Search the Community

Showing results for tags 'distribution'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Coding and Game Design
  • Frameworks
    • Phaser
    • Pixi.js
    • Babylon.js
    • Panda.js
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Found 12 results

  1. Some of you may be interested in this interview with FRVR from GameAnalytics, where we chat with FRVR founder to find out how his approach to HTML5 game development and distribution helped him build a studio that generated $1500 per day in ad revenue, within 6 months... It's a great story. Check it out @GameAnalytics
  2. The concept is simple, Game developers must focus only on making their game. However it's not always possible especially when you want to create a multiplayer game. Beside making the game there are things you must consider: Having servers all around the world Load balancing and finding best server for players Managing Servers, game rooms, players and accounts Where to find players? Okay, What's your solution? I'm offering a service to solve those issues. What we do for your game is hosting it on at least 5 location around the world, Handle common multiplayer game issues (player disconnect/reconnect, pause/resume, accessing user account information and authentication, payment API, public/private game rooms and...), Managing servers plus reaching MILLIONS of players. How much does it cost? Hosting your game is free as long as you are not monetizing your game. If you are planing on monetizing it, We only charge you a percentage of what you earn. What are the requirements? Your game must be multiplayer. Your game must be compatible with mobile devices. Your game must be written in HTML5 Am I required to expose my game's source code? No it is not required for client-side, Your game is yours but you should use our client library to interact with our servers. However server-side logic must be exposed to us How can I see the game network? We are currently in prelaunch state and our API is not public yet, So we like to keep things private until official launch(less than a month). I have more questions! Feel free to contact me if you have questions, want some examples or if you want to join us in beta.
  3. These days I received an e-mail from an arcade site that sponsor / develop it's own games. This site usually sent me its Flash games asking me to publish them on my site. The interesting point is that now it send me an HTML game (source + assets) so I can host the entire game into my on server instead of an iframe link. Have you noticed this from other developers? Are you doing the same ( sending full source code to site owners so they can host the game)? It seems to me that developers of HTML games will work like developers of Flash games (and indeed many HTML game developers were Flash developers): send full game to arcade owners in the hope to be more widespread than if just an iframe link have been sent and try to make money from in-game ads and by bringing traffic to their own sites.
  4. Greetings everyone! First of all, I'd like to note that I noticed a warning to take note of banned topics list, but I couldn't find it. If this is among them, I do apologize, and it can be removed. With that out of the way, I'd like to run my distribution strategy by you. My requirements for distribution were First is profit maximization. Secondly is publisher relations, I want us both to mutually benefit from the deal (non-ex licensing), and to nurture a lasting relationship for future publishing. Thirdly I'd like the game to get exposure to as many players as possible around the world. To achieve these goals, my plan is to sell licenses ($500-$600) to several portals that have limited reach. Then distribute the game through a channel like BoosterMedia, who has a much broader array of distribution portals, with ad revenue share. I then combine this with self-distribution through native wrappers, and published to various mobile stores (iOS, Android, etc) with in-game ads. My initial problem with this strategy is the ethics, I'm not entirely sure how the various distributors operate, so I'm not sure if this will be unfair to them. Can I sell licenses to smaller portals, and then give ad share to a larger one? Will the larger portal cut into smaller portal profits? My second issue is how effective this will be, and if it's worth the time. So should this make money? Or is the ad revenue & self-publication not viable? EDIT: One other question: do most portals, including BoosterMedia, distribute on app stores? As I'd want to avoid conflict in that area as well. To give a short description of our first licensed game: It has really good vector art, scales on most (or all, haven't thoroughly tested) devices, and will be localized in a few popular languages when I get to it. App store distro will be wrapped by Intel XDK/Crosswalk. I know this is a lot to ask, so I hope it's not reaching, and I hope my strategy isn't totally stupid from an outside/experienced view ;-) Thank you very much. P.S. if anyone has firsthand experience, I'm also curious how you personally translate your games to other languages. Obviously there's not much to translate in a typical game, so is Google translate/Babel sufficient?
  5. I wanted to have a list of relevant game portals / distribution sites one game submit HTML5 games to. I am going to update this list as I come to new sites or people mention them. HTML5 gaming portals HTML5games.comhttp://m.zibbo.comhttp://m.spielaffe.dehttp://m.spele.nlhttp://Games.comm.roundgames.comm.clickjogos.uol.com.brm.jeux.comHTML5 Distribution Websites & Services famobi.comboostermedia.comsoftgames.de
  6. Web games distribution platform

