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Greetings everyone! First of all, I'd like to note that I noticed a warning to take note of banned topics list, but I couldn't find it. If this is among them, I do apologize, and it can be removed. With that out of the way, I'd like to run my distribution strategy by you. My requirements for distribution were First is profit maximization. Secondly is publisher relations, I want us both to mutually benefit from the deal (non-ex licensing), and to nurture a lasting relationship for future publishing. Thirdly I'd like the game to get exposure to as many players as possible around the world. To achieve these goals, my plan is to sell licenses ($500-$600) to several portals that have limited reach. Then distribute the game through a channel like BoosterMedia, who has a much broader array of distribution portals, with ad revenue share. I then combine this with self-distribution through native wrappers, and published to various mobile stores (iOS, Android, etc) with in-game ads. My initial problem with this strategy is the ethics, I'm not entirely sure how the various distributors operate, so I'm not sure if this will be unfair to them. Can I sell licenses to smaller portals, and then give ad share to a larger one? Will the larger portal cut into smaller portal profits? My second issue is how effective this will be, and if it's worth the time. So should this make money? Or is the ad revenue & self-publication not viable? EDIT: One other question: do most portals, including BoosterMedia, distribute on app stores? As I'd want to avoid conflict in that area as well. To give a short description of our first licensed game: It has really good vector art, scales on most (or all, haven't thoroughly tested) devices, and will be localized in a few popular languages when I get to it. App store distro will be wrapped by Intel XDK/Crosswalk. I know this is a lot to ask, so I hope it's not reaching, and I hope my strategy isn't totally stupid from an outside/experienced view ;-) Thank you very much. P.S. if anyone has firsthand experience, I'm also curious how you personally translate your games to other languages. Obviously there's not much to translate in a typical game, so is Google translate/Babel sufficient?
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- distribution
- strategy
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Minimal Tower Defense is a strategy game where you try to defeat waves of enemies, or Blobs, before they reach your tower. Of course, its less of a tower and more of a redish square on the right side of the screen, but whatever. Mo' details - http://tristangames.125mb.com/i/mtd.html Play it - http://tristangames.125mb.com/games/MTD/index.html I used the open source game Processed Tower Defense to make this game.
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- html5
- tower defense
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Hi, I'm new to this whole phaser thing, and I looked around for an answer to my question, but here I am. Here is the github project that I am working on. In my main.js file, which I have in the root directory of the project, I load the images as follows: // Load the imagesfunction preload(){ game.load.image('background', 'TagJam18/images/Background.png') game.load.image('platform', 'TagJam18/images/Platform.png') game.load.image('Wall', 'TagJam18/images/Wall.png') // Sprite sizes are inconsistent so there is no way to do these with constants // The only real way is to resize the window sprite. // I definiitely do not feel like doing that. game.load.spritesheet('dog', 'images/DogSprite.png', 16, 8) game.load.spritesheet('window', 'images/WindowSprite.png', 16, 16)}Then in my create function I try to load my image. // Create the scenefunction create(){ // Physics is a perfectly fine way to do things for this. // The ARCADE engine has all the physics we need for a simple platformer game.physics.StartSystem(Phaser.Physics.ARCADE) // Add in the background. game.add.sprite(ORIGIN, ORIGIN, 'background')However, when I try to run my game, what I get is a black screen. Am I doing something wrong with my folder directories? I have all of my images in an image folder inside of the TagJam18 folder. I'm not very confident that I am referencing them correctly.
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When using Flixel I would have a gamestate, a player, enemy, perhaps coins etc as separate classes. Maybe a registry that stored assets etc. I had been tooling around with ImpactJS and that framework uses a similar structure. How do I implement a structure like this with a Phaser game? I only want the the index.html to set the css etc and load the game.
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Hey everyone, I have been searching and searching and still can't find a good solution to this... The best answer I have come across is to just add to the prototype of an existing object the functionality I need. Then if I wanted to override something just wrap another function call around the function I want to override and just call the function then do what I need to do after it. Are there any cleaner ways to go about doing this sort without having to copy large chunks of code over and over again? Maybe perhaps Phaser already has something built in to make this easier? Another example of what I am trying or want to do would be like how in Flixel you'd have those certain functions you'd always override in a object after you'd extend it and add functionality to everything that could be re-used over and over again. If using the prototype is the only way that's cool... Just wondering.
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- javascript
- newb
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