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Messages - suitcasenuke

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Extensions / iOS Tracking Transparency
« on: June 29, 2021, 08:34:08 am »
Good day! tommill, developer of Super Fowlst, Dadish, amongst other great games, has created an (attached to this post) extension and some instructions on how to implement it. He helped me out greatly with it and wanted to share it more broadly.

1. Install the extension like and other, and then in your first scene make add this block to a Created event:

Just put a space in the title and msg boxes (or maybe they will be fine left blank, I can't remember) - they don't do anything and are just left over from tommyill modifying the example extension. It's just for initialization.

2. Put pop-up text in the info.plist template file here: /Stencyl/plaf/lime-templates/ios/template/{{app.file}}/{{app.file}}-Info.plist
This is the file included with your build that contains all the permissions your game requires. Paste the below text (or something similar) right before the final </dict> in the document to make it easy on yourself. You can use TextEdit, but be sure you are using Plain Text format to avoid any funny characters being added:

<string>We try to show ads for apps and products that will be most interesting to you based on the apps you use, the device you are on, and the country you are in.</string>

That's it! You will need to have at least Xcode 12 installed on your machine as well.

Side note: For those using Unity, you've probably gotten emails from them telling you to update your info.plist files with missing SKAdNetwork ids. You can find them under the Project Settings of any project. It's long list of networks that, if the user chooses to be tracked, Unity will use to serve ads within Apple's new privacy setup. You can copy/paste this list after or before the pop-up text above in the same info.plist template file. Here's an example of what it would look like:

I'm not sure about the built in AdMob functionality, but the info.plist SDK network names for that would be placed similarly.

Hopefully that all makes sense!

EDIT: One thing I forgot to mention - Keep a backup of the info.plist template somewhere. It will get overwritten by the default template if you update Stencyl.

Chit-Chat / Re: Castle Pals console launch!
« on: June 13, 2020, 03:22:50 am »
Yeah, they built an extension that they can use to insert Xbox achievements and PS trophies on their end, as well as detect what platform the game is running on.

Chit-Chat / Re: Castle Pals console launch!
« on: June 03, 2020, 06:07:35 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.

Chit-Chat / Castle Pals console launch!
« on: May 27, 2020, 07:12:40 am »

Not sure where to post this, so I'll put it here.

Castle Pals has been ported by Ratalaika for release on Xbox One, PS4 and the Nintendo Switch! It's pretty dang cool.

Xbox One

It took a little while, but their Stencyl port system is up and running. Contact them if you think you have something that would be suited for consoles.

Trailer below:

iPhone / iPad / Android / Re: Squish Machine, releasing Feb 7 on iOS!
« on: March 03, 2019, 09:25:35 am »
Yeah, things are just more difficult now overall. So you have to be much more careful with your time and not get too carried away if you're depending on the revenue from a smaller piece of the pie.

As for Android, not this time. It's Apple only. I'll have to start doing Android ports again though with iOS revenue slimming down.

iPhone / iPad / Android / Re: Squish Machine, releasing Feb 7 on iOS!
« on: March 02, 2019, 07:06:07 am »
Well, the store has changed a lot since iOS 10, and launch weeks are more challenging. Launch numbers are down in general. The game currently sits at 212k downloads and $9k USD (ads and iap included) after 3 weeks. I don't typically share revenue numbers, but as a 'state of the union' of the current App Store, I think they're useful. Devs really have to make sure their monetization is as solid as possible nowadays and the ad to fun balance has to be tight.

I do think the game is suited for a decent revenue tail being level based, and I'm adding levels pretty regularly. That compulsion to see the next level is an asset. Hopefully with some future features it'll keep trucking along.

iPhone / iPad / Android / Re: List Of Apple Featured Mobile Games
« on: February 15, 2019, 05:59:28 am »
Squish Machine by me:

Boost Buddies by Raiyumi:

Both worldwide features with banners in some markets.

Chit-Chat / Re: 13,3 million Total Downloads
« on: January 31, 2019, 09:15:56 am »
Here's some Android stats as well. Colin's games, including games we didn't collaborate on, are now published through my account:
Rowdy Wrestling: 2.41M
Dunkers: 1.64M
Wrassling: 1.26M
Touchdowners: 387.86K
Battle Golf: 215.99K
Epic Flail: 215.12K
Big Shot Boxing: 114.89K
Golf Zero: 40.53K

iPhone / iPad / Android / Squish Machine, releasing Feb 7 on iOS!
« on: January 27, 2019, 04:58:08 am »

Hey all! I've got a game coming out soon called Squish Machine. The game is a bright, fun, lightly humourous action puzzle game with 128 bite-sized levels to challenge players, with plans for more. The idea is to stop the machine before it squishes you! Do so by reaching the coloured buttons while avoiding enemies and hazards. If a button is destroyed before it’s pressed, the machine is triggered and you’re squished.

Those who unlock all the levels will unlock an endless arcade mode the randomly cycles through all the launch levels.


You can pre-order it here:

TA has always been kind enough to give my games coverage as well:

Extensions / Re: byRobin Extension Manager (0.1.8)
« on: January 02, 2019, 05:08:02 pm »
Just an FYI, this bug also affects the new full screen iPad Pro models as well.

iPhone / iPad / Android / Re: Castle Pals, June 28th on iOS!
« on: July 09, 2018, 03:43:05 pm »
It was very busy week competition wise. The game currently sits at 125k downloads, which is a bit disappointing. But the game is earning  well on those downloads and is well liked. I'd prefer not to share exact revenue stats though.

iPhone / iPad / Android / Re: Castle Pals, June 28th on iOS!
« on: June 05, 2018, 04:49:26 am »
Thanks! I hope so too!

iPhone / iPad / Android / Castle Pals, June 28th on iOS!
« on: June 04, 2018, 05:58:38 pm »

Good day! I've been working on a semi-sequel to my first game, Owen's Odyssey, for the last 5 months or so.  You play as two kids, Owen and Kylee, making their way through a most dangerous place - Castle Pookapick. Each character has a specific skill and game play style which the player alternates between level to level. In one level you can float freely using Owen's propeller hat and in the next you can smash enemies with Kylee's boxing gloves. There are currently 40 levels including boss battles.

Here are a few screens:

Also, a Touch Arcade write-up that includes a trailer:

Also also, you can pre-order it now:

The game has gotten some decent pre-order features on the App Store so far, with 30k pre-orders being registered.

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