The Future

Discussion and feedback on Construct 2

Post » Thu Aug 29, 2013 2:35 am

My co-developer and I have used C2 day in day out for months without any real stability issues. Sure, there have been some minor issues but nothing like @wizaerd reports.
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Post » Thu Aug 29, 2013 3:25 am

I'm making a big game in C2 and I've got a publisher, so I've made a decent ammount of money (enough to keep me going, buy new equipment, a business C2 license, etc).

C2 is only a toy for kids if you want it to be; if you want to make a decent ammount of money you can't expect it to just drop from the heavens right into your lap. You have to make a decent app, publish it, advertise it, send it everywhere you have the chance. Last year when I started making my game I decided to take it seriously and built a prototype, then added it to Steam Greenlight, made a Devlog, posted it on a crowd-funding website, sent emails to video games magazines/websites/blogs from my country, I really went all in. The feedback was enough to get the attention of my publisher, so they contacted me and we've made a deal.

Of course, I think most people want to build an app in 2 days and complain about how you didn't get rich when you posted it on the android market, but I don't think that's how it works.
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Post » Thu Aug 29, 2013 6:18 am

[QUOTE=andreyin]Of course, I think most people want to build an app in 2 days and complain about how you didn't get rich when you posted it on the android market, but I don't think that's how it works.[/QUOTE]

it's also about freedom. Not everyone wants to make terrible big app (willing to be 2nd Angry Birds) so those person should also have possibility to make money just like Java developers do (in case of Android: using effective mobile ad networks).

today if you make Android app in Java - you get 2-6$ eCPM (so 2-6$ per 1000 ads) from leading mobile ad networks; if you make same app in Construct 2 for Android - you will get up to 1-2$ eCPM from AdMob (via CocoonJS, via MoPub). So from this perspective (Android apps) it is toy for kids :(szymek2013-08-29 09:11:49
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Post » Thu Aug 29, 2013 8:28 am

@szymek I'm interested to know where you get the data comparing the eCPM of a java built app Vs a C2/CJS app. Is it objective or from your own experience?

Our first app has had widely fluctuating eCPMs ($0.2-$5) which I base on the fact it has only had modest downloads and the data set is still too small to sample properly. Our fill rates are a bit too low and I can't say I am too happy with Mopub at the moment but our build is about 3 months old and apparently CJS has improved/updated its Mopub SDK. Maybe this will improve with a new build upgrading CJS from 1.3 to 1.4.

Also advertising and promotion is a whole other game to get your head around. Are the ads networks you use suitable to your game demographic? Is your demographic even likely to be spending money? Questions like that are important when it comes to making money and it extends to IAP for extras too. The people who make money understand all this and it affects the games that they design in the first place.

The monetisation options have been weak using C2/CJS but seem to be improving. I'm interested in the new IAP options in the CooconJS plugin but haven't tried them yet and don't know how well they work in practice. I'm sure all these things will be working properly soon, and to make money it will be more down to your design and marketing skills than the initial tools you choose.
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Post » Thu Aug 29, 2013 9:27 am

@Nathan

this is about Android only:

ok, I was too harsh for AdMob. Avg eCPM (for mine apps and friend apps) is 1-2$ eCPM, and this network provides best fillrates (because it's Google); anyway in worst case: 0,36 eCPM, in best case 3,55$

The other issues (in case of banners ads) are:
- placement on banner matters (bottom gives huge boost over top; at least in case of portrait layout and mobiles)
- clickability of app (more clicks user do in app = the more clicks on banner you get too)
- type of app (kids make more clicks than adults).

In case of Java apps my friend usually get 3-6$ eCPM for appwalls, interstitials etc. and of course additionally $ from normal AdMob banners.szymek2013-08-29 09:53:16
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Post » Thu Aug 29, 2013 9:53 am

Construct 2 is a great development environment full of great features that allow non programmers to create great games. We all know that the monetisation features have been poor up to now but I think we will be turning a very big corner soon. C2 has matured very nicely with great updates on a regular basis. I read on another thread recently that Ashley will address these shortcomings in the near future. I heard that Ludei will also bring out a new update of cocoonJS soon too.
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Post » Thu Aug 29, 2013 12:12 pm

@wizaerd - most crashes in C2 are actually graphics card driver bugs. Are your drivers up to date? It's also wise to have new-ish graphics hardware, since old hardware sometimes stop getting driver updates.
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Post » Thu Aug 29, 2013 1:48 pm

@Ashley, I have the latest and greatest graphics card setup (Custom built machine, bla bla bla bla) - I am a hardcore gamer and C2 crashes with me often. And yes, I have up to date driver(s) too.

I am enjoying C2 very much, so don't get me wrong (I am a fan) but, it is not stable as @wizaerd says, and it is the software not my hardware that causes it to crash, freeze etc.
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Post » Thu Aug 29, 2013 2:35 pm

As money seems to be a driving factor of this discussion: we're looking at turning over around 250k this year.

We use Construct 2 for 2D work. We use Unity for anything 3D.

Currently we're working with one of the biggest casual publishers to distribute Mortar Melon on iOS, Android, Windows Phone, Windows 8, Blackberry 10, Tizen, Firefox OS, web, PC, Mac and Linux. For our publisher to anywhere near break even, Mortar Melon must earn 100k in sales after store cut.

Hopefully that highlights some of the revenue potential.
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Post » Thu Aug 29, 2013 2:40 pm

@wizaerd and @DUTOIT

For a while I had these really long load times when opening C2 with a project and saving, and sometimes it would crash, the reason for me was I had many tabs open that I didn't really need, like many levels of my game. Dunno if this helps but maybe worth a shot...
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