I only started doing contact work six months ago. So that revenue was generated in six months. Before that I started lost oasis games with @RP that is separate revenue. I also own a golden book property with another partner that as we'll is separate revenue I'm not at liberty to divulge. So considering I only started doing contract work six months ago and as that is all business that found me as I don't market myself that's a good start. I have a designer developing a new site for my studio featuring the apps I build for a few high profile companies. I have a plan to market myself to PR and Ad firms. This is all in the works and I expect once this marketing plan is implemented I will see a huge growth in business. Considering that all my current clients were unsoliced by me that's not bad. If I can generate that basic revenue with zero marketing and outreach it's only logical to project a huge rise from actually soliciting work. I know first hand how to develop a business and I've had several successful ventures which is why I don't have financial needs.
As to ads no they are not a huge priority for me and I imagine I'm not the only one. Myself I think the Android performance is not up to par for me, which is why we didn't port puck It to android. When GS gets up to par on android then We'll tap that market. Since @RP and I don't develop games around trends we don't worry about a shelf life issue. If I felt that Android was up to par I would just release the game as paid. One game doesn't affect our long term goals.
@FryingBaconStudios Kudos man. I'm happy for you. Glad to see you have everything mapped out. I'm sorry though, I fail to see the correlation between your success and the topic at hand. You haven't presented a reason as to why it is a bad idea for GS to push the ad networks into testing and out through a micro update so that those of us whom want to use them for the holidays can.
Here I'll look at this from your perspective. Let say I had no need for Revmob and Chartboost. Well that's fine, but that doesn't mean others don't need them... so I would STILL suggest GS push it to the forefront for an earlier release so that those who need it can have it. It's not like it will have any kind of impact on the speed of which 11.0 is released. Let's say it did some how... what that is a weeks delay at MOST? Even then, would it really matter? It isn't like the ad networks aren't planned for the 11.0 release anyways so in either case they still have to go through the process of testing it. All that happens is it is tested first and released sooner while the rest is released when it would be released in 11.0. Nothing in 11.0 can be utilized or submitted to Apple while they are on break. So really... what kind of difference does it have to simply push a finished feature into testing so it can be used and utilized for the holidays?
Who loses if GS does this??? No one. There are those who use it and are super happy. Then there are those in which it makes absolutely no difference one way or the other. So what is the problem with releasing the ad networks so we can use them in the peak season???
How do you know it won't delay the 11.00 update? You make a lot of assumptions. There are only four engineers. The people using Windows version needs lots of fixes and they wouldn't be happy if they pulled an engineer off that to do ads. You make these claims without knowing who is doing what at the GS office. Even if they pushed it to the front I don't believe they could have it ready as it needs to pass though QA. I think we'll all survive is my point. Why is everything such a sky is falling situation? I understand we all want android ads. I just don't think it's gonna happen and a pole isn't going to change the outcome.
@Team6Labs Gamesalad is not for amateurs! It is for entrepreneurs. If you can produce games quickly and get the same value from those games (considering we get good ad networks) who will be making more money? It is also for beginners but to say that it is only for beginners is closed minded.
GameSalad is for amateurs... Tell me a name of a company that has raised over 100k in financing that uses gamesalad...
Lol. First off there is this "This is code complete and awaiting release in 0.11.0" refer to http://gamesalad.com/roadmap
Second... if this is an item that is to be released in 11.0 anyways. That means they will have to go through the exact same $hit they will have to go through in order to release it earlier as they would to wait for 11.0. If all that it is waiting for is testing... then they will have to test it just the same for 11.0 as they would for releasing it in a mini update. THE ONLY DIFFERENCE IS THEY TEST IT NOW AND RELEASE IT EARLIER. Please explain to me how that would create any kind of substantial delay? I'm not asking for them to work on an unfinished item that is expected for a later release.
It isn't a "sky is falling" situation, but am I to just sit here and miss out on ad revenue in the peak season when it could be avoided?
Will this "poll" change anything? I don't know. I would rather do something about it than to have a pathetic excuse of an outlook: "it will be done when its done".
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
edited November 2013
There is far more important things id like to see finished before another ad network.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
Also the "holiday rush" is really not that much any more. Most people getting new devices are getting upgrades. Not shiny new blank toys.
