-AAG-

Members
  • Content Count

    457
  • Joined

  • Last visited

  • Days Won

    6

Posts posted by -AAG-


  1. Thanks for the lengthy and in depth reply.

    Quote

    This is a different part. This no means the engine you choose is bad. To develop a good game depends on a lot of things. And of course to sell it is another different part.

    I understand this perfectly. I have been selling licenses to sponsors for quiet a while. But some sponsors just wont buy games made on either Construct or GameMaker.

    Quote

    Better? What are your arguments? How people can say unity is better than unreal, etc ? Each engine do great job. The only question here is: "What game / games want to develop" ?

    My argument is the same as above.  Some sponsors just wont buy games made on either Construct or GameMaker (or similar game making tools), and I get it, they can be a pain to work with when it comes down to API integrations and such. Phaser on the other hand, even thou is a framework, it is still a more conventional way of making games. Business wise something like Phaser is better, but if you are just a hobbyist then it boils down to preference. I do this for a living.

    Quote

    To be honest, I don't know why some people choose phaser or similar. I believe it's about code - to code something. But you can programming in Construct 3 too.

    Phaser gives you a lot more control over what you are doing? it has nothing to do with code, that's for sure.

    I just found out something about Construct 3 that is putting me off a little, it is a service and not a product, you would have to pay monthly or yearly to continue to use it. It is a very small price but still.


  2. Hello. I was wondering about Construct 3 and how good is it for making HTML5 games that can be sold to sponsors. I have been using Game Maker for over 12 years now and I absolutely love it and can get games done with it in no time but I really, really don't like Game Maker Studio 2 at all, I just don't. whats up with the interface and those freaking nodes? It hurts my eyes just to look at it. But GMS 1 is not supported anymore and I find myself running into frequent issues with browsers and stuff just not working out of the blue. Looking at Construct 3 I absolutely love the fact that it works on the browser. It even says I could run it on one of those cheap Chromebooks!

    Maybe you are thinking that since I'm willing to learn something new why not learn something better like Phaser. Well, I guess I could learn that if I really put the effort into it, but it just seems so overly complicated, everything would be all over the place instead of self contained on the one app. I tried similar stuff in the past, like Flash Punk, and it just isn't for me. Or is it?

    Anyways, I am looking to update myself and GameMaker: Studio 2 just wont do. Any advice will be appreciated. Thanks!


  3. I want to thank everyone for taking the time to leave a reply. I am taking it all in and think that I might have found a solution that solves this and my level design hate and I may even really like the game(s) that will result from that for a change. 

    4 hours ago, TheBoneJarmer said:

    Not trying to be rude or anything, but could it be possible that your games are just not that interesting? I see many games being published each day and only a few of them catch my eye, let alone having one that I actually play. Everything else I'd just consider utter shit. Not that I think your games are crap, hence the reason I started this with "not trying to be rude" since I don't know your games. But it might be worth to figure that one out before you start ads, because ads equals hate nowadays so you might want to skip that. Also, like someone mentioned before, the revenue is not that good unless you get like over a 1000 daily visitors. Which reminds me, what marketing strategy did you use to promote your game?

    I do agree that web games in general are not great and I personally don't play a lot of them. In fact, I feel the same way about native mobile apps and have none installed in any of my devices. I do enjoy how accessible web games are and have found myself surprised by a few of them both when flash was a big deal and now with HTML5. It is this ease of use that I enjoy the most about web games. When It  comes to my own games I have to go with what my clients are looking for. There was a time that my main client wanted arcade games and I made quite a few, not great at all but they got sold and spared me the level design dilemma. Then interest shifted to puzzle games so puzzle games it is and they have been selling.

    I have been doing this for a while and every single game on my catalog has sold multiple licenses (minus the obvious exclusives). I understand that doesn't make them good, that just means my clients liked them and thought them a good addition for their website. I'm sure they know their visitors and I have come to accept that it isn't my concern whether their players like the games or not, but the fact that they continue to buy from me tells me that my work is liked by a certain audience. 

    At the very least I try to make my own thing instead of trying to follow trends or clone this and that because is popular unless the client specifically asks for it. I have avoided plugin to my catalog till now but if anyone wants to take a look you can go over here

    Thanks again!


  4. 4 hours ago, totor said:

    The real question is more like what was the kind of license you sold your game to the client?

    Non-exclusives

    38 minutes ago, b10b said:

    Perhaps repurpose the existing catalog rather than republish it?

     

    How so?

    38 minutes ago, b10b said:

    I don't wish to discourage pursuit of royalty income, as it's truly awesome when it happens.  Just be realistic about timescales, cashflow and be wise to know that even when "achieved" it can all end very abruptly.

     

    I figured as much. I actually tried this way back then and wasn't very good but it was also only 6 games. Was thinking now with so many games it might have been worth a try. Still a thought and not moving in any direction.


  5. Been working on this game:

     powerline.thumb.png.aaf804eb517c43e81c5914ee2aa0858d.png

    PLAY

    I really thought I was on to something with this one but maybe I was just exited that I could actually code the thing, especially the backwards movement. I know is no big deal but I am not a real programmer so yeah. I just plan to add 1 more mechanic, a two way tile, and then is just completing 20 levels (which I hate so much) but I have been stumped for weeks at this point. One of my clients really liked the concept and I do want to finish it even if just for the one client.


