Can we trust Scirra?

Post » Mon Feb 20, 2017 2:18 pm

I think no need to focus on ios any more in the future , it's a dying product if they do not change their politic.

in india 97% of smartphones are Android even in USA Android did take over iOS in 2015 .
9 of 10 Smartphones and Tablets in the whole world have an Android OS

Image

you can read this article : http://www.phonearena.com/news/Android- ... OS_id46001
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Post » Mon Feb 20, 2017 2:28 pm

It's because Android is more open and cheaper and IOS is *ohh brother so many restrictions...
But when it comes to paid apps, I bet more on selling it on IOS rather than Android.
But for "Free to Play" and ADs i'd go with Android.

It depends on where you want to market, to the people who spend money or to those who sell their information.
The Things you can create is only limited by your imagination. If you don't have the skills then use your motivation as a natural force to exceed all expectations. Chadori RebornXD
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Post » Mon Feb 20, 2017 8:00 pm

I don't think that we should ignore a market that big (even if we compare it to Android).
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Post » Tue Feb 21, 2017 12:07 am

Ashley wrote:A while ago we asked @Kyatric to thoroughly document the process of setting up IAP on Android and iOS. His tutorials are up.

From what I can tell the main problems are:
1) it's difficult to configure the IAP stuff on the dashboards - on both Apple's developer site and Google Play. These usually are set up for technical developers, and most C2 users are non-technical. On top of that it's difficult to keep documentation up-to-date because these services keep changing their web interfaces.
2) the build systems we recommend sometimes make it difficult to use the underlying Cordova plugins.

If you work around the issues, AFAIK everything works. I do agree though that it is too difficult. This is why we're rebuilding the feature and integrating it with our own build system for C3.

Ashley wrote:We already have a Google Play plugin, but I think it also runs in to issue #1. We aren't currently working on anything new for GameCenter, but we could look in to it later down the line.

Hi @Ashley.
It would be a huge relief to me, and many others Im sure, if Scirra could maintain plugins for GoogePlay and GameCenter achievements / leaderboards, to bring those plugins under the umbrella of 'officially maintained Scirra plugins' alongside the updated iAP and Ads plugins for C3.

You mention you could consider updating the GameCenter plugin in the future. I would ask you to please follow through on that and to also update the GooglePlay plugin as well. Id be prepared to pay for additional GameCenter / GooglePlay plugins if you sold them separately in the Store or something. To me it would be worth the extra cost if they were going to be reliably maintained. I feel like im in a precarious position using Cranberrygame's plugins for iAP, GooglePlay / GameCenter connectivity and Ads... because they may not work in future.

For the record, while I agree it's a pain setting up the iAP and Achievements / Leaderboards stuff on the GooglePlay / GameCenter Dashboards, in my case that's not what stopped me from using the official C2 plugins. It was that they don't work as the documentation says they are supposed to. In my recent experience, this was true for both the official iAP and GameCenter plugins. I tested the official C2 iAP plugin extensively. I followed @Kyatrics tutorial to the tee with no success. It seemed the 'has product' condition failed. So I was forced into relying on third party plugins for these core functionalities.
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Post » Tue Feb 21, 2017 12:27 am

hmmg wrote:I think no need to focus on ios any more in the future , it's a dying product if they do not change their politic.


Sorry but this comment is completely uninformed.. and just.. idiotic.

iDouches are considered to be the upper end of the market when it comes to game / app development. iDevice owners are generally more cashed up (they need to be to afford Apple products) and are more prepared to pay for games and iAPs. There may be many more Android devices but generally speaking their users are less willing to pay.

In addition the higher bar required to get games / apps onto the Apple AppStore means that there are (relatively) less garbage games / clones etc to compete with. Meaning its easier to get you games discovered on Apple devices compared to Android, where the GooglePlay store is just awash with tsunamis of trash clones.

The fact that it's possible to make better revenue on iOS is reflected by the fact some devs target Apple devices exclusively, or consider Android to be firmly a secondary priority. My own short experience as a game dev focused on mobile shows how critical it is to target iOS. So far 95% + of my income has come from my game on the Apple AppStore.

Apple users represent the premium end of the market and game devs aiming for mobile wanting to make an income should absolutely 100% target them.

But you go ahead and ignore iOS @hmmg if you think its a waste of time :lol: :roll:
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Post » Tue Feb 21, 2017 2:45 am

I know I'm new here. I've bought, experimented, and played with many game making programs. I am getting my feet wet with C2 as we speak. From everything I read. Scirra has been pretty straight forward as to what they offer. So far, I am impressed with C2. I always say use the software that is the easiest to use and gets the job done. I am a windows and xbox one developer as well. I voted for C3 to port to Xbox One. That would be great. As far as I am aware, HTML5 will only use one processing core, if you were to create a game and launch it on Xbox One, you probably will only have access to one processing core. Does that matter? Does your game require more processing power? Many questions exist when you make a game. Everything I have read leads to a lot of great things coming in the future with C3. It appears the creator's of C2 and the future of C3 are active. The forums are super active. I have been very impressed with the community. Keep giving the creators of C2/C3 advice. Let them know what you want, what you need and keep supporting each other as a community and I believe the question of Trust will be answered. Monetization is a big thing. They should be aware of this for C3. To build an Xbox One game you will need a Xbox Live account. That's about 60 dollars a year. There are a lot of costs that can arise as you develop games for many systems. That's the price of doing business. A subscription based pricing system is not that big of a deal considering all the costs involved while launching games on multiple systems. Overall, I'm impressed with the community and the product and I am very happy to have joined this community. I vote in Trust Scirra.
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Post » Tue Feb 21, 2017 6:02 am

