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Found 21 results

  1. I’ve launched my first game under the EXONPLAY brand – Nature Basketball. It’s a simple basketball game in a relaxing nature setting. It’s available on Google Play – my main monetization channel. I’ve also published it on a couple of online games portals where it can be played directly in the browser: Kongregate, Newgrounds and Itch.io. The browser versions of the game have hand-made ads that point to either the Nature Basketball Facebook Page (for pc users) or to Google Play App (for mobile users). Short Post Mortem. I’m unhappy with a few things about Nature Basketball. Firstly it’s quite large with 17 mb worth of files – it takes a bit to download for users with slow internet connections. Secondly the game performance it’s not very high – the main reason behind that being the multitude of graphical elements that make up the scene. The submission process to Kongregate, Itch and Newgrounds was easy and straightforward – I spent no more then 10 minutes. Submitting on Google Play took a bit longer and I’ve discovered some minor bugs after I’ve already published it so I had to quickly push some updates. Other then that everything seems to be working fine – the ads are displaying properly, there are no crashes. We’ll have to wait though for a bit to get some feedback from players. Marketing. Right now my marketing channels are the Nature Basketball Facebook Page, the custom ads displayed on the browser versions of the game which point to the Google Play App and to the Facebook Page, my twitter account, r/webgames, r/gamedev and html5gamedevs.com. I’ll have to think and research more channels so I can increase the game’s visibility. Expectations are quite low at this point. I’ll just have to wait and see how it will evolve during the following months. Close Future Plans. The next couple of games are going to be shorter (dev time), with an abstract theme and using some popular existing mechanics. This will hopefully solve the two main issues that I have with Nature Basketball – slow performance and high loading times. I’ve already started working on a simple abstract endless runner kind of game. The mechanics are very simple (and already done) – right now I’m working on the graphical aspect – it’s going to be very minimalist and sci/fi themed. I intend to keep the dev times shorter on this one – hopefully by the end of the next week it will be ready to launch. The best thing about self-publishing and not relying on other game portals to buy my game is that I can experiment wildly with both mechanics and graphics – which I intend to do fully in the somewhat further future. I also intend to have a rapid cycle of gamedev and release – 2 weeks for a game is the current maximum allocated time for a game. That’s all folks. Original Article.
  2. Hi folks! As some of you know my html5 business has not been going very well. After much thought and consideration I arrived at the conclusion that I do like making games too much so I won't quit this path. But I'm making some drastic changes to my whole (nonexistent) marketing/monetization approach and some changes to usability/UI/features and such. I've started a blog documenting my whole approach: https://adrianscheff.wordpress.com/ And that's about it - we'll see where this goes.
  3. Phaser and mobile games

    I want to put my game to Play Store, I googled it a bit and found Cordova and CocoonJS. I'm planning to use Box2D plugin and websockets for the game so my questions are: Which one is faster? I don't want to use CocoonJS if i don't have to since it adds a "built with Cocoon" splash. Is websockets supported? Is it possible to read & write files, show notifications? Can I use Google Play Games Services? How can I monetize my game? Is there an easy way to add ads? Thanks.
  4. If you're not familiar with my work, I have been making video games for a living since 2012. I have 10+ years experience making games, and I specialize in HTML5 game development, distribution, monetization, and publishing. I have also written a book called Making Money With HTML5. Based in Australia, I work from my home office and have earned over $350,000 USD online since I started my business. Each month I publish a fully transparent income report which documents my online earnings. These income reports exist to demonstrate my progress, share my experiences, and motivate others who want to make money online. Check out my latest online income report for December 2016 » TOP EARNING MONTHS Nov 2016 - $10,427 Aug 2016 - $37,390 Jun 2016 - $19,066 Apr 2016 - $9,130 Jan 2016 - $20,834 Oct 2015 - $10,022 Apr 2015 - $10,463 Sep 2014 - $25,987 May 2014 - $21,058 Dec 2013 - $14,704 Nov 2013 - $12,567 I'm happy to answer any questions - you can also email me at [email protected]
  5. Chrome web store monetization

    Besides in-app payments, chrome webstore offers monetization with ads - i have read this from article: http://www.marketjs.com/blog/Making-money-with-HTML5-games There is said about ad networks: the good choice is adsense or ad4Game. Anyone has experienced with ad4Game? Is it possible to use clay.io as ad network? Which one is better and are there good alternatives for desktop browser game? In developer program policies https://developers.google.com/chrome/web-store/program_policies?csw=1 i don't understand one thing: Does it mean, that i can use ads only for advertising my another games or links of my ported games to appStore, googlePlay, etc. No ad networks?
  6. Hi everyone, I'm hosting an online live discussion with Tammy Levy, Director of Product at Kongregate on May 24th. She'll be sharing how Kongregate uses analytics to drive monetization and player engagement. We have a few spots left. You can register for the discussion here. Do you all have any questions you'd like Tammy to answer? I'm all ears!Alex
  7. Hi All, I've been studying HTML5 for a while now, intending to replace Flixel for Phaser on my gamedev course. But the syllabus isn't only composed of techincal stuff, I've put it together from a pragmatic point of view. And one of the aspects I try to focus is the publishing process. As I've just entered this brave new world, I'm still learning the ropes on HTML5 publishing, thus I've decided to catalog some data on the industry. I've created this spreadsheet to try to hold as much data on HTML5 Game Publishers as possible. And I would like to ask for your help. http://bit.ly/11bxxcf You guys have been on this for a while now and I'm sure you have valuable information on the subject. So, anyone who does, feel free to either write a comment on the spreadsheet or to contact me (PM, Twitter, etc). Hope we can help each other. All the best -Alvaro Cavalcanti.
  8. Leadbolt Launches Rewarded Video!

