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Everything posted by Nulligma

  1. And how are you going to generate millions of user traffic to play your game in first place? There is a reason why portals put 100s of thousands of dollar in advertisement. If you can generate that kinds of traffic without investing in ads then my friend you are the next bill gates.
  2. You are correct about marketjs
  3. "remember that you are a one man team". I know I am a solo game developer that's why I clicked on the article. Its in the headline, why are you keep reminding that? It was very generic article. I can to a TLDR for your article. Scope, Size, and Scale: Small Marketing: Yes Tools and Engine: Yes Expectations: Low Final Product: Polished. You should visit Gamasutra and read some articles over there. You need to add much more material to your article if you want people to visit links inside your article to another article.
  4. I used to sell on envato/flashden/activeden. The market's main goal is to "sell small programs/assets/codes to non technical person", so to sell your code best, you should write it as clean as possible and explain everything. Buyers were never a problem but fellow authors were. I once made a nice 3D picture slideshow that was very unique to market and had quite unique 3D logic also. Because I was low ranked there, my program only made some 50 sales. After less than a month I saw a program with same 3D logic but with nice sparkling etc effects added to it and it was made by some elite author so it made more than 1000 sales. You write all the code explanation to your unique logic just so that a fellow developer can purchase your file read everything make some changes and get 1000s of sales. Envato is not very good if you want to do something unique and your rank is low. Just make generic sh*t in bulk. " deliver unique and personalised value to drive up demand" A newbie will never know what is unique to which sponsor. I might make a zombie game and might send it to someone who's looking for girls games, Publishers dont even reply if they dont want the game or they will say "this is not we are currently looking for". This is where the experienced middleman will come. All they have to do is channel the game to proper people and earn their cuts. Suppose a game is ranked below 5 then just return the game. If its 5-7 then tell the developer how he can improve. And when the game reaches 8 just forward it to proper people. Publishers will be very happy that they are getting cherrypicked game and does not have to debug/QA it. Middleman in earning the cuts. And developer is not roaming like an idiot even if he have skills to make proper game.
  5. FGL used to act like middleman between developers and sponsors, helping developer improve games and then promote them to sponsors. In return they take a cut from deals. As you might know FGL has closed down all its middleman services. So I was wondering, there are so many developers here who have long list of sponsor's contact and trust. They can do what FGL did in small scale. Even if they help sell 50 NEs a month, they can earn a lot from that cut by just using their contact. So is there anyone out in HTML5 who provide services where you mail them the game, they rate it and then contact sponsor on your half (depending on rating) and then at last take a cut from the deal? I have seen repeatedly TV speak about how developer sell good game at low price and in turn dilute the whole market with low price games. If someone experienced start to make deal on behalf of newbie developers. Then the market standards will hold. This will be win win for all.
  6. Thanks everyone for replies. My game is present in their listing and it looks like it had been sold to people. I tried contacting them and auto mail reply said they reply within 12 hours but still i got no reply. Their contact page have only queries related to people who want to buy their game. No specific query for game developers. So I had to use general Inquiry. There is no way to withdraw payments, or see deal history.
  7. BTW i just saw that you were talking about Facebook Instant Games. Will you be going to distribute my game in Facebook Instant games with the same non exclusive license?
  8. So if I sell an Exclusive licence to you, I wont be able to sell non-exclusive to any other publisher even with a site-lock code embedded in it? And buying "all rights" do you mean even credits? That will be IP rights for the game. Since your distribution network will be growing everyday. How do you buy non exclusive? for 20 sites? 100 sites?.. Non exclusive should restrict you from distributing where-ever you like and exclusive should give you a permission to freely distribute the game. You are buying a license from developer's made property, you should have restrictions unless you buy IP rights and do whatever you want from the game on the internet. I am not a lawyer but how is that we are giving license to our own property and we are loosing rights on it? This seems so bizarre and shady. Its like a hotel owner gives license to a customer to stay for 1 year and then customer restricts the hotel owner to stay at his own hotel! If every publisher start to follow your practice then we would be able to sell only one non-exclusive and the game is done for. Because why would next publisher would want to buy a non-exclusive if the game is already on the internet?
  9. Yeah I know I signed the contract. I thought you were talking about uploading games to sister sites. Thats why I said I can only ask you to stop distributing game. That was a very rookie mistake on my half I am new to HTML5 games and I didnt knew non exclusives doesnt mean same anymore. I just found out that my game is open on internet and I sent you mail about it too now. But since you are replying on this forum It would be nice that we talk openly so that no one makes a mistake like I did I just want to know how would you define "non exclusive"? And what more rights do you want for an exclusive licence? Because clearly if you start distributing our games on the internet with non exclusive licence, we will never be able to sell and exclusive license to anyone.