Make a good game and you'd be surprised how well it will sell. Ads are a way to squeeze a little out of everything else. And honestly if your game is not good enough to make money selling your not likely gonna make much from ads either.
Ads are a way to squeeze a little out of everything else. And honestly if your game is not good enough to make money selling your not likely gonna make much from ads either.
That's bulls**t. Revmob is an incredible way to make money off of your games. Have you ever even used Revmob or Chartboost?
Enlighten me sir. What ad networks? iAd? iOS only and it is consecutively terrible in fill rates and eCPMs. Playhaven? iOS and the whole thing is done through GS. I would prefer to see my dashboard. Mobclix? Oh you mean that ad network that went bankrupt and I lost over 4 grand because of?
There is NO ad network on GS right now that is cross platform and performs well (and hasn't gone bankrupt). I would say it is a necessity.
Also, yes there are plenty of things that are needed, but as mentioned a thousand times in this forum... THE AD NETWORKS ARE DONE AND ARE AWAITING RELEASE IN 11.0. How in the world does putting it in for testing now instead of a couple weeks from now so we can publish with it for the holidays going to delay the rest of 11.0 (which it is expected to be released in anyways).
As for the holidays. I don't know about you, but every holiday I see spikes in downloads (including last year) on even things I've had out for years. Typically double - quadrouple (depending on the app). This also includes my ad revenue. SO yes this is a rather important thing I would say and YES IT IS PEAK SEASON. It is always the highest revenue time of the year and I would consider that peak.
Lastly for you, I'm really getting sick and tired of @FryingBaconStudios and now apparently you with your preaching. Your automatic assumption is to jump straight into... "oh make a better game and it wouldn't matter". Well fine, I'll go make a better game, but having ads earning revenue sure as hell still matters. Btw I have things that do plenty fine. FBS comes on here to talk about how grand he is making 10k this year with coding. Well congraduf**kinglations. I've earned 3-5x that every year for the past 3 years off my apps and games. So both of you go get off your damn high horses. It is extremely agitating the way you guys are always so damn condescending to people who earnestly request a simple FINISHED feature to be released before 11.0.
Thats nice. It doesn't change the fact that others would like to use them. Nor will it have any kind of impact on 11.0. So why not let it be released early?
We need another ad network. My doodle movie quiz game has received a ton of impressions a day for the past 3 weeks and iAd has pulled in a decent bit of money, but...mobclix full page ads were running for 2 days before they went under and that was pulling in 5x my iAd daily profit. I have missed out on about $500-750 in the past 3 weeks because we don't have a proper full page network (playhaven is hit or miss and not really worth the trouble anymore...)
I am getting tired of waiting...Multiplayer "soon", revmob "soon", very needed editor improvments, joints, built in animation engine, and all those other things discussed over the past many months...not much has shown up
It's getting the point where I cant afford to be patient anymore, and I am sure that's the case with others here as well.
I'm just trying to figure out why you started a poll then get pissed at people's opinions? Like @uptimstik said we should be discussing, either way this forum isn't going to change anything in gamesalads plan.
@FryingBaconStudios Hey man you said it not me. I phrased it as a question and wasn't meaning you personally. In my honest opinion I don't think you are lazy. You seem like a hard working guy, but I don't really know you either. I was referring to the mindset of "it will be done when its done" as lazy.
@uptimistik Still a discussion as far as I'm concerned.
@mounted88 I started the poll as an attempt to get their attention on that matter. No offense to them, but nothing else much seems to get their attention on matters such as these.
Also I was getting pissed at the condescension that the two brought. (It is something that I see frequently from them toward other people on the forums as well). Not their opinions on the matter.
Why make a good game is no need use ad network? I can make a good game and free but use ad + iAP inside. Many hit title in app store are using this formula.
Why make a good game is no need use ad network? I can make a good game and free but use ad + iAP inside. Many hit title in app store are using this formula.
Because if you make a good game and charge for it, you will get more revenue from it then a free game with ads. A good game will sell itself, even being a paid game.
Still. If you made a great game is there a reason you wouldn't want to monetize it from ads on a free version and from charging for pro? It is the same model most high rolling companies use. Many really only use ads with just a free version only.
