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Messages - vikingpotato

Pages: 1 2 3 ... 47
1
Windows / Mac / Flash / HTML5 / Re: Plug Me - 4th at Ludum Dare 39
« on: October 30, 2017, 08:09:33 am »
Keep updating this :) Look forward to how Small (Stencyl) games perform financially on good old Steam!

2
Thanks.
'A way I bypassed this was by having the in-app purchase be for a "token" that was then redeemed (i.e. "used") for getting the gems. Since the token was consumed, it could not be restored.'
This seems like a valid workaround.

3
A friend of mine was talking about how got a few apps rejected from the app store because he had a dual currency system that required micro-transactions, but his app did not support restore purchases.
He said to fix it, he had to set up a server that saved all the purchases made, and could return it to the user by the 'restore purchases' button.
Did someone else experience this? Do you think this is for consumable + non consumable purchases?

4
iPhone / iPad / Android / Re: Cat Bird - Out now on iOS/Android!
« on: September 18, 2017, 02:59:06 am »
This looks like a very polished game! Well done!

5
Some of my friends have tried publishing through Noodlecake, and the experience was okay overall. They get you initial boost and if the game is okay you eventually profit.
I have heard some bad stories about Ketchapp business practices and I would keep away from them as far as revenue is concerned.
I worked with EA Mobile for a few years. They own Chillingo and it has good relations with most developers. Their games often top the charts.
I work with Miniclip at the moment. If you feel your game fits the kind of games we have been pblishing (multiplayer, sports based, or generally highly accessible), you may give it a shot.
Generally don't expect publishers to spend money on promoting your game. If they have a big player base they may choose to cross promote but it not very common considering the high cost of UA. The publishers however will help you streamline your game. They will guide you with their experience and insight to make sure your game sells and both parties make money.
Almost every major publisher will ask you to implement basic KPI Trackers in freemium games, and integrate advertisement sdk's of their choosing, social hooks, leaderboards etc.

6
Ask a Question / Re: Issues publishing an Android Game
« on: September 07, 2017, 05:52:16 am »
Just following this thread.

7
Chit-Chat / Re: How powerful can Stencyl exe games get.
« on: September 01, 2017, 02:07:30 am »
I am assuming the characters are box2d. Looks pretty cool! Flash would have died at the 30th actor.

8
Ask a Question / Re: Distributing Stencyl Games
« on: August 21, 2017, 10:55:27 am »
Flash games portals are not a reliable revenue source. If you are lucky you might land some kind of deal, but the chances of sitelock version for released games, etc are really low. FGL has stopped supporting sales of flash games. Most web portals are heading to a gradual decay.  The ad revenue on web portals is very likely to be so low you can't even cash it.
At the same time releasing on android without a publisher or an advertisement budget can drastically affect the chances of the game getting any kind of exposure. So yeah, make a plan.

9
Ask a Question / Re: Encountered errors - Running game on Android
« on: August 17, 2017, 03:55:03 am »
Okay I can send you a backup.
The project isn't dead, it works on web and html5, I can work on it like before. It is not able to generate any mobile builds any more, I get the aforementioned error every time. Is it something you ever encountered in the past?

10
Ask a Question / Re: Encountered errors - Running game on Android
« on: August 17, 2017, 03:13:40 am »
@Luyren Yes I have it, but I don't want to roll back 6 hours of development I did since the last stable version.

@TheIndieStation I am using a mac, didn't really install it. I tried running Stencyl from a fresh copy though. I think this way I can track the problem, but there is no guarantee this won't happen again even after all this effort disabling and testing each module; generating one mobile build takes forever.

I am going to take a break from working on Stencyl for a few month till I hear about a new less buggy version. I just bought the license for another famous game engine, and I use this time to try and get as adept with it as I am with Stencyl.

11
Ask a Question / Re: Error 1009
« on: August 06, 2017, 02:21:40 am »
So for the error, it is most likely happening because you are killing your player actor on collision while there are other behaviours that are still using it (like camera follow).
An easy fix in your case would be to hide sprite of the player actor while the reload happens, but an actual fix would be handling all such cases in their behaviours when you decide to kill an actor.

12
Ask a Question / Re: Is Stencyl still being developed?
« on: August 04, 2017, 05:00:32 pm »
I didn't want to bring up my project bugs here and deviate from the topic. It is in this post, if you can help
http://community.stencyl.com/index.php/topic,52002.0.html

13
Ask a Question / Re: Help me please
« on: August 04, 2017, 07:00:21 am »
While there is no existing  shortcut you may take, Stencyl has draw functions and some draw extensions that could help you achieve some level of drawing experience in theory. However it will still not be a multiplayer game like Draw Something.

14
Ask a Question / Re: Is Stencyl still being developed?
« on: August 04, 2017, 06:55:19 am »
Okay, thanks. I will renew my subscription in case my game file gets revived from the unexpected death.

15
Ask a Question / Re: Encountered errors - Running game on Android
« on: August 04, 2017, 03:51:02 am »
I cleaned the game, cleared the logs and chose 'Run App in Debug Mode (Android)' from the top menu.
Maybe this helps generate more informative logs.

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