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NewDisplayName

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NewDisplayName last won the day on October 19 2013

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  1. Really interesting info here. Does anyone know the best way to test games through the facebook and twitter apps? Sondar
  2. This isn't always true. There are many communities still active on large games. All of the games which currently run on linux will run on the new OS. Valve haven't announced everything yet which is why they're probably not making a big deal out of it. I don't understand what you're saying. Are you saying improvements to the OS will improve performance but break compatibility? Where are you getting this from? Overall, the steam OS is interesting, but it won't be a big deal right at the start. It'll be a while before games are ported and developed with Linux support so the library w
  3. I have to disagree. I've talked to the GM:S team multiple times on twitter and then filed bugs and they have been quick to respond, polite and very helpful. I recommend talking to them (politely!) via twitter and then filing a bug report if they ask you to. Sondar
  4. Also what the hell is everything.me and do they do licensing deals? Sondar
  5. API implementation is often tedious and frustrating, because bugs aren't as easily detectable and the quality of the sponsors API are usually poor. That said it isn't actually very hard, if it's a simple java script file is provided to you: I don't have the time to put together a picture guide (yet) but this is how it'll go: 1. In your GM:Studio Project, right click Extensions and click 'Create Extension'. 2. Fill in the appropriate details, like names etc. and click OK. 3. Right click on the Extension, click add file and add the sponsor API file. 4. Open the js file in something like No
  6. Who's the artist that you work with? Nice games by the way! I enjoyed Dungeon Delve. Thanks, Sondar
  7. Agreed. Really? If you don't mind me asking, how many sponsors made up that $5k? Sondar
  8. Has anyone got any good recommendations on analytic services? It needs to be: Easy to implementPossible to implement with GameMaker StudioSupport for mobile A lot of the game analytic services I've tried seem very focused on apps, which means they don't work so well with HTML5 games. Sondar
  9. Horde of Evil Horde of Evil is a HTML5 Tower Defence game, created in GameMaker. It contains 12 levels, three tower types, tower upgrading, many enemy types and more. PLAY It was developed as a monetization experiment, and has so far sold one site lock license. If you're interested in a version for your site, feel free to contact me at: sondargames@gmail.com Otherwise, any feedback you have would be great!
  10. So far the most I've made out of one game was a site lock sold for $700. The game was a 12 level mobile tower defence game. It's not so hard to sell the game, it's just hard to find interested sites! We're dealing with a niche market, which makes it tough. Hope this helps, Sondar
  11. Yeah we should probably start narrowing down exactly what 'big games' are. The game that I think is a really good role model for monetization is Defenders Quest. They made a significant portion of their revenue from direct sales and sales through kongregate - both methods which have no (or very few) gatekeepers. In addition I think this system would work well with HTML5 Desktop games - Kongregate supports HTML5 Desktop and you could build a website for players to log in and play as well. The benefits you can provide by being web based are obvious: instant and easier updates, no download
  12. Agreed. In addition, while your first game may be quite a low revenue share, if you prove your games are of good quality and are attractive to players, you may be able to convince them to give you a larger revenue share later on. Sondar
  13. I think you - and Rich - touched on the most important point. How do you monetize a larger game? This is especially important given the fact your budget will be likely be much higher than a smaller game. The established model is that players will pay a one off fee and get a copy (or license) of the game. Steam has thrived using this model and for good reason - players and developers like it. It might be more tricky to implement such a system on the web, however, because players will have to sign in or otherwise prove that they own a copy of the game. I think a different model would be mor
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