Making a good game and charging for it is great. There are always people that will never buy the game though (the majority of the market). So why wouldn't you monetize off of them through a free version with ads?
If you don't want to that is fine and its your choice, but most want to because it is effective.
@FryingBaconStudios NOOOOOOOOOOO! You were supposed to keep fueling the fire so this post could continue being bumped lol. Get mad Bacon. GET HULK-BACON MAD!!!
I agree with @FallacyStudios. Get the ad networks finished first. If GS continues to work on tons of things at once like they are now, we probably won't get anything substantial until after the holidays, which of course doesn't do us any good.
@Trunks Yea I agree. I would honestly prefer if they did updates a bit more like release bug fixes every week with one bigger content once a month rather than in a giant lump all at once 5 months later. More useful if they are constantly coming down the pipeline rather than waiting. Honestly though, I'll settle for the ads being released and waiting for all the other stuff any day.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
I agree with @FallacyStudios. Get the ad networks finished first. If GS continues to work on tons of things at once like they are now, we probably won't get anything substantial until after the holidays, which of course doesn't do us any good.
While I could care less if they do ads first I do agree they need to be finishing one project before starting another.
Finish something and release it then move on to the next feature.
You will have far more happy customers when they are seeing actual progress instead of just progress reports.
@KevinCross I'm aware of them. Although they aren't anymore reliable than a test version normally as that is what they are. I think it would be relatively simple just to have 1 guy bug farming pumping out fixes every week. When he finally cleans through bugs he can work on smaller additions or Creator changes/additions. Another person or two working on the larger products like async and such with a general release at about every month. (I mean if they focused on one thing instead of 5 at a time they could most certainly be done in a month.) Then maybe the last guy bouncing around where needed and also working on the Creator regularly. Then all of you that want creator additions would get them more frequently.
I suppose that is just what I would do anyhow. When I run things I prefer the tasks at hand be finished before moving on.
@Team6Labs Gamesalad is not for amateurs! It is for entrepreneurs. If you can produce games quickly and get the same value from those games (considering we get good ad networks) who will be making more money? It is also for beginners but to say that it is only for beginners is closed minded.
GameSalad is for amateurs... Tell me a name of a company that has raised over 100k in financing that uses gamesalad...
firemaplegames sold over 150k copies of his first adventure game made with gamesalad.
Comments
As to ads no they are not a huge priority for me and I imagine I'm not the only one. Myself I think the Android performance is not up to par for me, which is why we didn't port puck It to android. When GS gets up to par on android then We'll tap that market. Since @RP and I don't develop games around trends we don't worry about a shelf life issue. If I felt that Android was up to par I would just release the game as paid. One game doesn't affect our long term goals.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Here I'll look at this from your perspective. Let say I had no need for Revmob and Chartboost. Well that's fine, but that doesn't mean others don't need them... so I would STILL suggest GS push it to the forefront for an earlier release so that those who need it can have it. It's not like it will have any kind of impact on the speed of which 11.0 is released. Let's say it did some how... what that is a weeks delay at MOST? Even then, would it really matter? It isn't like the ad networks aren't planned for the 11.0 release anyways so in either case they still have to go through the process of testing it. All that happens is it is tested first and released sooner while the rest is released when it would be released in 11.0. Nothing in 11.0 can be utilized or submitted to Apple while they are on break. So really... what kind of difference does it have to simply push a finished feature into testing so it can be used and utilized for the holidays?
Who loses if GS does this??? No one. There are those who use it and are super happy. Then there are those in which it makes absolutely no difference one way or the other. So what is the problem with releasing the ad networks so we can use them in the peak season???
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Lol. First off there is this "This is code complete and awaiting release in 0.11.0" refer to http://gamesalad.com/roadmap
Second... if this is an item that is to be released in 11.0 anyways. That means they will have to go through the exact same $hit they will have to go through in order to release it earlier as they would to wait for 11.0. If all that it is waiting for is testing... then they will have to test it just the same for 11.0 as they would for releasing it in a mini update. THE ONLY DIFFERENCE IS THEY TEST IT NOW AND RELEASE IT EARLIER. Please explain to me how that would create any kind of substantial delay? I'm not asking for them to work on an unfinished item that is expected for a later release.