    Leadbolt launches Rewarded Video ads, the high performing video ad innovation from Leadbolt that will boost app developer revenue up to 70% .Rewarded Video is an user opt-in video view in exchange of a reward,virtual goods or in-app gifts.Sign-Up Now!
  9. Hello, We've created a new rewards solution that provides a value-added feature to personalize the user experience, thus help engage and retain players for longer, more frequent play sessions. MyBeanJar (MBJ) delivers targeted mobile coupons for game achievements and loyalty, which are saved in a mobile wallet allowing them to be redeemed at the right time & place. The coupons are for relevant real and virtual goods, based on each player's unique preferences and location. For example, by beating a level a player could win a free drink at Starbucks, or a power up from a new game, credited after install. It's a new way to honor and celebrate achievements, both in-game and post-game, without interrupting game flow. Here's a few of the amazing benefits MyBeanJar offers game devs & publishers: Monetization: publishers earn incremental income/ rev share via coupons distributed in games that won't conflict with other ad units,New player acquisition: publishers' games are listed in the MBJ games tab, including descriptions and links for MBJ users to discover,Cross-Promotion: publishers promote their other titles via MBJ offers for virtual goods, power ups, or other credits to drive installs.For more details, please see the HTML5 SDK link on Github, and/or contact me with questions. Thanks for your consideration! David Chodosh, Co-Founder [email protected] MyBeanJar.com Sample HTML5 game deployment MyBeanJar Google+ MyBeanJar LinkedIn MyBeanJar Facebook @MyBeanJar Twitter
  10. New rewards feature that monetizes +

    Hello, We've created a new rewards solution that provides a value-added feature to personalize the user experience, thus help engage and retain players for longer, more frequent play sessions. MyBeanJar (MBJ) delivers targeted mobile coupons for game achievements and loyalty, which are saved in a mobile wallet allowing them to be redeemed at the right time & place. The coupons are for relevant real and virtual goods, based on each player's unique preferences and location. For example, by beating a level a player could win a free drink at Starbucks, or a power up from a new game, credited after install. It's a new way to honor and celebrate achievements, both in-game and post-game, without interrupting game flow. Here's a few of the amazing benefits MyBeanJar offers game devs & publishers: Monetization: publishers earn incremental income/ rev share via coupons distributed in games that won't conflict with other ad units,New player acquisition: publishers' games are listed in the MBJ games tab, including descriptions and links for MBJ users to discover,Cross-Promotion: publishers promote their other titles via MBJ offers for virtual goods, power ups, or other credits to drive installs.For more details, please see the HTML5 SDK link on Github, and/or contact me with questions. Thanks for your consideration! David Chodosh, Co-Founder [email protected] MyBeanJar.com Sample HTML5 game deployment MyBeanJar Google+ MyBeanJar LinkedIn MyBeanJar Facebook @MyBeanJar Twitter
  11. Ready my thoughts on how to make money from the rising market of HTML5 games on our blog InsideHTML5Games.com: http://www.insidehtml5games.com/html5-games/blog/how-developerts-can-make-up-to-30000-usd-from-html5-games/
  12. 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
  13. [WIP] ALIENS vs SPACE

