Artpunk's Recent Forum Activity

  • ...So Kongregate should develop a plugin that doesn't profit them...

    Well I think the argument would go something like, Kongregate would stand to profit from making a plugin for the C2 community because

    they would see a steady stream of oustanding, cutting-edge revenue generating games published on their platform from C2 devs. Therefore it would be a good investment for them.

    For the new people who just joined , us veteran developers already figured out developer "Cranberry" is really Tom and Ashley in disguise a long time ago.

  • One thing I've forgotten to mention.

    Kongregate Kreds. It's basically like InAppPurchase from Mobiles. Spending real money on virtual goods. That's the biggest and most profitable source of any income. The catch is - in most cases its a headache to setup and maintain. But not in case of Kongregate. Because they do all the paper work, hosting and billing FOR you. The only thing YOU do - is to enable such features in your games. Its a Kongregate exclusive thing. Clicker Heroes, the flagship of Kongregate - is making around 80% of its profits from that Kreds IAPs.

    Aaaand, surprise, surprise - that's something the Kongregate API/Plugins also does not have.

    You can read about it here:

    New API features explanation

    [ur=https://docs.kongregate.com/docs/concepts-virtual-goodsl]Kreds/IAP explanation

    Well we need that too!

    I emailed Kongreate just now begging them to have pity on us and make a plugin we can use. Ill post any responses I receive. I also linked to this thread in case someone from their end wanted to come participate.

    Also, I spoke to a known plugin dev about this and he said he would be interested to make a kongregate plugin but he can't do it for at least 3 months as he is snowed under. So on the downside thats ages to wait... But on the upside, if that particular guy was to make it, it would be awesome coz everything else he makes is A1!

  • Yeah... a lot of people are complaining about this. Ive just been reading this thread about the need for the Kongregate plugin to be updated. These guys are saying how the Plugin hasnt been updated for 4 years and doesnt allow C2 users to access the latest ad features on Kongregate, like rewarded ads and video ads etc... so we are cut off from potentially higher earnings on that platform..

    Another problem Ive been looking into is how to get ads onto iOS games built with XDK... as far as I can discover there just isn't any easy way to do it (ie with XDK) ever since Apple's ad service was discontinued (iAd I think?)...

    In that thread I linked above Ashley states his preference to get third parties to develop plugins for their platforms specifically for C2, because they have a better understanding of their platforms and can do a better job with less effort that he can. I guess I can see his point of view. And there is evidence of that happening, like Appodeal for example has a plugin specifically for C2 which people seem to be using with no problems. So thats great, we just need more of that. Also I understand the C2 devs need to prioritise and at this point C3 trumps keeping various plug-ins updated.

    rainbowrex makes a good point in the same thread... saying the way forward to is to put requests into the addons subforum, asking for developers to make plugins to fill the gaps. Maybe we need to pass the hat around, scrounge up a few dollars and pay a developer to build a couple of key plugins that everyone is demanding?

    I have to say, while I can see Ashley's point of view, it's a bit demoralizing to work really hard to make a game (8 months in my case), get close to the end and then realise "wait, there's no longer an easy way to get ads on iOS?.... ugh what do you mean the IAP plugin is broken?.... what's that you say? The Kongregate plugin is 4 years out of date and we can't get access to the higher earning features available in the latest Kongregate API... well crap!"

    But anyway... moaning aint gunnu help. Ashley has stated his position. So the options are:

    1. Contact the platforms and ask if they can develop plugins for the C2 community.

    2. Try to wrangle smart, coderly types into making much needed plugins with promises of adulation and possibly some moneys... ?

    or for the brave:

    3. Anyone wanna learn to make a plugin?

  • Hey Irbis thanks for getting me up to speed, thats really useful information to know.

    Well, from your description we totally need that functionality! Any opportunity for us to tap into higher earnings with our games is a win all round! If it helps us make a viable living developing games, then its good for Scirra too because the more options there are to generate decent income, the more widely it will be used.

    Id really like to be able to take advantage of those features you describe in the latest Kongregate API.

    I see Ashley has already posted in this thread to say that he'd rather Kongregate create a plugin for C2. That makes sense to me, has any one actually contacted them? Ill drop them an email to see what they say.

    Also, rexrainbow gave good advice. Requesting one of the developers on the forum to make an updated plugin is an alternative. Did anyone post a request in the Addons subforum?

  • So after some time and testing... A friend of my who is making HTML5 games and posting them on Kong - is making 3 times more money. With the new API and ads. Meanwhile - we're stuck with 3-4 years old API in C2 and make 1/3 of the possible profits :>

    Irbis I havent published on Kongregate so I haven't researched how ad revenue works on that platform yet.. just wondering if you can explain this comment above? How come a newer API allows users to make more money from ads? Is it because more options are available for different types of ads or something?