Artpunk wrote:Hi @Ashley.
It would be a huge relief to me, and many others Im sure, if Scirra could maintain plugins for GoogePlay and GameCenter achievements / leaderboards, to bring those plugins under the umbrella of 'officially maintained Scirra plugins' alongside the updated iAP and Ads plugins for C3.

You mention you could consider updating the GameCenter plugin in the future. I would ask you to please follow through on that and to also update the GooglePlay plugin as well. Id be prepared to pay for additional GameCenter / GooglePlay plugins if you sold them separately in the Store or something. To me it would be worth the extra cost if they were going to be reliably maintained. I feel like im in a precarious position using Cranberrygame's plugins for iAP, GooglePlay / GameCenter connectivity and Ads... because they may not work in future.

For the record, while I agree it's a pain setting up the iAP and Achievements / Leaderboards stuff on the GooglePlay / GameCenter Dashboards, in my case that's not what stopped me from using the official C2 plugins. It was that they don't work as the documentation says they are supposed to. In my recent experience, this was true for both the official iAP and GameCenter plugins. I tested the official C2 iAP plugin extensively. I followed @Kyatrics tutorial to the tee with no success. It seemed the 'has product' condition failed. So I was forced into relying on third party plugins for these core functionalities.



@Ashley, please listen to what Artpunk has just said. Both GameCenter and GooglePlay plugins are very important because achievement and leaderboard are a must when releasing game on Android and IOS.

The IAP is currently broken. Here is a bug report I posted a long time ago viewtopic.php?f=151&t=169404. Admob also does not work when following the method in the manual.

I would also pay money if these plugins will be maintained.
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Post » Tue Feb 21, 2017 9:27 am

I love the new direction C3 is heading but without plugins for GameCenter and GooglePlay I don't know If it will be the best choice to go for professional mobile game development.

Having the new exporter and keeping everything in your Construct ecosystem is an amazing idea, but how do you expect users to publish games on iOS/Android without the most basic functionalities?
It is evident that all those plugins should have been available already and Scirra should instead focus on researching what Ad Network, Analytics and Cross-Promo plugins to integrate.

@Ashley Please correct me if I'm wrong

Thanks

P.S. I admire the work you've already done in C3 keep it up! I know its unrealistic but I would definitely pay extra for official plugins.
@coyowl

coyowl.com

Game studio with a portfolio of 3 Apple Featured games.
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Post » Tue Feb 21, 2017 10:38 am

Artpunk wrote:
hmmg wrote:I think no need to focus on ios any more in the future , it's a dying product if they do not change their politic.


Sorry but this comment is completely uninformed.. and just.. idiotic.

iDouches are considered to be the upper end of the market when it comes to game / app development. iDevice owners are generally more cashed up (they need to be to afford Apple products) and are more prepared to pay for games and iAPs. There may be many more Android devices but generally speaking their users are less willing to pay.

In addition the higher bar required to get games / apps onto the Apple AppStore means that there are (relatively) less garbage games / clones etc to compete with. Meaning its easier to get you games discovered on Apple devices compared to Android, where the GooglePlay store is just awash with tsunamis of trash clones.

The fact that it's possible to make better revenue on iOS is reflected by the fact some devs target Apple devices exclusively, or consider Android to be firmly a secondary priority. My own short experience as a game dev focused on mobile shows how critical it is to target iOS. So far 95% + of my income has come from my game on the Apple AppStore.

Apple users represent the premium end of the market and game devs aiming for mobile wanting to make an income should absolutely 100% target them.

But you go ahead and ignore iOS @hmmg if you think its a waste of time :lol: :roll:


Some people are focusing on money some others on success some others on the fun of making games some others on giving fun to other people etc... , each one has his own point of view and your point of view makes me think you are looking for money :D :D . my point of view is , will my product still be used in 2 - 3 or even 4 years :D
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Post » Tue Feb 21, 2017 12:50 pm

hmmg wrote:Some people are focusing on money some others on success some others on the fun of making games some others on giving fun to other people etc... , each one has his own point of view and your point of view makes me think you are looking for money :D :D . my point of view is , will my product still be used in 2 - 3 or even 4 years :D

My goal is to build a career doing something I love. And generating income is a obviously part of that. Im not all about money, I enjoy making games that try to be original, aesthetically pleasing with nice artwork, and the kinds of games I like to play myself.

Your statement was that iOS wasnt worth focusing on and that Apple is a 'dying product'. I was just pointing out that IMO you're wrong.
Last edited by Artpunk on Tue Feb 21, 2017 1:41 pm, edited 1 time in total.
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