![]() ![]() But thinking like this is poisonous, so I moved on. Unfortunately we were no longer featured.Ĭalculating backward we could have made extra $ 12.000 to $20.000 if we would have had the chartboost Advertising in the game from the beginning. I spend a full month updating my back than 28 Apps with Chartboost interstitial Ad units. Since we did not create enough money looking at the incredible amount of Downloads, it was time to overthink the way we make money in our apps. Generating in this month around $ 1200, we sold a copy of the game to a marketer for $ 2000 which pushed his app even higher. We did not know much about monetization and the game was free, the only advertising was an Apple iAD’s Banner Unit. ![]() Leading to 400.000 Downloads and ranking us on only 1 spot behind candy crush on the App Store, back than. And another week in a few european countries as „What we are playing“ and „Best Indie Games“. I was many times doubting myself but always could ring down this thoughts with the simple believe that I get better each time I fail.Īs I advanced new helpful persons crossed my way and with one of them, his name is Sabba Keynejad we created a simple game called „Three Points“ that got featured by apple over a full week Europe wide in the „Best New Games“ section. Forced to change and re-invent what type of games I create multiple times, finding my path by try and error. Gamesalad enabled this path for me, together with it’s active community and tutorials by which delivered key resources for a fast learning process (1 month full time).Īs everyone here I had to learn the hard way, launching plenty of apps which where unnoticed and only resulted in a couple of downloads. The company, which received over $6 million in venture capital earlier this year, boasts 170,000 users across the free and professional versions of its game creation tool, which doesn't require any programming knowledge to use.This is the time I know create games for living, alone from my home, lien in my bed doing what I love most, create video games. GameSalad doesn't currently offer any built-in monetization options for HTML5 developers, but Agustin said he sees the web games as "the best way for players to learn about and experience mobile games before downloading them." "That said, HTML5 has less friction because the content is delivered as you browse the Web, and there is no download or content to install." "The App Store and the Android Marketplace still serve as the primary discovery model on mobile devices, where native apps often can provide a better overall experience," Agustin said. While HTML5 web apps are playable natively on many mobile browsers, Agustin said he doesn't see the option primarily as a way to do an end-run around the certification requirements and fees associated with mobile app stores. With most major web browsers now supporting HTML5's options for heavily interactive web apps, Agustin says the option gives a game a much bigger potential audience than plugins like Flash or Unity, and the company is helping promote many of those games through the GameSalad Arcade section of its web site. "We’re placing a bet: GameSalad wants to be ahead of the curve with HTML5-it’s widely expected to become the next standard language for the web, and is poised to quickly disrupt Flash." "I’m not here to say that Flash is done, but we do envision that the web game industry will move towards the open standard of HTML5," Agustin said. The move, which comes on top of existing GameSalad support for iOS and Mac desktop publishing, is reflective of a greater trend towards open standards in web game publishing, GameSalad Chief Product Officer Michael Agustin tells Gamasutra. ![]() GameSalad announced today that users of its drag-and-drop game creation engine can now publish titles that work with the HTML5 standard, and embed those titles for play on any compatible web browser. ![]()
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