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Messages - h1rnz1lla

Pages: 1 2 3 ... 31
1
hey,
yes i attached the solution as an importable.
Attach this behaviour to an Actor which should be moved by the accelerometer.
You can fiddle with the values, to have more or less movement.

2
I will check the forums now and then, but yeah i will completely switch to Unity. Which does not mean i'm completely gone, anyone who is interested can follow our twitter, blog or send me questions via mail or what every suites you ;)

3
sure you can still play the pixel version here: http://www.tinytouchtales.com/prototype/tombrobber/

i'm 2 month into my professional pursuits now and it has been very cool. working on my own stuff is definitely the best thing in the world. I started to use Unity as i felt that i was comfortable enough  to engage with real code (C#) and so far it has been great. Our next official game is almost done. Additionally i've build 3 prototypes and a new advanced version of Matchagon, which is already submitted to the App Store. Even though i switched to Unity now i still could not have done all this without the help of Stencyl. I still would recommend anyone who does not come from a programming angle to use it.

4
iPhone / iPad / Android / Re: Zuki's Quest - a turn based Puzzle Platformer
« on: February 25, 2014, 08:31:02 am »
The jam version had pixel art, the final version has hand drawn art made by Wiebke.

5
Chit-Chat / Re: Stencyl 3.0: Congratulations to all of the Stencyl-Team!
« on: February 21, 2014, 11:38:50 am »
Hey congrats!
Being inactive for 2 month and booooom, everything is new all of a sudden!

6
Extensions / Re: Chartboost Extension (Mobile)
« on: December 12, 2013, 11:02:42 am »
ok awesome, thanks again!

7
Extensions / Re: Chartboost Extension (Mobile)
« on: December 12, 2013, 10:21:09 am »
Ok cool it seems to work now. One other thing i noticed is that the Ad window is smaller than before. I have attached a screenshot. Idk if it was wrong before, but i was also blurrier, now the text is super sharp.

Thanks for your effort rob!!!

8
iPhone / iPad / Android / Re: Zuki's Quest - a turn based Puzzle Platformer
« on: December 12, 2013, 10:07:18 am »
also ratings attached, one for the initial free version and one for the paid version.

9
iPhone / iPad / Android / Re: Zuki's Quest - a turn based Puzzle Platformer
« on: December 12, 2013, 10:02:17 am »
So at first, you have to consider our history.

We have 5 Apps out since August 2012, where we started with Super Zombie Tennis. Since then (1,5 Years ) i'm trying to build a community around Tinytouchtales. I talk a lot to other devs and fans. We are active in multiple forums and try to share as much information as we can, to get people notice us. I visit local meetups (Berlin) or game events like the GDC Europe to get the word out. I do Gamjams like Ludum Dare, Global Game jam or the Stencyl Jam to get more people see our work.
All of this i have done while working 8-9h a day in my fulltime job with only evenings and weekends to work on Tinytouchtales stuff. This is the amount of passion i have put into my dream. Which means i work a 14-16h day, almost every day since mid August 2012. I don't want to brag about it, but that what it takes. I enjoyed it but this is one point why i'm going to work full time on Tinytouchtales next year with quitting my fulltime Job next Week. To basically have a live besides Tinytouchtales again, because at times there are more important things in live than making games, believe it or not ;).

When we released our Kids book Katrins colorful Moonstory we made a first contact to Apple. Which means by contacts from another Dev we know, we could directly mail/pitch our App to the Head of App Store for the german speaking stores. I do believe that our Apps have a certain amount of quality in gameplay and graphical representation and that's what Apple likes. Additionally we had a lot of luck a) to get the contact at all (direct result from networking with other devs about 1 year) and b) our Apple contact is kind of a fan of us as a team. I already wrote it somewhere but once we pitched Katrins to him it got featured as #1 iPad App in all German speaking stores. After that we pitched him Matchagon, which was released about 6 Month at this point. A week later we got a Matchagon featuring in some smaller categories, which resulted in about 40.000dls from which 800 people a day play Matchagon until today.

After Matchagon was recognized in the UK (from a featuring), a person from the iAds team in the UK called (via phone, so direct 1 to 1 communication) us and encouraged us to integrate iAds into Matchagon because they believe it has potential and we are loosing money on the game.
I was worried about cluttering the game with ads but i did it because, this is how you can ask for favors. As we were about to release Zuki's Quest i pitched it again to the German App Store guys and also, even though not related to App Store stuff, to this other contact at Apple and told him that i integrated iAds in the last Matchagon update. So this time we had two chances to get a featuring. Two weeks later Zuki's Quest was massively featured in 123 countries with a #10 featuring in the US Store which is still the most important one.

