jkweath
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jkweath

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Anyone here ever used Kickstarter or another funding service to fund a game successfully? Seems like a lot of people do anymore. I might. Oct 22, 2019 at 12:02 AM

jkweath was last seen:
Oct 23, 2019 at 10:55 AM
    1. jkweath
      jkweath
      Anyone here ever used Kickstarter or another funding service to fund a game successfully? Seems like a lot of people do anymore. I might.
      1. Golden Unicorn Gaming likes this.
      2. View previous comments...
      3. jkweath
        jkweath
        I'd be interested in seeing how that goes. I was curious as to whether or not game kickstarters only brought in previous fans or if the exposure from the kickstarter itself helped bring in new fans, but judging from Jesse's experience it's the former, unless it's different anymore.
        Oct 22, 2019 at 5:55 AM
      4. jkweath
        jkweath
        If I did use kickstarter, it'd probably be to fund artwork illustrations to use in-game and as cover art. I'm fine with the graphics I'm using (the FES set), but having some extra hand-drawn illustrations would do me wonders, if I could afford them.
        Oct 22, 2019 at 5:57 AM
        Golden Unicorn Gaming likes this.
      5. hiddenone
        hiddenone
        @jkweath This would be better as a topic in the Commercial Discussion section instead of a status. You'd get longer answers and more people would see the topic, instead of it disappearing into the status feed.
        Oct 22, 2019 at 11:15 AM
        Golden Unicorn Gaming likes this.
    2. jkweath
      jkweath
      Me: finally done with this saga, time to move on to a new series! Also me: Knight Bewitched 2 would be fun to make though. Me again: Welp...
      1. Shaz likes this.
    3. jkweath
      jkweath
      Random Android thing #2: had to add a small delay between tapping DPad and actual movement to reduce 'touchiness', a very common complaint.
    4. jkweath
      jkweath
      Random Android development thing: lots of my legit 5 star reviews have disappeared from Google flagging them as fake. Very frustrating.
      1. View previous comments...
      2. jkweath
        jkweath
        Oh don't get me wrong, things are working out fine for the most part. It's just odd to log on and check my reviews to find that random reviews (only 5 star reviews too, at that) are just disappearing. Reviews help placement on the Play Store so it's just a little irritating to see it happen in real time.
        Aug 12, 2019
      3. jkweath
        jkweath
        I read into it a little and other developers have definitely had the same problem - Google's algorithm for catching fake reviews seems to have a lot of false positives.
        Aug 12, 2019
      4. RouletteBunnie
        RouletteBunnie
        Oh man, well these fakers need to fake somewhere else!
        Aug 12, 2019
    5. jkweath
      jkweath
      Finally finished mapping for game #5. I hate mapping. It's finally over. Back to doing fun things!
    6. jkweath
      jkweath
      3-month update on Knight Bewitched for Android: performing well. Lots of reviews and positive feedback. Good stable income compares to Steam
    7. jkweath
      jkweath
      TIL on Android MV development: the "Boss Collapse" effect can actually cause crashes on lower-mid end devices. Had to remove it completely.
      1. Eliaquim and Traveling Bard like this.
      2. bgillisp
        bgillisp
        And stuff like this is why I say they should either go all in on mobile or all in on desktop. What we got is a strange half mix that pleases few users of either.
        Aug 1, 2019
        jkweath and Traveling Bard like this.
      3. Traveling Bard
        Traveling Bard
        Thanks for the heads up
        Aug 1, 2019
        jkweath likes this.
      4. jkweath
        jkweath
        I will say I'm not 100% sure what exactly in the "boss collapse" effect it is that causes it. I know the effect in general causes a massive lag spike though, which *I think* is what leads to the problem. There might be a way to edit its code (either by removing the 'shake' effect or somehow changing the method used to fade the enemy Sprite off-scene) to prevent the spike.
        Aug 1, 2019
    8. jkweath
      jkweath
      Tried doing a 'free' promotion for one of my games on the Google Play Store. Result: 0/10. Never again. Cue the Roblox oof.
      1. Eliaquim likes this.
      2. Poryg
        Poryg
        Well, I have installed a commercial game that was free for a limited time, Crisis of the middle ages. But more than anything I installed it out of curiosity, because I have yet to see a well-made MV game on Android.
        Jul 30, 2019
        jkweath likes this.
    9. jkweath
      jkweath
      Been trying desperately to find a good website / efficient method to give away Google Play promo codes. So many codes!
    10. jkweath
      jkweath
      Never thought I'd see the day where I had to research Twitter hashtags.
      1. standardplayer
        standardplayer
        I only just realized last year it wasn't called 'Tweeter' or 'Twizzler'. This site is as close to social media as I get
        Jul 23, 2019
        jkweath likes this.
    11. jkweath
      jkweath
      Finally finished porting all of my games to Android. Now time to resume work on game #4.
    12. jkweath
      jkweath
      Was really hoping more people would be interested in commission for coding a new Admob plugin for Android.
      1. Wavelength
        Wavelength
        That kind of technical knowledge is very specific, so (while I don't doubt there are people here who can do it) it might take you a while to find a taker. You could keep bumping your thread every week or so. You could also look through the Offers threads or even the Learning JS threads and PM people you think are capable of doing the job.
        Jul 18, 2019
      2. Wavelength
        Wavelength
        Finally, you could also just focus on getting your game up and running and popular enough that it's worth JUSTIFYING adding ads to the game. Many popular games start without ads to build up a user base, and ad revenue tends to suck until you have hundreds of thousands of players anyhow. At that point, you could hire a more expensive and specialized professional freelancer if no one on the forums has taken it up.
        Jul 18, 2019
        jkweath likes this.
      3. jkweath
        jkweath
        Good advice as always Wavelength. Easy to forget that ads really don't bring in much money until thousands of people are seeing them.

        Still, IMO it would be nice if I could get someone to write the plugin and, preferably, make it available to the public--that way, for anyone who does get a free game up and running, they won't have to wait longer for someone to write a plugin.
        Jul 20, 2019
    13. jkweath
      jkweath
      Trying again now that I fixed my settings: Anyone here have any success porting MV games to the iOS store?
      1. Amane Kagari
        Amane Kagari
        You mean the App Store? Good luck. Apple is really meh when it comes to indie game deployments. If you have a choice, go for google play instead or do a self-deployment with a APK (for android). (Sorry I'm kinda "android bias" but Android is the only thing I know. I'm not sure how to deploy around the App Store on iOS. Though, it's possible. Just troublesome.)
        Jul 10, 2019
      2. jkweath
        jkweath
        Yeah, that's what I meant. Thanks for the info. I've actually been deploying to Android for awhile now and was just wondering if it'd be worth it to try to expand to Apple - only reason I haven't tried yet is because I don't own an iPhone.
        Jul 10, 2019
    14. jkweath
      jkweath
      Has anyone here successfully put a game on the Apple app store?
    15. jkweath
      jkweath
      Any commercial developers here have experience with a non-English steam market? How's it going for you?
    16. jkweath
      jkweath
      really glad I picked up the DS resource pack. I really like the character art style more than MV's RTP.
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