LD2012 October $1 Challenge: Battleship Islands

Show us your completed creations made in Construct 2

Post » Mon Oct 15, 2012 5:16 am

@True Valhalla - Overall it was reasonably straightforward. There were basically 2 main parts to it:

1. Integrating the Win8/Metro Plugin into the games. Iunkn has an excellent blog which documents everything you need to take advantage of the many features of using Win8, e.g. In-Game Purchases, Trial Mode, using the Live Tiles, etc

http://c2metro.wordpress.com/2012/07/27/support-for-live-tiles/

2. Deploying to the store - This part was quite easy - Microsoft will take you through step by step during the deployment process.

It helps to have a little development experience, as you'll need to make your way around Visual Studio 2012 exp.

The game itself still needs to go through MS's review process, but hopefully it will be in there by Oct 26 if all goes well. Normally it should be a 5 day process, but a ton of apps are going in at the moment.EyeHawk2012-10-15 05:18:56
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Post » Mon Oct 15, 2012 6:38 am

Cool, thanks for the info.
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Post » Mon Oct 15, 2012 3:06 pm

It was level two. The time stopped at 1 minute and nine seconds. It said I lost and then won. Good luck re-creating it. It will only occur when one does not try at all. At least that is how my life works.
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Post » Tue Oct 16, 2012 3:18 am

@ParCutz - Great thanks for the heads up :)
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Post » Tue Oct 16, 2012 7:09 am

[QUOTE=EyeHawk] Update - I just released to the Win8 store, yesterday so hopefully that goes through ok.

Massive thanks to @iunkn for helping me out with the Win8 integration through excellent blogs, tutorials and directly - wouldn't have been able to do it without him (or her?)!

Now, my next mission is to try to figure out how to release it on iOS with CocoonJS...[/QUOTE]

It is a "him"

Great to find the plugin being useful! Is the game already available in the Store?
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Post » Tue Oct 16, 2012 11:26 am

@iunkn - haha! just wanted to cover all bases
It's still going through certification at the moment. My local Tech Evangalist said I needed to push it through asap if I wanted it to be ready for Oct 26, even though it wasn't 100% ready yet - ah well...

As soon as it is available in the store, I'll copy the link to your other thread too
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Post » Tue Oct 30, 2012 9:03 pm

Hi Guys, Battleship Islands is up and running now, and the trial feature should be enabled now. If anyone hasn't already downloaded it, would you mind checking if the "Try Buy" option appears at the link, and if the first 5 levels are indeed locked in the trial mode? Thanks that would be so awesome 8)

http://apps.microsoft.com/webpdp/app/battleship-islands/5e25ffd2-2cb0-4708-b88a-4bdc61f19107

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Post » Fri Nov 02, 2012 6:50 am

I will definitively be downloading and upvoting the game tonight in support of a fellow C2 dev.

My game is just entering the certification process and i was interested in knowing how is your game doing statically/downloads during this windows 8 launch phase?
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Post » Fri Nov 02, 2012 7:23 pm

@Animate - thanks, that would be awesome to get another upvote!

Sure, give us the URL when it's up and we'll upvote your game too. Put it in this thread as well, iunkn has all of our submissions in his thread:

http://www.scirra.com/forum/topic58480.html

In terms of stats, I've been posting up some of the store reports on my FB site:

https://www.facebook.com/pages/Eyemobi/260949787353647

It started off strong, coincidentally when I screwed up the trial mode, so it appeared free. I had about 700-800 downloads a day for a couple of days.

However, ironically when I fixed trial mode, downloads completely tanked, and now I have about 40-50 :(

I'll have to fix this by making it free again with IGPs instead.

I have no idea comparatively I'm doing though, I've got about 3k downloads in total after a week and a bit. EyeHawk2012-11-02 19:24:38
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Post » Sat Nov 03, 2012 3:11 am

EyeHawk, thank you so much sharing your stats.

The freemium model is the reigning king right now. Although i believe it doesn't work for all games, it seems to be the one model where most revenue is generated. I would agree that it would be best to add an IAP architecture to your game since your level hierarchic is set up for this type. The best practice is to get the game if front of as many users as possible and wait for a better return in the long run.

I will check your FB for updates.
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