  6. Over the past few years I have put together over 30 HTML5 games and have survived selling licenses. But there comes a time, after initial sales, that the games just sit there on my catalog waiting for an odd sale that might never happen. I have very loyal clients that I appreciate very much, in fact, I pitch the early games to them and if they like it then it gets done. So the games are sold even before they are completed. After that I may or may not sell another license. I am seriously considering revisiting my catalog, putting ads on all of the games, and then put them on as many platforms as possible. The thing is I feel it would be like backstabbing my clients who paid for a license and then if the games fail to generate any ad revenue  I could lose my clients for nothing. 

    Thoughts?


  7. Oh no. That part is easy. I am on GameMaker: Studio so its all visual. Just pick, place, and drag around. What I am talking about is the actual design of the levels as in making levels that are puzzling and actually fun to play rather than being obvious or obtuse or involving too much trail and error or being a shore to solve. 


  8. Another year another batch of games. This was a slow year and the year of the sequel too.

    Joe Lost 2

    joelost2.png.ddb8769e6adaf514c15f03534038ad07.png

    Joe is lost again! Please help him. ABCya exclusive. Playable only on desktop unless you have a mobile account.

    PLAY

     

    Light On 2

    lighton2.png.fdb9828e6f9162c48be352234ef6670a.png

    The exclusive sequel to Light On only on ABCya.com! Playable only on desktop unless you have a mobile account.

    PLAY

     

    Bridge Hopper

    bridgehopper.png.e194db446879774ae37e6768853436ee.png

    Hop from bridge to bridge to eat all the carrots or Bunny will cry :(  ABCya exclusive. Playable only on desktop unless you have a mobile account.

    PLAY

     

    Money Land 2

    moneyland2.png.1151a446828bda1de6a322bb760bf0aa.png

    Back to Money Land! In this strange new area your gravity will flip every time you stump a critter. ABCya exclusive. Playable only on desktop unless you have a mobile account.

    PLAY

     

    Jon Lightning

    jonlightning.png.5ed201e81d28b89a6601e835af89763d.png

    Jon can move too fast for his own good. Help him. A port/adaptation of one of my old windows games under the Alexitron banner.

    PLAY

     

    Boxed 2

    boxed2.png.a82992a22b4db7286d913b960e323379.png

    More Boxed fun. Now with metal boxes, moving walls, and holes!

    PLAY

     

    Lost Joe

    lostjoe.png.3ac69437de27c874f9b19662e708d6c6.png

    The none-exclusive edition of the Joe Lost games by popular demand.

    PLAY

     

    That was 2018 for me. Hope you guys had a good year as well. You can check out the rest of my catalog at www.gamesaag.com. I am thinking of removing the freebies section altogether. 

    A question for fellow developers: I was thinking about making a mobile app with a compilation of some of my games and then continue to add to it as I make more. Anyone tried something similar? Simple puzzle games seems to be  what I do best but I don't mind to experiment. I was thinking about 1080p resolution and hi-res graphics though I really like the style that I have been developing, maybe I'll try to reproduce it with 3d pixels instead. Thoughts?

    For GameMaker: Studio users: Tried to get into Studio 2 and just couldn't. That new user interface is an abomination and the node based events, I just don't get it. I hope they make a classic shell in the future for old farts who have been using GM for over 10 years. Hard to adapt now.

     


  9. One of my clients is having issues testing my games on their staging site before moving them to their live website. They get the following error:

    alexis_games.thumb.png.fba8e5c1524af542701f203280cdd14f.png

    The game runs just fine from my service thou it wont move past the splash screen since it is site-locked.

    aag.freevar.com/public/adventuretom/index.html 

    At first the client thought it was the site-lock not allowing the staging site but that wasn't it. Any idea what could it be? I am on the last version of GameMaker: Studio 1.4 if that matters.


  10. Here is a a little hack that worked for me. Just ad that anywhere on your game.js. I put it on the very beginning. 

    if(typeof AudioContext != "undefined" || typeof webkitAudioContext != "undefined") {

       var resumeAudio = function() {

          if(typeof g_WebAudioContext == "undefined" || g_WebAudioContext == null) return;

          if(g_WebAudioContext.state == "suspended") g_WebAudioContext.resume();

          document.removeEventListener("click", resumeAudio);

       };

       document.addEventListener("click", resumeAudio);

    }


  11. I was just checking on my games yesterday and realize that no sound or music is playing on Chrome for desktop. Firefox and Edge are working fine. IE never worked.

    On Chrome for Android sound and music will start playing after the first user input. Firefox works just fine.

    Did I miss something? Windws, Android, and browsers are all up to date.

    I'm on the latest version of GameMaker: Studio 1.4 now and having this issues but the games on my catalog where made on 1.4.1763 and still the same thing.


  12. I am working with a client who makes their own games too and they have the following issue when testing on iPads:

    Quote

    We want to add a soundtrack but we're having problems on the iPad. When you switch browser windows or close out of the browser by touching the home button, the sound stops playing which is expected. When you return to the game, the music starts up again but then cuts in and out the rest of the time. I noticed that your music shuts off and doesn't come back on. You have to manually select it.  My question is: How are you preventing the music from starting again? Or how are you fully stopping sound? Are you listening for a particular event? Anything you can share would be helpful.

    So his problem is that his sound will come back after refocusing but it will be on and off. My problem ( which I wasn't aware of ) is that the music won't come back at all unless you turn it off and then on manually by an in game button. I am a GameMaker studio user so I blame that. I believe my client uses more traditional methods like real js and html etc. If you need more details let me know.

    Any help will be greatly appreciated. Thanks!