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Messages - VashTS

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1
Extensions / Re: [flash] MindJolt Extension [1.0]
« on: August 27, 2014, 09:48:47 am »
All games are approved. My games are not very good but get around 300 views a day. making me around 10 bucks a month. I have more download on google play. I have a link in the flash game to the mobile game So I will use this channel to promote my games on mobile devices

Great!

2
iPhone / iPad / Android / Re: Twinbots (Android)
« on: July 23, 2014, 04:21:49 pm »
I'm actually thinking about promoting the game in facebook or something.  :-\

3
iPhone / iPad / Android / Re: Twinbots (Android)
« on: July 23, 2014, 03:48:21 pm »
Looks Amazing!
Congrats!

Thank you!

2 weeks statistics!

Total installs: 96
Active installs: 38

Admob:
Impressions: 3348
Clicks: 32
CTR: 0,96%
Earnings: 2,22 Euros (2,98 $)

4
Extensions / Re: [flash] MindJolt Extension [1.0]
« on: July 08, 2014, 04:38:28 pm »
how many views plays u got from there
congratulations .. and thank u for ur plugin
It's been an average of 1000-2000 views per day.

Congrats mbuist!

5
iPhone / iPad / Android / Twinbots (Android)
« on: July 08, 2014, 04:33:31 pm »
Hi everyone! Some of you may remember my game Twinbots. It's a game I made for the Stencyl Jam: http://community.stencyl.com/index.php/topic,26844.0.html

For those who don't, Twinbots is a puzzle/platforming game. The goal is to take the twinbots to the exit door in each level. The twinbots are little creatures that share their mind, which means that they move simultaneously, so you will control multiple twinbots at the same time. This mechanic is combined with other classics as spinning saws, spikes, teleporters or acid pools,  resulting in a variety of levels. Some levels require more skill while others need some prior planning.

Since I still think this is my best game in regard to game/level design, I decided to port it to Android. Although some adjustments were needed (screen proportions, controls, etc), the port was really easy to make thanks to Stencyl. After a few minutes of work I had the first prototype running on my phone, which is great! I've also modified some levels and added extra ones, making a total of 42.

Please take a look:

Google Play (Free Version):
https://play.google.com/store/apps/details?id=com.marcos10.twinbots

Google Play (Pro Version: No ads/banners):
https://play.google.com/store/apps/details?id=com.marcos10.twinbotspro

Some screenshots:







I'll update with stats soon. We will see how well or bad it performs :D
I hope you enjoy the game :)

6
iPhone / iPad / Android / Re: Fruit Rush (Android)
« on: July 06, 2014, 03:02:28 pm »
Have you done any type of marketing to promote your app?

Well I tried multiple things I learned about apps marketing by searching on Google for tips. I made a game trailer, tried some ASO in game's description, posted on forums, emailed reviewers...

Wery nice! I like it!
Thank you!

7
iPhone / iPad / Android / Re: Fruit Rush (Android)
« on: June 30, 2014, 05:52:31 pm »
I decided to turn them off by default because they made fps drop in older devices. My priority was to have fluid gameplay and I didn't want to give a bad impression to users owning an old device.
However, they can be turned on in the pause menu :)

8
iPhone / iPad / Android / Re: Fruit Rush (Android)
« on: June 30, 2014, 03:37:02 pm »
Hi LIBERADO, thank you!

Well, that was a tricky thing. When I started adding the falling fruits I was worried because when there were a lot of them on the screen, fps would drop down a lot. To improve this I had to remove all the physics of the falling fruits, making them move manually (no gravity) and ignoring all collisions. So to know when a fruit should stop falling I update an array with the position of the fruits, checking if the next space is empty or there is a fruit on it. I basically tried to avoid using any physics or collisions.

9
Extensions / Re: List of All Extensions
« on: June 30, 2014, 05:14:36 am »

10
iPhone / iPad / Android / Re: Fruit Rush (Android)
« on: June 28, 2014, 07:17:05 pm »
One month stats:

Total installs: 212
Active installs: 84

Admob:
Impressions: 4001
Clicks: 88
CTR: 2,20%
Earnings: 3,34 Euros (4,55 $)

11
Extensions / Re: [flash] MindJolt Extension [1.0]
« on: June 24, 2014, 01:46:35 pm »
I have 4 games in the approval Q now. lets see what happends

Good luck!

By the way, my game is finally live:
http://www.mindjolt.com/fruit-rush.html
As you can see the scores are shown out of the game, at the bottom.

They also publish the games in facebook:
https://apps.facebook.com/mindjolt/games/fruit-rush

They don't share scores between these two versions though.

12
Chit-Chat / Re: Which icon is better for Google Play?
« on: June 24, 2014, 10:09:00 am »
I am not sure about your new one, somehow the contour looks odd
I uploaded the wrong one sorry, this is the one I'm using:

13
Chit-Chat / Re: Which icon is better for Google Play?
« on: June 24, 2014, 09:45:04 am »
Number 1...

naaah, Number 2 as you suggested! I also created some polls in other forums and the overall opinion was that number 2 was the best of those 5, so I've been using it for some time now.

But since the game is not being downloaded a lot I'm willing to experiment a bit more with it, so I've just changed the icon for an even simpler one:



This one is so simple but I think the strong color makes it stand out a bit more. We'll see how it goes.

14
Extensions / Re: [flash] MindJolt Extension [1.0]
« on: June 19, 2014, 07:55:05 am »
It was approved yesterday so it's not live yet. It's supposed to go live in a couple of days. When it goes live I'll share the link :)

15
Extensions / Re: [flash] MindJolt Extension [1.0]
« on: June 19, 2014, 04:57:51 am »
Can you make it that it shows scores as well. Just uploaded my first game to mindjolt.

I don't know how it works when the game is live (mine is not yet) but there is no API function for showing scores. Maybe the submit score function does it when the game is live, I'll tell you.

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