plicatibu

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plicatibu last won the day on May 21

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About plicatibu

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  • Birthday 07/28/1971

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  1. plicatibu

    Google GameSnacks

    @blackmoondev Would you mind detailing us how is this process ? Thanks.
  2. Your post is in the wrong place. It should be in frameworks -> pixi.js
  3. You can load assets when they were needed. For instance, if some images are used just on level 3 of your game you don't need to load them at the beginning of the game. It will help your game to start sooner.
  4. @BillyKaneFrom report made at January 14th 2020 (https://www.patreon.com/posts/matter-33149087), rich were working in improving Typescript definitions of matter.js, so it will be available in Phaser 4.
  5. Rich (the Phaser creator) told many times Phaser 4 will be compatible with Phaser 3. His objective is to make Phaser 4 development be made with Typescript instead of with plain JavaScript.
  6. Nice game and as @Nagval333 said its neon graphics are great. Which framework did you used?
  7. @GilbertM00e The OP wants to use AdSense for monetizing his games. He doesn't want to use it for advertising. Regards.
  8. @Marino I recommend phaser. - It's easy to learn to learn. - There are more than 1000 examples. - There are at least 10 books about it. - It has a huge community that will make it easier to get support. - It comes with batteries included (its full of features) Good luck.
  9. @b10b I try to share what I know. We're in a forum for doing this, after all.
  10. @b10b Thank you for correcting me regarding Unity. I know how hard it is to make money in the game industry, but I never told them it would be easy It seems OP and the others that posted didn't have a clue of monetization possibilities, so I told them some possible paths. If you have some other ways I'd like to hear too. Regards.
  11. I can't talk about Unity because I don't know it, but AFAIK it currently doesn't generates pure HTML5 code. One needs a plugin to run it on browsers. @Roth You'd better off picking a javascript framework. In this case i highly recommend Phaser.js .js. It is the best 2D framework hands down. If you intend to generate games for MS Windows, MacOS, Linux, Android and iOS, there are tools that allow you generate binaries for these platform from your javascript code. Other frameworks I'd recommend that generates HTML5/javascript framework are cocos2d-x (I'm talking specifically about its tool named Cocos Creator). For the above mentioned frameworks its required you understand how to program in javascript. If you don't know / don't want to learn it, you have other options. Gideros mobile: - its programming language is Lua. Lua is a very easy programming language. It resembles python (but it is easier). Also, lua is the fasted script language. Under the hood Gideros engine is written in C++. You write your game once in Lua and export it to MS Windows, MacOS, Linux, Android, iPhone and to WEB. For WEB, the code generated is WASM instead of JavaScript. It has the advantage of make it harder to retrieve your source code than those written in plain JavaScript. Also Gideros allow minification, compression and encryption of both assets and source code. Its an extra layer of protection that will make reverse engendering harder. I'm learning it since November 2019 and I'm loving it. I highly recommend it. Cocos2d-x also allow you to develop in C++ and Lua. You can export code to Android, iPhone and to WEB (the code generated in this case is in javascript). I'm not sure if it exports to consoles (but I think so). Openfl is a wonderful framework. You will code using Haxe programming language. Think of Haxe as ActionScript 3 on steroids. Openfl exports to MS Windows, MacOS, Linux, Android, iPhone, WEB and consoles. There are a lot of frameworks I didn't talked about. You can search for them on Google. I highly recommend Gideros for those that don't want to code in JavaScript and Phaser for those that want to use it. But in the end, you should study a bit of each framework that you think is nice, make some projects with it and then make an educated decision on which to use. Now that I talked a bit about which tools to use, let's talk about some options on how to make money with game development. 1. Develop games as a freelancer. You can sign-up yourself in sites like upwork, and freelancer and take jobs to make custom games as well as convert games made in Flash to HTML5. Drawbacks: 1.1 you must have a good experience making games in order to delivery what was requested. Otherwise you won't be paid. 1.2 you won't have any rights of games delivered. 1.3 Once a game is delivered you have to look for the next job. 2. You can sell exclusive licenses of your own games. You decide which game you want to do (based on your experience, on your personal taste, on what you think market is demanding, or even by asking directly to probably clients). You have to get in touch with sites like Y8 and deal with them directly. Drawbacks: 2.1 you may develop a game market is not interested in. 2.2 you have invest your time developing a game that may not be sold. 2.3 you have to invest your money buying assets (images, sounds...) 2.4 you have to digg for contacts of clients and sometimes its harder to get them. Sometimes they don't deal with an independent developer. They acquire their games directly from a partner. 2.5 it's a time consuming task to deal with many possible clients. 