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bambo last won the day on February 10

bambo had the most liked content!

About bambo

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  1. Current state of the market

    If I understand you correctly, you want to make original good „bad” game that will fit a niche audience needs? Then release it on popular games publishing platforms (it's how I understand „throw it out there”) and hope it'll get people attention? Seems it might work for a niche game. But even if you'll make it and encourage others by telling your success story, there still be many who choose one of 4 options. They just prefer to make popular games rather than niche ones or they just don't really feel niche needs/aesthetic – and maybe it's one of reasons why there aren't more good „bad” games, even if some try to make it. I don't want to judge these options and say that any of them is completely senseless. I think they all have their advantages and developers can choose between them, depending on what they currently feel like doing or have just done
  2. How? Take a look at point 8.1: [...] Google may limit the number of Developer Accounts issued to you or to the company or organization you work for." Seems that you can legally have more than one account. It's reasonable when one company or developer want to publish various genres of games or other products under different brands.
  3. Current state of the market

    When you start your adventure as a game developer these are just the easiest and the most reliable ways of making any money out of your games. In these models of business you don't have to care about all these other things that have to be made if you want to earn money (hosting, monetization system, testing, marketing and so on). They create plenty of additional problems you need to solve on your own. When you're a newbie in games development business it all can easily overwhelm you. It's why most of them choose sponsor/publisher/client route at the beginning and just focus on only creating games. As time goes by and they gain experience, they start to think how could they make money on their games without any intermediaries between them and players. I think it's a quite natural process and if you looked around a little bit more in this forum, you could find topics where developers write about their far from ideal experiences with sponsors/publishers/clients and their plans of making money on their own way. So it's not that all developers (and maybe even not most) make (or try to make) business in one of these 4 mentioned options. These options are just probably the most popular on this forum. If you would like to change it, you should finish your project, make it a financial success and share your story with specific figures. Then for sure many developers would like to follow your path and if they repeated your success, your business model would become another popular way of making money out of games and you would become another HTML5 games star Wish you luck and I hope some day we'll be given opportunity to read your story kind of "How I made $1,000,000 on my bad game"
  4. Winter Sports Collection

    a] Jump strength b] Ability of taking-off in the right position of take-off run (you'd need in your game i.e. horizontal gradient stripe red-orange-green-orange-red; when you're near to the edge of the take-off run indicator starts to go from left to the right; when you tap when indicator is on the first red it means you took off too early and you'll achieve less distance; the same when indicator is on the second red but it would mean that you took off too late; when you tap when it's in green you'll reach the greatest distance; upgrading this attribute could impact the speed of indicator movement) c] Technique (it would vary the "style points" players get from judges; 5 judges gives up to 20.0 points for style - there's some ideal pattern of ski jumper position during flight and his landing and they judge how good actual player fits this standard; so this attribute would impact the first part of this points and the second one would be dependent on Landing) d] Landing (there are two types of landing: - telemark ( ) - it allows you to get up to 20.0 points - on two feet ( ) - it's worse type of landing and judges give less points; then you can get max. ~ 16.5 - 17.5 points Unfortunatelly I can't tell you what is the exact distribution of this points between Landing and Flight phase. I can only give you example of Małysz fall ( ) when he got about 12.0 points (but I don't know if he wouldn't get less if had landed on two feet before fell). So maybe it's 10 points for Flight and 10 points for Landing but I'm not sure about this. e] Ability of keeping the right position in the air If you need more information on how ski jumping can work in game you can find some gameplay videos from PC games on youtube
  5. Winter Sports Collection

    I've tried "Slalom hero" so far and I really enjoyed this game This effect of airflow works great and gives genuine sense of speed. Crowd cheering and bells sound effects in the ground make me feel as if the olympic games has already started and I'm in the middle of this. As a Pole and great fan of Adam Małysz I would like to say that I'd love to play your version of ski jumping. And in fact it could be a nice opportunity to make successful HTML5 for Middle and North Europe (Norway, Finland, Germany, Switzerland, Austria, Czech Republic, Poland, Slovenia) where ski jumping is a popular sport discipline and we have had a couple of successful PC games in the past. Unfortunatelly the current season is coming to an end and maybe it wouldn't be the best idea to release such game i.e. in a month, but it seems to be quite interesting plan for the future. Cheers, triple gold medalist
  6. BlackMoon Html5 Games

    Nice progress. The background makes a big difference. Good work with pumkpkins' design and especially with their facial expressions
  7. A game I made for a client

    Nice design and effects. Good work. Thanks for sharing the particle tools you use
  8. Pixoji - a picture logic game