    Hey guys, So i'm creating a platform where developers can distribute their HTML5 games (or web apps) on. The platform gives a game extra set of API's in order to synchronise the progress across all devices (And more, such as notifications, Chromecast support, etc). We go this feature what we call auto SDK, where a developer only have to add a few lines and the data will be automatically synchronised. We are also working on a in-app purchases API through PayPal so you can ask money for your game. I hope this helps the bringing HTML5 games together more for the users and i'm open for ideas, collaboration, etc https://webplayed.com/
  7. Hey guys, which distribution channels would you recommend for somebody who wants to concentrate on building up a portal for HTML and other games (flash etc). I´d like to distribute my games with a "play more" button that leads to my site and also with ads to create revenue for gameplays on other sites. I also would sell non-exclusive licenses, maybe with links removed, but not without my own logo, so people can still find my site on google. So ... - where to upload my game so it spreads via a game feed or something similar? - which big portals accept games with outgoing links (and maybe ads)? - which ads to use to get good revenue? - where to sell non-exclusive licenses (if possible with outgoing links to my site)? - any more advice? thx
  8. Hey guys Is there any good way to distribute games virally? Also i would really love to hear about results in case someone tried to do it.
  9. Hi I'm Thomas co-founders of Ukkio. I would like to introduce you our platform for HTML5 games. It is based on a very simple concept: to play a game, the user must insert a coin. The price of a coin is $ 0.06 and we sell them in packages. We thought that this system allows users to try more games without any advertising. We strongly believe in "Do Not Disturb" the player with banners, especially in mobile devices. Ok in-app purchase exists, but in our opinion has ruined many games (on the player side). The 70% of the coin's value goes to the developer. Players have free coins at the first access to try the games (we have also other strategies to get the interest of users). We are currently in the initial stage and we have released our SDK (http://github.com/ukkio/ukkio-sdk/). We provide to developers free hosting, unlimited bandwidth, game promotion, payment system, free support. Here's an example of how easy it is to install our SKDs from the command line: Install Node.js and execute command: $ npm install ukkio-cli -g $ cd /my/fantastic/html5/game/folder $ ukkio sandbox $ Sandbox started: point your browser at http://localhost:5005/ Visit our developer site http://developer.ukk.io Please contact me if you want to learn more or if you have questions. My email is thomas@ukk.io Thanks, Thomas
  10. Distribution Opportunity With iWin.com

    iWin, Inc. is a leading multi-platform developer, publisher, and distributor of casual games bringing fun and engaging entertainment to millions of players. The iWin Network is one of the leading casual games network, offering over 3,000 download and online games, reaching 10+ millions of visitors each month. We have just launched our mobile web portal, strictly for HTML5 games. Please visit www.iwin.com on your mobile device to have a look. We are looking for fun and addicting HTML5 games to distribute on our mobile portal. If you think you have a great game and would like to potentially be rewarded for your work, please contact us at bd@iwin.com Happy Developing/Gaming!
  11. Hey folks, I'm one of the co-founders of Clay.io, a platform for HTML5 games. We're rolling out a new feature that allows publishers to search through some of the 380+ games that have been added to Clay.io. For those familiar with Mochi Media, it's fairly similar to their publisher system - with the added benefit of games that work on the mobile web. Publishers, you can find more information here: http://clay.io/publisher-tools Developers, you can find more information here: http://clay.io/development-tools To send me your feedback, you can reply here, send me a PM, or email me: austin@clay.io
  12. Clay.io (Distribution & Tools)

    Figured this would be a good place to post this. I'm one of the co-founders of Clay.io, a platform for HTML5 games. We primarily help with two things for developers: Distribution In addition to our own marketplace, we also make it much easier to get your games on many other marketplaces with much less effort. Each marketplace has its own requirements (SSL for Facebook, manifest files for the Windows App Store, Chrome Web Store, Mozilla Marketplace) - all of which Clay.io takes care of for you. We'll even tell you which marketplace is performing best for your games. Documentation can be found here. High Level Features Our API makes it easy to implement tedious features of game development, leaving you more time to focus on the game itself. These include: User Accounts Leaderboards Achievements In-game Payments Posting to Facebook/Twitter (and inviting Facebook friends) Analytics Persistent Data Storage Screenshots Multiplayer Rooms Each can be done with just a few lines of JavaScript - you can have a look at the sandbox here. The marketplace and API aren't tied to each other, so you can use the marketplace without using our API, and you can use our API without our marketplace. We're always looking to improve, so let us know what you would like to see us do! My email is austin@clay.io