I don't know anything about the featuring process that Apple has and i can only tell you what we did, but it works out for us so far. With every Game you release you have to grow you community and try to engage them in your games. The more people know the better.

Another thing that happened now is because of the featuring and good feedback from iOS Players. The guys from the 100% Indie Platform, the guys from the Gamestick and just today a guy from Google contacted us, because they are interested in our Games. Those things can snowball but you have to reach a critical point, which is immensely hard and even though those people are "interested" does not make them "buy" your product. It took us 1,5 years and remember we have never made any significant money from our Apps yet.

You have to watch Zach Gage's talk on surviving in the App Store, where he explains that the normal duration before you earn any money without having a hit is 3-8 Years.

http://www.youtube.com/watch?v=tICD7YqssX8


I hope that explains some things. You will need to work very hard and be lucky several times.

10
iPhone / iPad / Android / Re: Zuki's Quest - a turn based Puzzle Platformer
« on: December 12, 2013, 06:48:58 am »
Yes right we did the same with Matchagon, there is a banner advertising Zuki's Quest in it and we had a lot of people telling that they enjoyed something new from us, which they otherwise hadn't seen. So cross promotion is a strong tool.

11
Extensions / Re: Chartboost Extension (Mobile)
« on: December 12, 2013, 06:46:47 am »
thanks rob going to test it right now!

*sorry no luck this time attached you the error output

Code: [Select]
[LOG] -setup:
[LOG]      [echo] Gathering info for Zukis Quest...
[LOG]     [setup] Android SDK Tools Revision 16
[LOG]     [setup] Project Target: Android 2.2
[LOG]     [setup] API level: 8
[LOG]     [setup]
[LOG]     [setup] ------------------
[LOG]     [setup] Resolving library dependencies:
[LOG]     [setup] No library dependencies.
[LOG]     [setup]
[LOG]     [setup] ------------------
[LOG]     [setup]
[LOG]
[LOG] -build-setup:
[LOG]      [echo] Creating output directories if needed...
[LOG]
[LOG] -pre-build:
[LOG]
[LOG] -code-gen:
[LOG]      [echo] ----------
[LOG]      [echo] Handling aidl files...
[LOG]      [aidl] No AIDL files to compile.
[LOG]      [echo] ----------
[LOG]      [echo] Handling RenderScript files...
[LOG] [renderscript] No RenderScript files to compile.
[LOG]      [echo] ----------
[LOG]      [echo] Handling Resources...
[LOG]      [aapt] Generating resource IDs...
[LOG]
[LOG] -pre-compile:
[LOG]
[LOG] -compile:
[LOG]     [javac] Compiling 22 source files to /Users/H1RN/stencylworks/games-generated/Zukis Quest/Export/android/bin/bin/classes
[LOG]
[LOG] -post-compile:
[LOG]
[LOG] -obfuscate:
[LOG]
[LOG] -dex:
[LOG]       [dex] Converting compiled files and external libraries into /Users/H1RN/stencylworks/games-generated/Zukis Quest/Export/android/bin/bin/classes.dex...
[LOG]        [dx]
[LOG]        [dx] UNEXPECTED TOP-LEVEL EXCEPTION:
[LOG]        [dx] java.lang.IllegalArgumentException: already added: Lcom/chartboost/sdk/Analytics/CBAnalytics;
[LOG]        [dx] at com.android.dx.dex.file.ClassDefsSection.add(ClassDefsSection.java:123)
[LOG]        [dx] at com.android.dx.dex.file.DexFile.add(DexFile.java:163)
[LOG]        [dx] at com.android.dx.command.dexer.Main.processClass(Main.java:486)
[LOG]        [dx] at com.android.dx.command.dexer.Main.processFileBytes(Main.java:455)
[LOG]        [dx] at com.android.dx.command.dexer.Main.access$400(Main.java:67)
[LOG]        [dx] at com.android.dx.command.dexer.Main$1.processFileBytes(Main.java:394)
[LOG]        [dx] at com.android.dx.cf.direct.ClassPathOpener.processArchive(ClassPathOpener.java:245)
[LOG]        [dx] at com.android.dx.cf.direct.ClassPathOpener.processOne(ClassPathOpener.java:131)
[LOG]        [dx] at com.android.dx.cf.direct.ClassPathOpener.process(ClassPathOpener.java:109)
[LOG]        [dx] at com.android.dx.command.dexer.Main.processOne(Main.java:418)
[LOG]        [dx] at com.android.dx.command.dexer.Main.processAllFiles(Main.java:329)
[LOG]        [dx] at com.android.dx.command.dexer.Main.run(Main.java:206)
[LOG]        [dx] at com.android.dx.command.dexer.Main.main(Main.java:174)
[LOG]        [dx] at com.android.dx.command.Main.main(Main.java:91)
[LOG]        [dx] 1 error; aborting
[LOG]
[LOG] BUILD FAILED
[LOG] /Users/H1RN/stencylworks/android-sdk/android-sdk-macosx/tools/ant/build.xml:752: The following error occurred while executing this line:
[LOG] /Users/H1RN/stencylworks/android-sdk/android-sdk-macosx/tools/ant/build.xml:754: The following error occurred while executing this line:
[LOG] /Users/H1RN/stencylworks/android-sdk/android-sdk-macosx/tools/ant/build.xml:766: The following error occurred while executing this line:
[LOG] /Users/H1RN/stencylworks/android-sdk/android-sdk-macosx/tools/ant/build.xml:256: null returned: 1
[LOG]
[LOG] Total time: 6 seconds

