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  • When I do System>Loop For or Loop For Each, the actions seem to happen instantly for all sprite instances. Is there a way to have each cycle/loop instance start once the previous ones have finished?

    Loop 0: Do this and then start loop again

    Loop 1: Do this and then start loop again

    Loop 3: Do this and then start loop again

    Not:

    Loop 0,1,2: Do this and finish loop sequence for all instances

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  • Thanks! So simple, yet I didn't check the origin point, but the code instead.

  • Is it just me or does this not work as it used to? I'm trying to scale the object to fill the screen. Instead, it only fills 1/4 of the screen on the top left.

    Sprite:

    ViewportLeft(Self.LayerName)+ViewportRight(Self.LayerName)

    ViewportBottom(Self.LayerName)+ViewportTop(Self.LayerName)

    https://www.dropbox.com/s/w5ma3cybtsbhn0m/scaleToViewportSize.c3p?dl=0

  • how did you improve your ecpm?

    I'm not sure what I did. I thought it was just default RPM?

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  • BadMario You are correct. Since Football is US based majority are playing in the US.

    Last 30 days:

    • #1 US - 107,000 impressions
    • #2 Canada - 300 impressions
    • #3 Germany - 260 impressions
  • DarkSide110902

    Impression RPM for reward: $14.44 (last 30 days) - $16 (last 7 days)

  • DarkSide110902

    Impression RPM for Banners is $4.10

    Impression RPM for Interstitial is $10.75

  • Fast moving objects will sometimes pass through objects without detection. In my soccer game, I had the same issue so I enabled STEP in the Bullet properties to help with detecting collision. That may not work for you as you might not be using the bullet behavior. Instead, draw an invisible line from point A (touch start) to point b (touch end or current touch XY). This line will not skip detection as it will be overlapping over your second object and should detect collision.

    It's hard to say if that's the right solution as I don't know the full extent of what you're trying to accomplish. Feel free to send a screenshot! :)

  • Thought it was just me. Thanks!

  • If you are curious how the game is doing since launching, here is a quick history:

    • June 2015: Game was launched
    • March 2016: Starting monetizing with ads almost a year later
    • Dec 2016 and Dec 2017: Huge surges in downloads and revenue ($100-$250 per day) at the end of 2016 and at the end of 2017 due to football season (with downward dips between)
    • Jan 2018 - Feb 2019: the app had a steady decline in downloads and revenue (I expected the app to die completely and thought that it had a good run)
    • May 2019: App nearly crashed to 0 ($1/day)
    • Sept 2019 - Dec 2019: Smaller surge at the end of 2019 due to football season (~$50/day) and then back to trailing down
    • Today (pretty consistently), average download of about 100 with roughly $18/day (low as $11 and high of $25)

    Closing thoughts:

    My other games have not come close to the revenue of Football Dash. It shows that you have to keep trying and maybe make at least 10 games before one becomes successful. "Success" though is different for each person. When I initially released Football Dash, it was about pure creativity and passion. I wasn't trying to make money and would've been happy with just $5/month. To me, launching the game was a success. If you keep that mindset, then you will continue to enjoy creating games.

    Many thanks to Ashley and team for bringing this great product to those who don't have a development background or want a simple, quick, and easy way to make games.

  • Nice job! Didn't know there was a way to port to switch and vita

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Lumicreative.com

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