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GameOptimal

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Everything posted by GameOptimal

  1. Some developers in the past gave out their games under a sponsorship license that lets others rent the game for a monthly or yearly period. The license was commonly sold in talkarcade, but I don't think anyone does it anymore.
  2. Has anyone received a response yet? It's been 2-3 weeks since I contacted the support group. The games are still on the developers account and it seems as though they are stealing more games..
  3. I sold a unity webplayer game a year or 2 ago after finding a publisher on TalkArcades, I would recommend it but, I'm not to sure about html5 games, I'll try giving it a shot. Have you personally had any luck with selling html5 games here? FGL is also another recommended site to find publishers, especially for non-exclusives although, the html5 section is getting a little be saturated. If your game is high quality or unique enough you should have no troubles finding a sponsor on the site. I have personally had some luck with FGL even though my games aren't the best quality, and their community is quite friendly so it's worth checking out.
  4. It's probably not a legit publisher. I'll have to contact the windowsphone support sometime today, or tomorrow since its quite early in the day for me to do anything about it.
  5. I came across a publisher that seems to be taking html5 games and exporting them to the windows app store without developer consent. They have two of my games and games created by other devs on here such as Zombies can't jump, Fly Trap,and Caravan Sokoban. I have not licensed my two games under softgames or any such publisher that has the rights to place the games on the windows app store. This is just a heads up message for anyone that has there game stolen by these games. I was also wondering if anyone has actually worked with these guys? Link is here, the publisher is apparently called "One Team", with the developer name Hamdi: http://allaboutwindowsphone.com/software/developer/ONE-TEAM.php
  6. Most html5 sales are from html5 games that are optimized to run on mobile and desktop browsers without webgl. Crosswalk is mainly used to give a native app experience, I don't think it will help much with mobile browsers like the stock browser on S3.
  7. For game engines I would recommend construct 2 and game maker, and for frameworks I would have to say phaser since there's so many tutorials for it and for me personally, its the easiest framework to use with a lot of supporters. As for whats suitable, well that kind of depends on preference since they can all get the job done. If I recall construct 2 has a fairly simple way of integrating multiplayer capabilities using node.js with their dedicated servers. Scirra currently offers their own multiplayer signalling server with a free one for testing and a paid one if you need a dedicated server. Here's the link if your interested: https://www.scirra.com/store/game-making-tools/multiplayer-signalling-server-161 I'm fairly new to multiplayer games in general so hopefully someone can provide you with a more detailed guideline on what you want.
  8. I don't think webgl related games sell at the moment since sponsors still want games to be runnable on older samsung and apple devices on the mobile browsers. This will include Samsung S3, and iphone 4 which don't have proper webgl support for the browsers. If I recall Iphone4 can't run IOS8 so it probably won't have webgl support. Iphone 4s can run ios8 but its awfully slow so I think it might be safe to assume webgl related games may not do well on that device. This takes out a large demographic for sponsors which is why not all of them are interested in webgl yet. Maybe in the future once a new round of devices come along and the requirements for html5 games has changed, we will see more sponsored webgl games.
  9. The following payment methods I used are paypal, wire transfers or interac e-transfer if my publishers card company is within my region. Interac e-transfers seems to have lowest rates, but not all bank companies support it. I also think it might be only available for Canadians at the moment, I think.
  10. It looks amazing, its a shame there's only 3 hours left. Good luck with the project
  11. I heard some good things about leadbolt on another forum, I'll see if I can find the source. I was hoping to use it as my ad-network. Is there anyone else that has tried leadbolt? @sofisantuch Never heard of it, that sounds more like a personal opinion. Do you know any other developers that are using it?
  12. @SlamminSam I'm usually not in the mood to respond, but I thought I'd give my input. TV does have a point, If you use the eye-catching art you currently have mixed in with your programming skills, you could definitely have better success at profiting from an original game. You would probably get much more sponsor offers as well, since most sponsors probably have enough don't touch the spike clones, they may be on the watch for something new with pretty art and that could be an original game that you have created. As for student loans for university, you have my sympathy, it's not cheap. But there are other ways to make money with your skills. Such as freelancing your skills for money until you can think of an original idea. But since the game is already created, try to profit from it, and for the future use your skills to work on a more original project. Try not to take my post as a direct attack, the only reason I bothered posting was because I think individually you and your artist are talented, and I believe you would have a better chance at profiting from something original. I'm also guilty of cloning games in the past, but that's changed now. I also believe the reason TV and Orange are more involved in this thread is probably because they have personally dealt with others who have cloned their games directly in the past, including direct copies of similar characters and game mechanics. So that's probably why they feel sympathetic towards the original developer that came up with the idea. I guess my main point with the last paragraph was to put this in perspective, one day you will work on something and some dude will copy off it and make profit off of it before you could. (such as selling their version of the game to numerous sponsors before you could even reach them all). That's never a good feeling.
  13. It is high quality game and it hasn't been copied yet even though its been out for a year. The reason being that most developers are unaware that it has made that much. There are more like it that have gotten offers as high as that one but only that one in particular have I been able to verify by the author to have reached that goal. A simple pm would work if you would like to know which one. The reason why I don't just give out information in public about another developers work is mainly so the developer isn't flooded with emails, and if they happen to get sponsored, their sponsor won't be either, unless that sponsor is specifically looking for other games. If it was a game that I created and received that kind of offer, I would be glad to share it if asked. The main point is to respect another developer and their work. Making profit from app games in general are based around this medium: 1. Spend a couple months (maybe 3 or 4) to build a high quality game that hasn't been done yet and get high offers from publishers, (a bit more high risk) 2. Make mini games and get a general pricing offer mentioned in this forums (maybe slightly lower then market value to get more sales) so the amount eventually adds up (less risk involved) It mainly depends on the developer and how they wish to use their time. But to get higher offers you will need to put more effort unless you have a lower quality game that goes viral, then you will get equally as many offers as the high quality game. Which does happen often now. There are distribution sites where you can find publishers that pay these amounts for exclusive rights to native apps (not quite html5 related,anything native really), I'm not to sure about softgames paying 30k and I doubt gtc heat city has been offered that amount, but since they seem to be posting native apps on android I'm going to assume they are aware that publishers do pay these amounts, so their claims aren't entirely wrong.
  14. Well this feels nostalgic, great work for something under 13 KB.
  15. Hey Inga, are you still looking for female dress up games? I have one at the moment, but I was contacted recently to create some more personalized html5 dress up games for a sponsor. All of them will be compatible for mobile phone browsers and desktop devices. I can license the games when there completed if your interested, but the newer ones will take around 1-2 weeks to be complete (or maybe 3 weeks, depends on the artist). Will you still be looking later this month? Also, are you looking for exclusives or non-exclusives? If your confused on what they mean, I can explain the difference between these two licenses in a private message. If you have an FGL account you can follow me on FGL as well, I think it sends an update message to anyone following if a developer releases a new game. You can then decide if you want to license the game or not. Just send me a private message through this site if your interested, we can a discuss the budget.
  16. The username of the thread starter; "howdoiinstallphaser" It's rather random.
  17. Just wondering but what are the specs of the device? Is it reliant to the raspberry pi? If it is, doesn't that mean only very minimal games can actually run on it? Or do you have plans to kick up the performance? Other then that, it's really cool.
  18. This is an amazing way to bring hype to indie dev games that need a social push or fanbase for a large project. But wasn't there something similar to this elsewhere? Either way it's still a great idea. Thanks for sharing.
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