ricardocostaza

Members
  • Content Count

    61
  • Joined

  • Last visited

About ricardocostaza

  • Rank
    Advanced Member

Contact Methods

  • Skype
    ricardocostaza

Profile Information

  • Gender
    Male
  • Location
    Brazil
  • Interests
    HTML5 and mobile game-dev

Recent Profile Visitors

633 profile views
  1. ricardocostaza

    MarketJS game copying strategy

    Wow, I use to check MarketJS in order to keep me updated, as they are one of the old publishers in the HTML5 market. It's very sad to see that these guys are taking that path simply copying other games ideas including level design...
  2. ricardocostaza

    Rope Ninja - Okijin Games

    Very nice game, I really enjoyed it! Some tips: - It ran very slow during the tutorial in my iPod Touch 5G, after that, the framerate was nice; - The portrait viewport is a little small in my 4" screen device, maybe you can zoom-in it a little? That's it! Good luck with sales.
  3. ricardocostaza

    HTML5 Income Report - December 2016 ($5,165 profit)

    Agree. There are no easy money or success. Diversify income streams is the only way to survive in the market. May be very difficult earn money in app stores by yourself, but, if you does not try, you'll never know if that strategy is a viable path for you.
  4. ricardocostaza

    HTML5 Income Report - December 2016 ($5,165 profit)

    I've been thinking in these problems too. These days is very difficult to sell a mini-HTML5 game. All sponsors now want app-like quality content. Easy or fast money with simple games is not a easy path as it was in 2012. There are also a lot of good examples of indie devs earning good money with more "serious" games in Steam/Consoles or even in app stores.
  5. ricardocostaza

    Html5 Game Development Contest in China

    Sounds nice. However, as Ozdy says, all is in Chinese and I can't found a way of register myself in the portal (unfortunately google translate is not good enough in this specific case).
  6. ricardocostaza

    Invaders Breakout

    Awesome game! It ran smooth on my iPod Touch 5G. Please, let my know if you are planning an Android release.
  7. ricardocostaza

    Hungry Joe - completed arcade game

    Hi! The first link looks ok here. I added a alternate one for you.
  8. ricardocostaza

    Hungry Joe - completed arcade game

    Thank you so much for your feed back, @boulder.Yea, it is a little hectic, but there is a good reason IMHO: difficulty level. The game mechanics is quite simple, so a good way to challenge the player and keep his attention in the game is with a good amount of fast elements and troubles.I'll try to slow down it in the next update, though.
  9. ricardocostaza

    Hungry Joe - completed arcade game

    Thanks!
  10. ricardocostaza

    Hungry Joe - completed arcade game

    Hello, I'm publishing my second game for the HTML5 market: Hungry Joe. Description: Help Joe to eat all fruits that fall from the sky. Be careful, chillies and others surprises may appear. Aspects: Full HTML5 game, touch or click control;Endless gameplay with achievements;Easy localization, all text are in a TXT file;Step-by-step tutorial;Music & SFX (Compatible with iOS 6.0 or later and Android gadgets with Google Chrome ).Images: Please, let me know if you have any problem or feedback If you want to buy this game, please get in touch here. Play Here Alternate link
  11. ricardocostaza

    Should i start with HTML5 or Unity

    How about Game Maker: Studio? You can make HTML5 games and native (windows/android/ios) as well. It is also a very accessible tool for newbies
  12. ricardocostaza

    GM: Studio font issues

    I'm using 1.4 (EA, actually) and the performance was really improved in non-webgl games, especially if you organize carefully your texture-pages. About the fonts, I had a problem with a old font that didn't want to render special characters, but all I did to solve the problem was choose another font. No render problems in HTML5. In fact, "high quality" checkbox works nice for me. Have you tried EA version?
  13. ricardocostaza

    Portrait VS Landscape games

    Let's talk about portrait VS landscape games? My first game was developed for landscape view, and it looks nice in tablets, PCs and most Android devices. However, iOS 7.0 Safari's restrictions with the address bar was very annoying... And "minimal-ui" deprecation in the latest iOS 8 beta is scaring my again. It's not easy make a portrait game looks "beautiful" in a PC/tablet, and some sponsors want that our HTML5 games look professional in every platform. I'm creating a portrait view of my game Square Puzzle only for phones and maintaining the landscape view for tablets/PCs, but is a very time consuming work... What do you think about this problem? It worth create a casual game with two views (landscape+portrait) in order to increase chances of making a sale?
  14. ricardocostaza

    GM:Studio - Beware update 1.3.1307

    Confirmed. The sound bug isn't present in the latest early-access version (1.99.168) My game is now have loaded and ran correctly in Android default browser.
  15. ricardocostaza

    GM:Studio - Beware update 1.3.1307

    The sound system works well in all devices I tested with 1.2.1279 version.