2.6 the process, from contacting a prospect until get contracts signed and receive the money may take months. 2.7 Your game must be well made, attractive and have a great playability in order to attract attention of your prospectors. The more amateur the game looks, the less it will be worth. Even with all this drawbacks, it's one of the best way to make money. 3. You can sell non-exclusive licenses of your own game. It's very similar to selling exclusive licenses. The differences are that in exclusive licenses the value paid by client is higher but you can sell the game just once and that in non-exclusive licenses, value paid is lower but you can the game many times. Usually you would earn more selling non-exclusive licenses. A very important think you must bear in mind if you want make a living selling non-exclusive licenses: NEVER, EVER sell non-exclusive licenses to game distribution services like famobi, game distribution, gamonetize, and others like them. They will distribute your game to all portals that use their services to get games and you will never be able to sell another non-exclusive licenses of that game. No one will pay for something they can have for free. You were warned! 3 - Monetize your games with ads. It basically works this way: you submit your game to a game distribution service like famobi, gamonetize and game distribution after adding their Ad SDKs. Read what I wrote here: I'm sure that there are other ways to monetize, but those are the ones on the top of my head.
  12. When you pick a distribution network they will provide you their API in order to add ads. You can use as many distribution networks as you wish, but I'd recommend you Gamemonetize and Gamedistribution. Regarding selling non-exclusive licenses, Read all posts in Sponsors and Portals section. It will be very instructive. And after that, if you still have doubts, post them in the forum. Regards.
  13. @Danidre as far as he accepts to iframe your game (and its source code is uglyfied and minified).. but I think you would be better off if you're selling non-exclusive licenses of your game. That would be more profitable to you. If you prefer to earn revenue share from ads, its better to you to distribute your game through the big distribution networks, because they potentially will put your game in many portals. But bear in mind that: 1 - selling non-exclusive licenses is better for you as well as to whole game developers community because it will keep the price of games at a healthy level (I'm considering you wouldn't sell your game for very low price. It would lower median prices of the games). 2 - revenue share is a way of devaluate the game development market. Why will someone pay say $500 for a game if he/she can have thousands of games literally for free? For free? Yes, for free. Ads revenue will be paid only if your game was played and generated enough money to split you may earn something. Otherwise, you loose money. Why should you take the risk? You did what was your role: developed the game. You already invested time and money making it and also took your share of risk. Which risk? The risk no one wanted to buy it so you would have to start from zero to develop a new game on your own expenses. Those who liked your game should invest the money by licensing it and take the risk themselves. If the game were a flop or a success, is the risk portals have to take. 3 - No one can assure you that your game will have millions of game plays. No one. Neither distribution networks nor single site owners. If someone assure it to you, he/she is lying to you. 4 - Even if your game make little money with revenue ads it doesn't mean you will receive it. The revenue share deals always have NET30, NET60, NET90 and a minimum payout. Even though there are cases that late payments happen. Think about it: if someone was sure he/she would make a lot of money from your game, why would they share it with you? Does he / she have a charitable soul? Who makes the money with revenue share? Distribution networks make the most money. In second place, portal owners (portal owners may not earn anything but they also don't loose a cent). Are they wrong? No, they're not. They're making a living. We, game developers, are wrong by accepting practices that devaluate us. I'm seeing HTML5 game developers doing the same mistakes Flash game developers made in the past. In the finals years of Flash it was too hard to make money with games because Flash developers themselves devaluated their market. At the end, it's in your hands to decide what's better for you. Regards.
  14. Thank you for sharing. I think you have to find a good balance between earning money and annoying users. I didn't know we automatically changed level. It seemed to me that all the fields were drom just one level. If I were you I would put some fields by level (say 4 or 5) and after that I'd show the screen with all levels shiwing that yhe next one was unlocked. After user clicked in the unlock level to start playing again then ads would appear. This way users wouldn't think (wrongly as I did) ads were in the middle of the game play. You could monetize also with tips to complete fields. One option: if user watch a video ad until it ends (s)he wins 1 tip. Option 2: for US$ 1 it gets 10 tips. Option 3: implement options 1 and 2. This way users can complete levels they think are hard and you can earn some extra bucks. Of course, you should create many extra (and harder) levels. If you implement it I want 10% of profits by the idea
  15. Nice game. Unfortunately on my old Samsung J2 prime it is slow (that's my device fault not the game).