    Great game! I went through all levels – I really get swing into this game and was upset when I realized that the 60th level is the last one. Hope you'll prepare more puzzles What was the reason for implementing these control arrows on the left? For me they seem unnecessary and ruining this simple yet clean and nice graphic desing. But maybe it derives from your experience telling that players prefer to use such virtual keys – in this case I'd suggest changing graphics of these arrows. The second minor change I'd do refers to marking tiles of the same color. These green dotted lines make board a little bit messy. What about making it more clean e.g. like on attached image? Does green rectangle appear next to the level number only when you complete it without any mistake? You made good and clear tutorials and maybe I just missed this little piece of information
  9. [Phaser] Copter Rescue

    It's a funny idea and good solid work! If you target casual game portals I'd advise you to make it easier. I got stuck on the 4th level and after many attempts I just gave up. And I doubt that anyone of these casual players will be such desperately determined to play it again and again in order to finally pass through this level and see what's there in the 5th one. But let's hope I'm wrong with this and you'll get positive responses from publishers you've contected
  10. It's not allowed by Google policy: Developers must not attempt to manipulate the placement of any apps in Google Play. This includes, but is not limited to, inflating product ratings, reviews or install counts by illegitimate means, such as fraudulent or incentivised installs, reviews and ratings. But I guess it might be just a theory and many developers create such incentives without getting punished by Google in any way
  11. BlackMoon Html5 Games

    BASKETBALL MASTER 2 Cool animated menu I really like how this streak behind ball works. Good work! Pink trampoline with nice jelly effect and well-matched SFX also makes pleasant impression. Part of ball behind the circle showing actual level number is unnecessary I think. There's quite big diversity in levels design and it's great but some of them might be too hard and frustrating in result. I see you got some inspiration for opponents from real people like Jordan, Gortat and... Mr. T! (this dark-skinned man's yellow T-shirt in 15th level at the first glance for me looked like fomous Mr. T's golden chains ) I give 4/5 stars (minus one star for letting me down with no cheerleaders dance or something like that at the end of 40th level ) I saw quite a lot of ads when playing on my desktop (next time I seek for a job I'll probably choose for job offers ) On mobile after some initial troubles with displaying ads it started showing me 5 sec videos without any problems. Are you a lucky one who can use AdSense program for HTML5 games or you use some other ad network which also allows you to display Google ads? Good luck with monetization!
  12. Skate Hooligans

    Here you have quite long list of ad networks for gaming (maybe there is something worth to give it a try): I've made little research and it seems that ad4game is the most popular alternative to cpmStar and Google AdSense and there's also documentation how to implement their ads in html5 games: When it comes to Google ads. Did you send apply form for their ads to them and got negative/no answer?
  13. From 0 to 2 million DAU: One HTML5 Game Developer's Story

    There's 'Menu' button in the left top corner. It is not there when you run it for the first time and you see tutorial tips but shows up after couple of moves. There you can choose 'Download app' option.
  14. Flood Escape

    Yep, I think that using home or three horizontal stripes (optionally with dots on the left) symbol would be much more clear. Regarding slow down power-up: letting player know that his power-up is about to run out without forcing him to move his eyesight to the bottom of screen was supposed to be the main purpose of this moving timer or adding counting down You could use it always but if the last floor width is less than some minimal width you would get block of minial width instead of another thin one as it is shown on the image: Currently it usually doesn't help me at all (because it's hard to put such a thin block in the right place) and in rare cases gives just one floor more to my score. If there was this minimal width I'd find this power-up definitely more useful.
  15. Flood Escape

    Nice game My best is 65. I like the design. This blue title caught my eye when I saw it amongst other banners on the main page of this forum and this was the reason why I wanted to check the game. The only thing I would consider changing is the 'menu' button. For me this symbol connotes flower or something like this and it's not immediately clear that it's 'menu' button. This transition between e.g. Island and City works nice as well It's a great idea but probably more just for visual effect – I can imagine this action in game trailer when water wave is about to catch the surfer (it's the moment of movie slow motion) and he escape at the very last moment (and the movie smoothly goes into normal speed) and then makes couple of excellent matches. But as @end3r said for gameplay itself it wouldn't be a good solution because it would make it too hard. When it comes to power-ups: slow down – I don't want to look at the botton of screen to check how much time is left – what about moving this timer somewhere over player in the background or even make just 3 sec counting down at the end? Life saver – players will probably lose life when block is quite thin so another chance to put this block in the right position isn't much useful. Maybe it would be better to introduce minimal width of block that you start with. What about adding another button on game screen e.g. next to pause button which allows you to restart the game without need of going into the menu when you know after couple of clicks that this attempt won't give you new high score?