12
Extensions / Re: Chartboost Extension (Mobile)
« on: December 10, 2013, 01:03:24 pm »
oh quick response, will try in a minute ;)

*does not work, i'm using the stable nme build btw.

Code: [Select]
[LOG]      [echo] Gathering info for Zukis Quest...
[LOG]     [setup] Android SDK Tools Revision 16
[LOG]     [setup] Project Target: Android 2.2
[LOG]     [setup] API level: 8
[LOG]     [setup]
[LOG]     [setup] ------------------
[LOG]     [setup] Resolving library dependencies:
[LOG]     [setup] No library dependencies.
[LOG]     [setup]
[LOG]     [setup] ------------------
[LOG]     [setup]
[LOG]
[LOG] -build-setup:
[LOG]      [echo] Creating output directories if needed...
[LOG]
[LOG] -pre-build:
[LOG]
[LOG] -code-gen:
[LOG]      [echo] ----------
[LOG]      [echo] Handling aidl files...
[LOG]      [aidl] No AIDL files to compile.
[LOG]      [echo] ----------
[LOG]      [echo] Handling RenderScript files...
[LOG] [renderscript] No RenderScript files to compile.
[LOG]      [echo] ----------
[LOG]      [echo] Handling Resources...
[LOG]      [aapt] Generating resource IDs...
[LOG]
[LOG] -pre-compile:
[LOG]
[LOG] -compile:
[LOG]     [javac] Compiling 22 source files to /Users/H1RN/stencylworks/games-generated/Zukis Quest/Export/android/bin/bin/classes
[LOG]     [javac] /Users/H1RN/stencylworks/games-generated/Zukis Quest/Export/android/bin/src/MyChartboost.java:63: <anonymous MyChartboost$1$1> is not abstract and does not override abstract method didFailToLoadUrl(java.lang.String) in com.chartboost.sdk.ChartboostDelegate
[LOG]     [javac]                     {
[LOG]     [javac]                     ^
[ERR] java.lang.NullPointerException
[ERR] java.lang.NullPointerException
[LOG] Unexpected problem on thread AWT-EventQueue-0: null
[LOG]     [javac] 1 error
[LOG]
[LOG] BUILD FAILED
[LOG] /Users/H1RN/stencylworks/android-sdk/android-sdk-macosx/tools/ant/build.xml:602: The following error occurred while executing this line:
[LOG] /Users/H1RN/stencylworks/android-sdk/android-sdk-macosx/tools/ant/build.xml:622: Compile failed; see the compiler error output for details.
[LOG]
[LOG] Total time: 1 second

13
Extensions / Re: Chartboost Extension (Mobile)
« on: December 10, 2013, 11:43:18 am »
Hey,

first - thanks for the extension!
I've been fiddling around with it and it seems that under Android i get a strange behavior.
The Ad opens and when i close it, the app window itself disappears but the overlay that the app window has does not. Then when i tap a second time it triggers the ad, so the google store or browser opens. When i come back to the app the overlay is gone.

using a Samung Galaxy S2 with 4.1.2.

14
iPhone / iPad / Android / Re: Zuki's Quest - a turn based Puzzle Platformer
« on: December 10, 2013, 10:04:11 am »
no this one just takes your self created pr text and publishes it to its contacts. it costs $22 and every dev can use it.

15
iPhone / iPad / Android / Re: Zuki's Quest - a turn based Puzzle Platformer
« on: December 09, 2013, 11:25:11 pm »
so for tracking i have my own little php backend. everytime a purchase succeds i send a http post to the server, where i store it in a mysql database. prmac is a very good service for spreading wide. so you will reach a lot of press but chances to get picked up because of that are low. we had way better experience with writing the standard personal email. this time we had a really good pr hook, because "turn based puzzle platformer" is something press does not see every day.

i will do a follow up after christmas, for sure.

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