games just like they have for mobile and to a lesser extent PC (because steam is an option to sell a game that way)

    I do see your point though about the scope of Construct, but I still say that Scirra could do well to create their own platform and give the entire community the power to make deeper games outside of mobile and that's really what it comes down too.. what I'm asking for isn't something Construct can't do.. it does it with mobile.. I'd just say that if they could leverage a service like paypal, they could give us a powerful new platform to develop on.

    To the other points about addstar and such.. yea i'm not so much thinking of casual flash games that could be propagated and shared. I remember mochiads and had a few flash games back when that was a thing. I don't want to make a game that requires impressions to make money.. rewarded videos would be nice though. Though I see that being more like IAP where upon completion of ad, you get some kind of currency for your time.