Monetization options for free users

I'm about to publish my first game soon, but I kind of want to make something off of it. What monetization options do I have as a free user? I can't afford to pay for a pro version of GS just yet. My only option is the Tizen, which I'll be submitting my game to as well, but in the mean time, what options do I have if I want to publish to say the app store, etc?

Comments

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    The only option is to charge a flat fee for the game.
  • FrantoFranto Member Posts: 779
    edited February 2014
    @FryingBaconStudios I see, thanks for the answer, I was hoping to make the game free with ads as the source of it's revenue.

    When you upload your game, will it have a fee on the arcade?

    I tried to search for the process of how to sell games on gamesalad, but I'm coming up empty handed. I'm guessing make it free for now and then when I upgrade to pro and put in the ads along with graphical updates to it.

    EDIT: And I remember seeing this thing where developers sold their html5 games to game portal websites for high prices. I guess you can't do that with GS games since you can't publish them as standalones but instead have to go through the arcade for them to appear in other websites, at least thats what I get from the posts I read.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    This is true so far with HTML 5 but I would imagine When we have HTML 5 straight publishing it will be a pro feature. Since HTML 5 will work in conjunction with Tizen and Tizen is a limited free version as after the instentives are over it's moving to a pro only feature, they will remove the redirect in the code now and release HTML 5 as a pro feature. So the answer to your question is you need pro to make money on your app other than a flat fee. Hey you need to spend money to make money.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Basically if you want to make money you have to invest a little money.

    Don't forget you also have to pay apple to have access to even publish your app.

    Also there is no monetization at all from the arcade publishing. Those are all just free games.
  • FrantoFranto Member Posts: 779
    @FryingBaconStudios True, but I didn't want to invest until after the Tizen event was over. Thanks for the information about Tizen becoming a pro feature later. That means I better skidaddle before the event is over. I wanted to invest after I started making money, but I guess that will probably not be possible. Or I could probably run an experiment and have one game free while the other game I'm working on be sold at a flat fee/

    @tenrdrmer Yes, of course. By the way, do you need a mac to publish to to the app store? I haven't downloaded any developmental tools for Apple yet, so I'm not sure if that's gonna pose a problem. If worse comes to worse, I could buy a MAC os and run it on a virtual machine in in windows perhaps.
  • bjandthekatzbjandthekatz Orlando, FlMember Posts: 1,375
    You need a mac to publish to the app store. I dont know if OS X will run in a virtual machine, you might have to try macincloud.com
  • brickamatorbrickamator Member Posts: 316
    You also need a $99/year developer license from apple. Android is free to publish to, but you need GameSalad Pro. Studica has great deals on GameSalad Pro.
  • TheGabfatherTheGabfather Member Posts: 633
    edited February 2014
    ^ and if you choose to publish for Android, don't forget the Google developer license. $25 good for around 30 years (unless they already changed it to lifetime, not sure).

    Money, money, money.
  • FrantoFranto Member Posts: 779
    I guess I'll sell my scooter for the cash to go towards the game budget.
  • CodeMonsterCodeMonster ACT, AustraliaMember Posts: 1,078
    edited February 2014
    just remember, dont have high hopes of success as many of us here on the forums develop games as a hobby, and these days its hard to get noticed on the app store
  • FrantoFranto Member Posts: 779
    @CodeMonster I'll make sure not to do that. Although, I'm hoping that getting into the Tizen store early during this promotion event will bring some much needed opportunities, though.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    You can run some versions of osx in virtual machines but macincloud.com will be less of a hassle for you especially since a legit copy of osx will also cost you money.

    Don't bother buying your dev accounts. Wait until you actually have somewhat of a game going and your actually ready to start publishing test builds. Save your money up and don't get your hopes up. If you expect to get rich you better also have some really good luck cause this sure as hell is not an easy venture to make money with. Most of us break even each year and are plenty happy to do so.

    Cheers
    Aaron
  • bds62bds62 Member Posts: 31
    Google Adsense has mobile ads now. I personally am new to GS so I'm not sure if it'll work but I see no reason it shouldn't just know the size of your game display and find an Adsense ad unit size that's that size or smaller. Input it as a pop up (like anytime someone loses all lives) and blam you got your ads.

    Again, Not sure if this works but I see no reason it shouldn't. Then save up for pro version and iTunes connect ($400 total) + Android publishing is a one time fee of I think $25. So you'd be looking at $425 total then you'll be able to use iAds if you wish.
  • KillerPenguinStudiosKillerPenguinStudios Member Posts: 1,291
    @Franto Just to also throw this out there incase you didn't know. You need pro to publish to android plus purchase a android developer fee which is $25. To be able to publish to iOS you MUST have a Mac Computer. You can't use a virtual machine running OS operating system. Just wanted to throw those couple things out there incase you didn't know.

    Killer Penguin Studios
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    That's not true. You can use a virtual machine to publish.
  • FrantoFranto Member Posts: 779
    @tenrdrmer : Thanks for the advice and link, macincloud will be indispensable for a windows user such as myself. I had no idea that apple would have made such a site. As for buying dev accounts, I'll definately hold off on it until I have full fledged games. I'm working on three games at the same time right now, and they are starting to shape up already. I'm hoping to release Flyernator soon for the Tizen event:

    Then Burst Blade sometime after:


    The third game was to be a billiard type called Kitty Madness. It was the first game I was working on in early to later mid Jan before I moved on to the other two. I'm still trying to come up with the rules and gameplay for it though. The first vids on the channel is the prototype of it.


    @bds2 : I heard that in other game engine programs, you just have to put the line of code relating to the add to get it to work in your game. Here, they have it within the rules set. Google Adsense does that now? I wonder how they compare to other ad services like revmob? I think the reason I chose GS was because I thought you could publish to html5 without having to pay, which is something other game design engines don't do, since most make you pay before you can publish to devices and other stuff. However, I do find GameSalad to be superior to other engines when it comes to creating games. I tried Game Maker and some others and this is by far the most intuitive and flexible builder I've used. Kudos to the people who designed the layout system.

    @killerpenguinstudios : Thanks, I didn't know. I figured something was up with Android when I was trying to publish a game to the Arcade. Android alongside google, appear to be the cheapest license wise, aside from having to go Pro.








  • UtopianGamesUtopianGames Member Posts: 5,692
    Flyernator looks pretty heavy on the spawning side have you tested on older devices to see how it runs?

    Darren.
  • StoneclipseStoneclipse Member, PRO Posts: 130
    Google Adsense has mobile ads now. I personally am new to GS so I'm not sure if it'll work but I see no reason it shouldn't just know the size of your game display and find an Adsense ad unit size that's that size or smaller. Input it as a pop up (like anytime someone loses all lives) and blam you got your ads.

    Again, Not sure if this works but I see no reason it shouldn't. Then save up for pro version and iTunes connect ($400 total) + Android publishing is a one time fee of I think $25. So you'd be looking at $425 total then you'll be able to use iAds if you wish.
    How do you put AdSense into gamesalad? I don't see an option to input HTML code.
  • FrantoFranto Member Posts: 779
    edited February 2014
    @DeepBlueApps I haven't set up any emulators yet, it probably will be very laggy though. Even in the GS viewer, the character will momentarily lag and be locked in a certain action for a while. Would reducing sprite size or reduction of actors help?



  • gamertrial1gamertrial1 Member Posts: 12

    so if you already have GameSalad pro what all ads can you put in your game to monetize it with now ?

Sign In or Register to comment.