It isn't a "sky is falling" situation, but am I to just sit here and miss out on ad revenue in the peak season when it could be avoided?
Will this "poll" change anything? I don't know. I would rather do something about it than to have a pathetic excuse of an outlook: "it will be done when its done".
Make a good game and you'd be surprised how well it will sell. Ads are a way to squeeze a little out of everything else. And honestly if your game is not good enough to make money selling your not likely gonna make much from ads either.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Enlighten me sir. What ad networks? iAd? iOS only and it is consecutively terrible in fill rates and eCPMs. Playhaven? iOS and the whole thing is done through GS. I would prefer to see my dashboard. Mobclix? Oh you mean that ad network that went bankrupt and I lost over 4 grand because of?
There is NO ad network on GS right now that is cross platform and performs well (and hasn't gone bankrupt). I would say it is a necessity.
Also, yes there are plenty of things that are needed, but as mentioned a thousand times in this forum... THE AD NETWORKS ARE DONE AND ARE AWAITING RELEASE IN 11.0. How in the world does putting it in for testing now instead of a couple weeks from now so we can publish with it for the holidays going to delay the rest of 11.0 (which it is expected to be released in anyways).
As for the holidays. I don't know about you, but every holiday I see spikes in downloads (including last year) on even things I've had out for years. Typically double - quadrouple (depending on the app). This also includes my ad revenue. SO yes this is a rather important thing I would say and YES IT IS PEAK SEASON. It is always the highest revenue time of the year and I would consider that peak.
Lastly for you, I'm really getting sick and tired of @FryingBaconStudios and now apparently you with your preaching. Your automatic assumption is to jump straight into... "oh make a better game and it wouldn't matter". Well fine, I'll go make a better game, but having ads earning revenue sure as hell still matters. Btw I have things that do plenty fine. FBS comes on here to talk about how grand he is making 10k this year with coding. Well congraduf**kinglations. I've earned 3-5x that every year for the past 3 years off my apps and games. So both of you go get off your damn high horses. It is extremely agitating the way you guys are always so damn condescending to people who earnestly request a simple FINISHED feature to be released before 11.0.
@FryingBaconStudios ... Patient or lazy?
Thats nice. It doesn't change the fact that others would like to use them. Nor will it have any kind of impact on 11.0. So why not let it be released early?
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
I am getting tired of waiting...Multiplayer "soon", revmob "soon", very needed editor improvments, joints, built in animation engine, and all those other things discussed over the past many months...not much has shown up
It's getting the point where I cant afford to be patient anymore, and I am sure that's the case with others here as well.
@uptimistik Still a discussion as far as I'm concerned.
@mounted88 I started the poll as an attempt to get their attention on that matter. No offense to them, but nothing else much seems to get their attention on matters such as these.
Also I was getting pissed at the condescension that the two brought. (It is something that I see frequently from them toward other people on the forums as well). Not their opinions on the matter.
Still. If you made a great game is there a reason you wouldn't want to monetize it from ads on a free version and from charging for pro? It is the same model most high rolling companies use. Many really only use ads with just a free version only.
Making a good game and charging for it is great. There are always people that will never buy the game though (the majority of the market). So why wouldn't you monetize off of them through a free version with ads?
If you don't want to that is fine and its your choice, but most want to because it is effective.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Finish something and release it then move on to the next feature.
You will have far more happy customers when they are seeing actual progress instead of just progress reports.
Admittedly they're released every month with little to no bug fixes, and a few extra bugs thrown in the mix for fun, but hey...
@KevinCross I'm aware of them. Although they aren't anymore reliable than a test version normally as that is what they are. I think it would be relatively simple just to have 1 guy bug farming pumping out fixes every week. When he finally cleans through bugs he can work on smaller additions or Creator changes/additions. Another person or two working on the larger products like async and such with a general release at about every month. (I mean if they focused on one thing instead of 5 at a time they could most certainly be done in a month.) Then maybe the last guy bouncing around where needed and also working on the Creator regularly. Then all of you that want creator additions would get them more frequently.
I suppose that is just what I would do anyhow. When I run things I prefer the tasks at hand be finished before moving on.
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