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About xenomorph856

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  1. That's what I was thinking. I just want to make enough money to sustain myself while doing it (around $1k - $1.5k a month). I'm wondering if you could elaborate that for me, it kind of jumped over my head at the moment ;-)
  2. I can't believe there's no room for any quality HTML5 games and developers to do well financially. It's not surprising that the market is saturated, and part of the problem (imo) is a lack of QA and moderation at gaming portals and other app distributors. I'm wondering if this is just the inevitable experience of some devs (such as yourself), or the true reality of the situation for the entire community. I hold out hope that my studio will be recognized, and we'll make decent enough money. After all, if devs like TV can find treasure in the muck, so can others :-) I'd love to hear from more people on this topic.
  3. Is it not possible to make a living on HTML5 games? I believe Rich makes good money in it as well. I'm not sure we'll be as successful as TV right away, but that's certainly the long-term goal. Our short term goal is to release quality games. Hopefully the sponsors will see their quality, and be willing to support some humble HTML5 devs ;-) You're right. That's why we're investing part of licensing money into ads (Facebook primarily) for our mobile games. Putting in around $50 here and there to test the waters, get feedback, and hopefully grow a fan base. That's debatable I think. Sure it's not guaranteed, there's many great quality games without many downloads. But there's even fewer crappy games that have many. So while quality/game play isn't the driving factor, it's certainly a factor non the less. Especially with respect to sponsorship interest. Do you agree?
  4. Thanks for the reply, I'm sorry it took so long to get back, we've been very busy working on our first game. I'm curious if anyone's aware of whether or not sponsors publish to app stores, or if they're purely interested in portals only. If that's the case, what are peoples opinion on 'hybrid-publishing', so to speak, by licensing/rev sharing to sponsors for web, and self-publishing to app stores for ad revenue? -Cheers
  5. 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?
  6. Hi Alex, thanks for the reply. The group will take the 'enableBody' property, but the 'body' object itself is null. Using the setAll method, I get the error 'cannot use 'in' operator to search for 'velocity' in null'. As far as my code goes, it's the same as your example file (an exact copy actually ;-)) with the exception of three lines; Start physics system (preload), enable body on bonesBase group (create), and apply velocity using setAll method (update). I've also enclosed it all into a single state object.
  7. I'm a bit new to Phaser, and have no experience with Dragon Bones. My trouble is getting the 'dragon bones' group to physically move with Phasers 'body' properties. I've been successful in applying tweening to it, but that's not an ideal method of movement. Is this possible to achieve with the current adapter, or is it incompatible with Phasers physics? Thanks in advance :-)