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Messages - colburt187

Pages: 1 2 3 ... 146
1
Chit-Chat / Re: Castle Pals console launch!
« on: June 12, 2020, 01:34:56 am »
Consoles publishing is such a complicated process. While obviously it's possible in some way, actually getting a game through the QA process of each store and even having the connections to leverage to release at all, would be difficult to do without a publisher.

I know what you mean! And as I understand, currently porting to consoles means redoing the game from scratch in a different engine. This takes resources on part of the publisher - which is extra leverage in publishing negotiations, unfavourable to the developer.

Anyway, you guys have gone a long and hard way, congratulations!

In this case the publisher doesn't rebuild the game, I don't know the details but he ports the Stencyl code to his own engine that allows him to add the things needed for consoles.

2
Chit-Chat / Re: Castle Pals console launch!
« on: June 09, 2020, 01:24:00 am »
Historic

3
make sure you have at least a buffer of 4pix around the edges of your images and make sure the frame size is divisible by 4.

4
Ask a Question / Re: cant find the path of jdk
« on: February 18, 2020, 12:23:43 am »
Hi to everyone and sorry for my bad english.
i have exported my game in flash and for chrome web store but wen i try in html5 i see this message
Stencyl require java 8 or newer jdk...
but i have java 8 installed and i can test the game in html5(work perfectly with the ecception of the intro song that start after 10 second...this is another problem)
i have installed java in this path according with the java preferences:
/Library/Internet Plug-Ins/JavaAppletPlugin.plugin/Contents/Home/bin/java
but  in the stencyl tool window were i have to select the path for the jdk  i cant click on any java plugin(they are transparent)or put directly the right path(copied esactly from the java preferences)....i dont know wat to do...thanks for any reply


I had a similar issue with this, Stencyl doesn't let you select the path. I fixed it by pasting the answer in this thread and changing the java to the version I have http://community.stencyl.com/index.php/topic,58359.msg307046.html#msg307046

/Library/Java/JavaVirtualMachines/jdk1.8.0_201.jdk/Contents/Home

5
Why not just go full landscape mode for the game and remove the option to play it as portrait?

6
So i've made a game for mobile and I want to be able to have it rotate from portrait to full screen landscape when user turns the phone. I checked to auto-rotate button on settings yet no dice. What's the best way to go about this?

Thank you

Auto rotate is just for if you flip your phone upside down the game will adjust. Going from portrait to landscape is a whole other ball game. There are quite a few technical challenges with that. I would have a think about how essential it really is for your game before you go down that path.

7
Ask a Question / Re: Mobile Device Screen Sizes
« on: January 13, 2020, 01:12:24 am »
I used full screen (scale to fit). I anchor my UI to the screen and move set it to adjust with the screen size. (and make further adjustments for devices with a notch). Using this set up mean that more width is show on an iPhone and more hight is shown on an iPad.

8
Chit-Chat / Re: Is getting noticed in Appstores getting harder?
« on: January 08, 2020, 04:09:02 am »
I think its a combination of things. Firstly a lot of what used to happen on the forums now happens in discord. Adventure Islands released Total Party Kill that was featured Globally, AlexVsCoding released Break N Take that was featured and I released Knight Brawl that was featured. Im not sure of any of those games were posted in the forums. The Apple feature is not what it used to be now, even with global feature you struggle to get worthwhile downloads, So I suspect a lot of the regular mobile devs are not releasing as frequently and trying other platforms.

9
I have noticed my HTML5 games are blurry when testing, but not when uploaded to a host site.

10
Ask a Question / Re: I cant set up Heyzap in my game
« on: November 23, 2019, 03:00:53 am »
Do you also have the extensions for the other networks you want to use enabled? Also Heyzap is now discontinued, it is just Fyber now, so I'm not sure how that affects this extension.

11
Chit-Chat / Re: HTML5 and Poki
« on: November 15, 2019, 02:01:58 pm »
Is that when you are testing in HTML5 from stencyl? Maybe is scales correctly on pokis site. Like I said I send my game to someone else to set it up, maybe Rob can offer some advice.

12
Ask a Question / Re: Do any ads network block as AdMob does?
« on: November 15, 2019, 11:44:30 am »
I have used Unity ads a lot, but I'm not sure I fully understand your question.

13
Chit-Chat / Re: HTML5 and Poki
« on: November 15, 2019, 11:38:24 am »
Your game screen size should be 16:9 ratio, the extension will handle the scaling for you.

14
Ask a Question / Re: Vibrate block (ios, android)...
« on: November 01, 2019, 01:49:29 pm »

15
Chit-Chat / Re: HTML5 and Poki
« on: November 01, 2019, 01:47:28 am »
Hi Colin,

Proportionally, are site earnings close to mobile earnings?

Do you need to use Poki ads, or do you keep your own ads (eg Unity Ads)?

Could you refer this person who helps you with the Poki API?

Regards.

The earnings vary depending on the game, I have games that make €5-€10 a day on Poki that make the same amount on mobile. You use Poki ads that are implemented as part of the Poki API.

If you pitch a game to Poki and it is accepted I can set you up with the dev who can do the implementation. There has also been one dev who did the implementation themselves so that it also an option if you know a bit of code.

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