Thanks for making it so clear. I'll make sure not to respond to future posts where you ask for advice.ilan, you have some good games, so I take your advice
Thanks for making it so clear. I'll make sure not to respond to future posts where you ask for advice.ilan, you have some good games, so I take your advice
i can understand why you are upset but I have known Andy for a very long time in this forum. we both started to be active at about the same time and i can tell you that he is a really great guy. I also was surprised by his response because I know him and he is normally very nice.Thanks for making it so clear. I'll make sure not to respond to future posts where you ask for advice.
I'm actually not upset - I honestly meant that now it's clear for me that I don't have anything to provide when he's asking for advice.i can understand why you are upset but I have known Andy for a very long time in this forum. we both started to be active at about the same time and i can tell you that he is a really great guy. I also was surprised by his response because I know him and he is normally very nice.
Thanks, appreciated. Really.your opinion and many others are very appreciated!
No worries, it's all good, man. Welcome back.@Sandman sorry if I came across as rude.
It is only the fault of old ageSorry for my grumpiness in this thread. I honestly think could take making games with B4X fulltime, so it's frustrating when responders tell me it won't work. I like to try to focus on how to get things to work, rather than talking about why they won't work. I guess I just try to stay positive. I'm frustrated at myself really for not doing this years ago. My main successful game probably has done well mainly from luck as it's so close to the original, and at the time, the official game was selling for 4.99, so it's clear why players chose to try my game instead. Now when you search "Space Invaders" on the store, my game is the first to show. My belief is that since I have a good numbers of daily players and active installs, I could use this as a lever to release new games. So I release a game, then link to it from my Space Invaders game. There's a good number of old arcade games that could easily be re-written in B4A, then I'd release "deluxe" versions as I did with Space Invaders. This gives a list of over 20 games to work on, and if just 1 in 5 did well, then I've have another 4 games bringing in a good income and enough then to think about quitting my day job. But only after saving up plenty of living expenses and being fully qualified to re-enter the workplace if required.
I'm guilty of not taking criticism well, I get over sensitive about things and can come across rude or grumpy, sorry about that. And it's not that I don't want advice, I just find I listen more to advice from those who's achieved something I can see. One point made was that there are NBA coaches who were never good players, this is true, but they still had to work their way up to NBA coach level, they started out small on some small town team, then worked their way up, so they have a track record to show why they're good enough to coach at NBA level.
@Sandman sorry if I came across as rude.
My belief is
I doubt that you'll answer this response to you as you never do respond to my replies, but really I don't give a ....andymc said:
I'm stuck. I'm making a nice side income from mobile games I've written with B4A, mostly from one game, my Space Invaders clone. It's about 1/6 of what I'd need to go full time and quit my day job.
@Peter Simpson Hi Peter, thanks for the feedback. I've got to make it clear though, I would never consider going fulltime on this unless I had at least six months of my normal regular jobs income sitting in the bank, I also want to be able to take on contract jobs when required too, the cloud work certificates will help with that. You're right, I did do a video series on writing games, I covered simple games using Blitz Basic then a few videos using B4A. I'd still like to do more of these, but really, if I have spare time, I'd rather use this for writing games than making videos on them, making videos takes me a long time and helps some people, but I think getting some more games completed will really help with the quality and content of my videos.
@Computersmith64 Thanks for the feedback, that's really helpful, not just to myself but anyone else writing games for mobile. I just re-watched the video "How to survive in Gamedev for Eleven Years without a hit" - There's some good tips in there, like spreading your games as far as you can, put them on all app portals, lots of platforms and don't focus on one game, make lots of games, also, seasonal games are a good idea, so have games based on Christmas, or Easter.
I think advertising income is a really interesting area to discuss. I get approx 300 downloads a day and have 1250 active users per day (according to Google Play Services)., this nets me about £33 a day income, mainly from the US, UK, Japan and Australia. I've not regionalised my game at so it makes sense English speaking countries (and Japan since they invented the game), would make the most. But I see other games people release, with way more downloads getting hardly any income. Maybe they don't show ads often enough? (I show about 3-5per game session), but there must be a magic number, that players will allow without uninstalling and gets the best income.
Glad you liked it.Another good gamedev video to inspire you all:
Those numbers seem about on par with what I'm seeing. Five Dice has ~5.5k DAU & brings in around AU$280 per day on average. At its peak it was generating ~1,000 downloads per day (it's around 100 now) & close to US$500 per day. Since mid 2014 it has earned me almost AU$600k - but I have put a lot of time into it.I think advertising income is a really interesting area to discuss. I get approx 300 downloads a day and have 1250 active users per day (according to Google Play Services)., this nets me about £33 a day income, mainly from the US, UK, Japan and Australia. I've not regionalised my game at so it makes sense English speaking countries (and Japan since they invented the game), would make the most. But I see other games people release, with way more downloads getting hardly any income. Maybe they don't show ads often enough? (I show about 3-5per game session), but there must be a magic number, that players will allow without uninstalling and gets the best income.
What was the reason? What did the apps do?for a ridiculous reason and i could not do anything. Moreover, they warned me, if i do the same again, they will terminate my dev account.
Both apps are the same, but at green pass wallet it can store more loyalty cards. It is just a QR wallet app but.... AppStore do whatever wants and you can say NOTHING!What was the reason? What did the apps do?
From Apple
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- 4. 3.0 - Spam
- 1. 1.6 - False information and features
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