    I searching for ways to start making money with HTML5 game dev, so all your thoughts will be usefull. https://googledrive.com/host/0Bzma_-JMQlddfjllbTRiZE5pdDBvck4tOWRKZEcxT0FaNXN1MHZMekFPdWxPVzVvblhwYWM You need to launch a rocket and resque aliens from planets to base. In future I plan to add twits with replays. What do you think about this? PS. Optimization in progress
  14. Hi, I'm looking for developers HTML5 games compatible with browser mobile. We want pay you a high fee per user activation. We monetize your game through our system payment.
  15. Check out this new money-making game mechanic that can be easily integrated into any content to add stickiness and revenue. MyBeanJar is the only end-to-end mobile engagement platform that delivers targeted mobile coupons as rewards for achievements and loyalty in any game or app. The sponsored rewards automatically go into a mobile wallet app that allows immediate redemption, sharing, and other post-game actions that engage the players longer, and send them back to your game. I hope you'll give it a try. Here's links to the SDKs and docs: Android SDK: https://github.com/beanjar/MyBeanJar-SDK--Java-Android HTML5 SDK: https://github.com/beanjar/MyBeanJar-SDK--Javascript--HTML5 iOS SDK: https://github.com/beanjar/MyBeanJar-SDK-iOS Cross-Platform Wallet App: https://github.com/beanjar/MyBeanJar-App--Cross-Platform We're very motivated to help game developers and publishers with this new system and benefits, such as high ad rev share, new player referrals, and new ways to cross-promote other titles. Please contact me for more info, and any other questions. Thanks for your consideration! -David Chodosh, Co-Founder [email protected]
  16. My team and I have developed a unique alternative payment solution called PayGarden.com. We are looking for game devs and publishers to partner with. What PayGarden does: Enables a website or app to accept popular 3rd party gift cards (e.g. Starbucks, Target, Walmart, etc.) as online payment. (example: If a user has a $15 Starbucks gift card, they could trade it for in-game tokens/credits in an MMORPG game.) Why it's unique: By accepting common gift cards as payment, you can reach customers who don't have or are afraid to use traditional payment options like credit cards, Paypal, etc. online. This means tapping into a set of new customers, and converting more of your non-paying users. PayGarden thus boosts your overall monetization, and there's no other solution like it available. Does it work?: Yes - we've launched in other verticals, such as private VPNs and subscription-based online entertainment, and our partners are reporting 10-20% lift in new payments. How difficult is integration?: We work with partners to make integration straightforward and easy, requiring 1 engineer and about 2-3 days. We've been told by partners we're one of the easiest add-ons they've ever done. Sound interesting for your gaming audience? Let us know. [email protected]
  17. Monetizing desktop browser games

    Hi everyone, This is my first post here, so I'm a 22 years old guy from Hungary, who's an absolutely newbie in this HTML5 world. I've read a lot about different ways of monetization methods, that can be applied to HTML5 games optimized for mobile. I have some plans, that wouldn't fit on a mobile screen for some reason (for example control difficulties). So here is my question: is there any option to earn some money from these games, too? Thank you for your answers in advance! blakkmjoln
  18. I am a student at Case Western. A few of my friends and I started a platform to give game developers a new way to monetize. The platform allows users to wager on mobile games. If you are interested in potentially partnering with us, send me an email at [email protected] Thanks, Ari
  19. [BLOG] InsideHTML5Games.com has been launched!

    Dear HTML5 Games Community, I'm happy and proud to announce our HTML5 games blog "InsideHTML5Games.com" has been succesfully launched! The intention of the blog is mostly to share our insights while testing and distributing hundrets of HTML5 games with the developer community. The blog will provide you an overview about: - common bugs and how to avoid them in your (upcoming) HTML5 game, - major devices on SOFTGAMES's platform (among millons of monthly unqiue users) - tips & tricks to improve user experience & retention - and a lot more... Interested? Then step by at http://www.insidehtml5games.com/ from time to time and feel free to share / like the posts. If you have further ideas on the topics or wanne participate, feel free to share your ideas with me. Looking forward to your feedback. Alexander www.softgames.de
  20. TGIF to everyone! I just wanted to share our newest exclusive game with you to demonstrate what we are looking for when licensing new games at Softgames. http://games.softgames.de/jelly-picnic/ If you feel you have also a similar cool game please send it to us at "[email protected]" so we can talk about an exclusive or non-exclusive sponsorship! We also do many work for hire projects with developers! Hope you enjoy the game and looking forward to your feedback! Thanks Andre
  21. Hello everyone, I am a game developer with a strong focus on mobile games. I currently have 6 engines for HTML5 games built in Game Maker: Studio, later this month I am going to hire artists to do artwork for them, then after some minor polishing I would like to send out to to HTML5 publishers and offer a bulk discount on non-exclusive licenses. To start building bridges with HTML5 publishers, I sent my game Gridlock out as an experiment. I was fairly surprised with the results. I am currently in communication with 7 HTML5 sponsors regarding licensing it. If every agreement goes as planned, I will have made more money from game development this month than I did from going into my day job every day. If I achieve similar results with my game bundle, I think I will make enough to (comfortably) quit my day job. I have been using Game Maker since I was 8 years old and I've grown proficient enough with it to create high-quality games, but outside of GM I'm a fairly inexperienced programmer. I have a decent amount of experience with HTML5 and CSS, but I never got very far into JS or sadly HTML5. Several of the companies I'm in communication with have requested API Implementation. Admittedly, I expected this. I've heard the horror stories about it on Twitter, and it's a huge subject of interest in the Sponsors and Portals sub-forum. I've read about it in Matthew Bowden's book (which introduced me to the HTML5 market) but it only briefly touched on the subject. I've Googled it to death and understand the idea behind it, but it's still something of an enigma to me. I can't seem to find any solid information on API Implementation into HTML5 games built in Game Maker: Studio. I know it's a complicated and tedious process, that some developers charge portals for and I'm willing to learn how to do it. I just can't find a solid resource on the subject. From what I understand, I need to create an Extension in Game Maker that will read JS functions. I just can't find a clear resource on how to do so. Any links, or advice would be appreciated. It might literally change my life. Thanks in advance!