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26 February, 2012

Leadbolt Ad Report after 1.5 months

Ok, It´s been about 1 and a half months since I released hangman into the world. Which, was followed up by parody game, Pixel Strip

With leadbolt, the earnings have been very mixed and random.    For example two weeks ago, the two small games were making from $1.5 to $3.6 a day for 5 days (after an update) and then last week, the revenue went down (between 0.07 to 1.20 a day).  Now, for the last 6 days the revenue has been on average $1.6 a day (except for one day of $0.04).

So, this means the average income a day is about $1 dollar. So, in total that is $41.51 (in 1 month an a half).  Because, they are my first games and quite small, I´m quite pleased with this.  This number of downloads is just over 10,000 for the two games.


back to work

I´ve been able to GLBasic code on my phone, and it works out at about the same speed (maybe a tiny bit faster) to display 200+ Pixeloids characters on the screen, without any slowdown.

It´s taken about twice as long as I wished to get to this stage, but I think the end is in sight.

I´ve added extremely basic AI, so the green Pixeloids try to avoid the red enemy Infectoids, (I don´t want anything to process intensive as, I need most resources to try and draw as many of the Pixeloids to the screen as possible).

I guess, I just need to try and figure a way for levels to be different (maybe different enemies) or a survival mode/time attack.  The survival mode being that you have to see how long you can survive without losing all your Pixeloids.  The time attack mode being that the player has to see how many Pixeloids they can keep alive in 60 seconds or so.

23 February, 2012

glbasic++, but double disaster

In total, I've only spent a small time trying to reprogram the Pixeloids game using glbasic, I'm impressed.  At the start I had a few bad feelings towards it, getting used to the way it sets up a screen among other things, but now it's feeling more natural and I've nearly got to the same stage I was before using Processing.

However, I haven't been able to test it on my Android phone to compare the performance, as I've had two setbacks, the first being that the cable connecting my laptop to the android has been crushed, and then my laptop died completely in the middle of programming.

So, now I'm trying to continue using my small netbook, a little harder, but I think I'll continue to use glbasic for the moment, and  unless there is a performance drop compared to my existing code when I can finally test it on my phone, I'd like to use it to complete the game, as well as use it's multi-platform abilities.

21 February, 2012

glbasic

After many years, I've returned to glbasic to test it out, when I've got up to the same point with the game in glBasic, I'll compare it to the Pixeloids game made in processing, for speed, development ease, and other factors

19 February, 2012

Pixeloids, getting there (& video)

I haven't had time to work on the game during the week, only a few hours at the weekend, so this game is coming on slower than I hoped. Anyway below is a video of current progress from yesterday (I've since fixed and added some things). I hope that this gives a general idea of the game.

12 February, 2012

Pixelods Day 3

Today, I've done a lot of maintenance on the website.  No, I'm not a web designer by any means, but I'm happy with it at the moment.  I've also started to make an individual webpage for the Pixeloids game: sionco.com/pixeloids.html , which will be improved by the time I finish the game.

On the game, I've tried to make the game more modular, so the code can be understood easier and for future updates to be easier to add.
Also, I've added two in-game buttons (as shown in the screenshot), which will be some of the weapons that the user can use.

11 February, 2012

Pixeloids - Day 2

Here's my first go at a title screen. I'll probably try and improve it. But I want to try and keep the 8-bit pixelated look.

Compared to yesterday, it doesn't look like I've got far, but the game is finally starting to be playable, and a good sign is that it does look like it will be fun. I've also been playing around with graphics, the title screen, and learning the language a bit more.

 I'm currently concentrating on an Android version, and if it does turn out to be as fun as it's starting to feel, I'll adapt it for the PC(Linux/Windows) version.  Which, is something I have to keep thinking about when coding, so that it'll be easily ported.  (such as the PC version should be able to handle more graphics on the screen (the Pixeloids - or green men).

Pixeloids - Here Come the Infectoids

Teaser 2:
I'm quite pleased with the first days development on my new Android/PC game. I'm using a new language that I'm not familiar with and I've made some good progress. I've been stress testing the game on my mid-ranged Android mobile (samsung Galaxy Ace) to see how many of the Pixeloids (the green people) I can get on the screen at once while doing collision detection. I've also decided to make this game available for PC (Linux and Windows) which will be able to have more Pixeloids in the game, 1000 on the screen is working well on my 4 year old laptop in Linux.

10 February, 2012

Android Game 3: Pixeloids

Here are the beginnings of my next android game, there are 240 objects moving smoothly on my average android mobile phone.
I'm currently trying out Processing as a language to make games.

09 February, 2012

Admob

I'm disappointed with the amount of advertising money from leadbolt my second game, Pixel Strip has brought in.

The biggest winner from my hangman game ads, was the ad wall shown in between games of hangman, which has brought in $12.74 of the $18.55 dollars that I've reached so far (in nearly a month).

The Pixel Strip has about 2000 less users, but it still does have over 2000 downloads, so in theory should be making half the amount. I know the free version of Hangman has reached over 4500 downloads, from various app-stores.

So, I've decided to do two things, I've signed up to admob (which I believe offers a smaller amount, but it pays on clicks - leadbolt pays for completed actions; such as downloading the game advertised, but pays more., and placed a banner ad on the level select screen, depending on how much it makes, I will see if I'll replace the leadbolt banner ads with the admob banner ads. I've also put a content unlocker (a big banner of offers that covers the screen - as my hangman free version has) between games on Pixel Strip, however, I've included an optional close button to it.

I've also updated the advert banner positions in the hangman free version.