    If thats true, seems a simple thing that should be updated in C2 to allow C2 devs to maximise possible income

  • Nobody will be getting rich from a game with 50 installs

    But we are currently seeing about $8 cpm in total, some days as high as $18 cpm but it really does depend on a lot of factors. The guy who made Artillerists has such a low cpm because of where his traffic is coming from, but I still think you can make more money with rewarded video ads, no?

    Which ad network are you using sidneycat? and which platforms are you on? (iOS and / or Android)

  • I like the look of your game a lot <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> if you need beta testers I'd be happy to lend a hand! Did you produce all assets yourself?

    Yeah I made all the artwork for the game, I like pixel art and I was making 2D art for other people's games before I started developing my own, so I have a bit of experience with 2D art and animation. I contracted a composer to make music for me though, which is nearing completion.

    Im not sure what to do about beta testing actually... I wondered about posting the game on the Arcade and asking people to leave feedback on the forum here. Not sure if that would be a good way to do it... otherwise I only have a handful of potential beta testers, so I might take you up on that.

    I'm currently working on Kitten Chaos - available on Android right now: https://play.google.com/store/apps/deta ... s&hl=en_GB

    It's currently a pretty simple game about rolling really fat kittens past obstacles to their baskets. Starts slow and easy but gets much more difficult later on <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">. Nothing groundbreaking at the moment, but once I've got it sorted on iOS, I'm looking forward to the upcoming content I have planned for it! If you check it out and have any thoughts they are always welcome <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Downloaded Kitteh Chaos. Ill pm you with feedback once Ive had time to play it a bit.

  • I've been speaking via pm with another guy who posted in this thread too. his name is. He says Appodeal will work on iOS but not via XDK. He says u need to use Cordova CLI on a Mac device (or a virtual Mac OS running on VM Ware should apparently also work). But I can't understand the process from his messages.

    I think the general process is something like this:

    -in ur Mac environment create a new project in Cordova CLI

    -Open the project in Xcode and replace the www folder with the www folder from ur exported game (exported as a Cordova proj from C2)

    -then build in CLI and that's ur finished project u can upload to the AppStore

    He also says you need to use the cranberry Appodeal plugin or he thinks the official Appodeal plugin may also work, but I can't understand from his messages at what point these plugins get included in the process? I guess they get added to the project in Cordova CLI before building or something?

    So, I would prefer just to do it all in XDK but if this method above is the only way to get Appodeal on iOS, I'll be trying that.

  • Hi everyone,

    a) Has anyone managed to get Appodeal to work on an Appstore published app?

    b) If I need to change monetisation options, does anyone have any suggestions? I'd like to stick with the reward video format - I think I'm aware of the most common options but what is everyone else using for iOS?

    Does anyone have any advice on getting video adverts from any source on iOS?? It would be really appreciated!

    I am looking for solutions to these exact questions! I'm researching the same stuff, so Ill post if I have any success.

    Would be great to hear from anyone publishing on iOS who has got ads into their games? Which networks you are using?

  • Tomorrow or Sunday I'm going to have another decent go at getting Appodeal to run via XDK, maybe I missed something last time - I'll let you know if I have any success.

    How did you go with this TMAJA? Any luck?

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  • Great stuff - thanks for the information, I was mainly just looking for how you were exporting to iOS. I know a lot of people right now are struggling with blackscreen on iOS 10, from apparently healthy apps. Are you using testflight to get your app to the device?

    (also, very curious to see your game when it comes out )

    Yeah Ive been reading the threads of people saying that their games are breaking on iOS10... I half expected to have problems with mine, but guess I was lucky. Seems like no problems. Probably because my project at this stage is very bare bones, there are no 3rd party plugins or anything, so I guess less opportunities for problems.

    I dont use testflight. My testing process is > just build in XDK, then download the ipa and get it onto my iP5 with iTunes...

    Its been a while since I set up all the Apple Developer stuff, but from memory the developer certificate allow me to install my ipa on one apple device purely for testing? Does that sound right? The various options you have to choose from when setting up the Apple dev account are super confusing... I think I have to apply for a difference certificate when Im ready to actually publish... Will deal with that down the track.

    I posted about my game here, although I havent updated for a while... just focused on getting it completely finished, then Ill put up a bunch of new screen caps and gifs etc.

    What are you working on TMAJA?

  • Well I haven't changed anything in the way im exporting (C2 > Cordova > XDK) and I haven't done anything in my project that could account for such an improvement. Also, my tests on Android devices return no similar improvement, the fps and cpu usage haven't changed since my last tests on those devices. The only improvement was on iP5 with the updated iOS. So its improvements in iOS10 as far as I can tell.

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Artpunk

Member since 10 Apr, 2014

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