  10. Famobi are nice people. They communicate and work professionally. I have sold many flash games. It had 2 licences Exclusive (Publisher have rights to distribute on internet) and non exclusive (Publisher cannot distribute on internet). These were crystal clear rules. Now I come new to HTML5 and sold one non exclusive to Famobi. Everything went nice and I told them the game is site-locked then they paid me for non exclusive. But after few months, my game is everywhere on the internet. You say you have 10 years of experience but still you dont even know the difference between exclusive and non exclusive? Or are you purposely doing it? You could have bought exclusive and distributed it on internet. That would be few extra bucks for you but some developers are really poor and this is their living. I can only ask you to stop distributing my game on internet. And tell developers to beware of everyone on internet. P.S Thanks @TrueValhalla for helping
  11. I have submitted a game to marketjs and It has been approved. I see that I have some earnings next to my developer name. But there is nothing in developer dashboard, no sales statistics, no details about deal history. Only thing I see is how to edit the game. How do I receive the payment? If anyone is working with marketjs. Can someone please explain how it works?
  12. Is trump interested in sponsoring HTML5 games? That would be nice
  13. Nice work for 1st game. Shape detection is not very accurate, you should work on that. Look at nitrome's Magic touch, you can get lot of inspiration from that game
  14. Makes an introduction thread, does not even introduce himself..... LOL
  15. Hello, I am new to HTML5 games and this is the first time I am posting my game for feedback. I tried to innovate a new type of gameplay by combining 2048 and 1010! Link to browser game Link to Android version All the feedback are welcomed, thanks
  16. I would suggest start with two languages. Get some nice books on C++ or java and read it like a novel (enjoy it) this will give good insight of how to program and concept of OOP. Since all the major companies uses C++ for their games you can secure your future and get a good job. But the problem with this is, its very hard to make a game in c++ if you are a newbie, so you might loose interest in programming as whole. So to keep your interest in making games, start with something easy so that you can make games with less effort. You can start with construct2 or you can learn phaser. Learn just enough JS for phaser to make games.
  17. If you are young you can learn new stuff easily. In the future who knows what new language will take over HTML5 and once you get comfortable in making games without programming it will be really hard for you to learn programming and make a switch.
  18. Thanks everyone for details. I have read true vallahala's blog its really good stuff.
  19. Hello everyone, I am new to HTML5 games and I have made few HTML5 games. I want to know how you people contact sponsors/publishers after making the game. I found that sponsors who I had done business before reply rest dont even reply as if all the mails are going to their spam. Now that FGL has shutdowned their marketplace, I dont even found any other marketplace than fgl. Do you make a site, put all the games and improve the SEO so that sponsors/publishers and hope they automatically contact you? Thanks
  20. I found out that this was due to rendering in WEBGL mode. When I render into CANVAS mode this problem vanishes. But a new problem arises, in CANVAS mode framerate drops below 5. I am making 1010! clone and there is no more than 1 sprite moving at a time and there is no timer even and nothing. The game is very basic. Does canvas mode performs very poorly on mobile devices? I am stuck between a choice, if I take WEBGL performance is 60 FPS but without "resolution" parameter everything is blurry or if I take CANVAS I can choose "resolution" parameter but get 5 FPS.
  21. I am making a game with skins in it. When ever player changes a skin Images gets loaded again. I use this code. preload: function () { this.load.image('arm', 'asset/Theme'+this.theme+'/arm.png'); this.load.image('leg', 'asset/Theme'+this.theme+'/leg.png'); this.load.image('head', 'asset/Theme'+this.theme+'/head.png'); this.load.image('torso', 'asset/Theme'+this.theme+'/torso.png'); } gameFunction:function() { if(this.themeChanged) { this.theme = this.newTheme; game.lockRender = true; game.load.onLoadComplete.add(this.preloadComplete, this); this.preload(); game.load.start(); } } preloadComplete:function() { game.load.onLoadComplete.remove(this.preloadComplete, this); game.lockRender = false; this.addImages(); }, This gives me an error What am I doing wrong here?
  22. Hello, I am using Intel XDK with phaser to create a mobile game. To scale the game to every resolution I use this code ratio = window.devicePixelRatio || 1; w = window.screen.availWidth * ratio; h = window.screen.availHeight * ratio; var config = { "width": w, "height": h, "renderer": Phaser.AUTO, "parent": 'game', "resolution": ratio }; game = new Phaser.Game(config); This works properly when ratio < 3 but above that game gets stretched vertically so for devices like iphone 6+ and devices with FHD resolution. If i dont provide the resolution parameter all the images becomes blurred. Can someone help me with this problem. Thanks