Board Horde Stats Update

Show us your completed creations made in Construct 2

Post » Sun Jun 02, 2013 10:08 pm

@sollaano

Thanks for the kind words.

I'm hoping to one day release the game on mobile, though as I haven't got a mac yet or any money for a developer licence it might be a while!

My current plans are to put out an online version supported by ads, but I've got a bit of debugging to do first. Once its up and running, I'm hoping to keep adding boards to the game, and various other game modes if I get the chance (such as Arena and Rogue).

If you can think of any ideas for improvements or features you'd like to see, I'm always interested to hear them.

Cheers.
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Post » Wed Jun 12, 2013 3:49 pm

Wotcher, folks!

The Board Horde revamp is progressing well. I've managed to integrate plenty of Clay.io features (such as Leaderboards, Achievements and Ads) quite easily, have added a new board and tidied up a few things. All being well, I should have the game ready to put online at the weekend (I'll probably start small to begin with, then branch out to Kongregate if the feedback has been positive enough).

In preparation I've just set up an account at IndieDB, which can be reached by clicking that little game pad icon in my signature.

Anyway, thanks for all the support so far and do feel free to let me know any suggestions for improvements, or irritating bugs that you spot.
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Post » Sun Jun 16, 2013 9:33 pm

Right, my brain has officially melted. But on the plus side, the final (for now) version of Board Horde is up at Newgrounds (link is on the front page). I'm sure there's bound to be a few bugs and setbacks, but at least its as complete as I can get it for the time being.

The scoreboard is currently clear, so if anyone fancies skilfully weaving their way to the top now is the time to do so!

Anyway, more online releases will follow in the coming weeks. The next major update (once I've had a jolly good sleep) will include a three player mode, special hero powers and various other features, so stay tuned!

Cheers.
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Post » Sat Jun 22, 2013 9:22 am

Now that I've uploaded Board Horde to various sites, I thought it might be useful to others if I share a few findings.

So, Newgrounds was the first place I uploaded to. I was quite surprised to see the Clay.io ads worked here, as I'd heard that many people had struggled to get results. Although its playable on my ipad, occasionally I find it freezes on the loading screen (I put in a fallback to try help with this; if the preloader reaches 100% and 30 seconds have passed it will move straight to the next layout rather than waiting for touch input). Also on some occasions the audio sounds slow and echoing for an unknown reason.

Clay.io was the next place I uploaded to. I'd advise everyone to give clay.io a try as it allows you to put in useful analytics (such as tracking amount of users, how long people spend on each level, how many view the ads etc). I did have problems getting the uploaded game to work on my ipad (even though the only difference between it and the Newgrounds one was it was exported for Chrome instead of html5). On ipad the game would reach 100%, then begin the countdown again and freeze on 30%. After a full day and about 15 upload experiments which included removing the preloader and all audio completely, I finally got it to work by having it skip the audio preload if its on a mobile device (as a result, there's no sound on the clay.io version, on my ipad at least. Works fine on desktop).

Using clay.io I pushed the game out to Facebook. If you plan to take the Facebook route then have some adaptable headers and icons at hand, as they ask for tonnes of them! Also, try not to get discouraged by it asking for your Terms Of Service and Privacy Policy; your game can still be played on Facebook without these, though if you do them it gives the game a chance of being added to their main App Store (otherwise you can spread it through invites etc). If you want people to play your game on mobile, you need to add a Facebook login. Haven't worked out how to do so yet, but I'll be sure to let you know if I figure it out.

Finally I uploaded the game to Gamejolt. Again, I had problems on ipad/mobile (even though it was the same file). This time it couldn't get past the loading screen as it was only recognising touch in the top half of the screen. I'd heard on the forum that retina devices sometimes detect double the screen width (which might be an old problem) so tried turning retina off, but that failed to solve the problem. I updated to the most recent construct version incase it was a bug, but that seemed to stop any touch from registering at all. Since after 8 hours I couldn't solve the problem, I made that version Desktop only and moved swiftly on.

Another place worth checking out in the lead up to game release is Indiedb. Within an hour of putting up a news article about Board Hordes release, the article got 1,500 views (not so many for the game, though).

Anyway, I hope some of this info is of use to people. Please let me know if you'd like me to share more in future.
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Post » Sat Jun 22, 2013 11:12 am

@Dave Hailwood
Hi, you've been busy!''
thanks for the updates, its very useful information.. Good luck with your game.
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Post » Sat Jun 22, 2013 2:18 pm

Thanks for the update. Please continue to share your experiences with the different sites. I'm curious which one ends up giving your game the most exposure.
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Post » Mon Jun 24, 2013 11:02 pm

@mineet. @manley23

I'll be sure to keep updating my forum entry with any other useful findings. I'm hoping to tackle Kongregate and Market Js at the weekend, and also approach a few review sites to see if that helps push the viewing figures up a bit.

So far, according to the Clay.io viewing figures, Board Horde has had 1,200 views (many of which were probably from me as I tested the game out) and has made a whole 49 cents from advertising! Now, I'm no expert on the exchange rate, but I reckon that translates into about three and a half billion pounds.

More updates soon.
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Post » Tue Jun 25, 2013 2:41 am

lol, thats a funny story..
you must be proud of yourself; achieving all this by yourself. I hope you continue to market your game and keep us up todate..
Thanks too for your support..
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Post » Sat Jul 06, 2013 9:27 pm

Hi folks,

I've just updated Board Horde, and added two new boards and two new game modes.

More importantly, I've finally managed to get audio working on Clay.io when using my ipad. After many hours of testing, I discovered the problem was the Clay.io tutorial asks you to export to Chrome rather than Html5, and for some reason when exported to Chrome the project doesn't export m4a audio files. The solution was to copy all the m4a files into the exported media folder manually (I'm not sure if this'll cause problems if I export the project to the actual chrome store, but at least its working for now).

Another iOS audio problem I encountered was whenever the page is refreshed on Safari or Chrome (no matter what game site I upload to) the audio would stop working on my ipad. The only way to prevent this was to remove all the m4a references from the 'Offline' document to be found in the export folder (even though Ashley advises against this as it will stop the game working offline on iOS, it seems a better alternative than no audio at all).

I still haven't managed to solve the Gamejolt touch not working problem, though I'm convinced it has something to do with their chat pop-up stealing the games focus. Annoyingly there doesn't seem to be a way to disable it. If I manage to solve the problem, I'll be sure to let folk know.

Anyway, please feel free to give the game a try or a rating, or some such. So far I've made 49 cents at Clay and 6 cents at Gamejolt. Fame and fortune beckons, I tells ya!
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Post » Sat Jul 06, 2013 9:46 pm

@Dave Hailwood
congrats
like reading your progress
also game is great so makes following your progress all the better
keep it up :)
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