Bor (platform game) on Steam!!!
gamevicci
Member, PRO Posts: 306
Hi guys,
after years on mobile here's my first game on Steam.
- 48 levels + 12 hidden levels
- run, jump, throw axes or kill boars and throw boars!!! :D
- joypad or keyboard
- lots of secrets!!!
I hope you will give a try, even just to discover the full power of GameSalad!
Comments
looks great!
looks and sounds good
Really nice game My Friend!
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Nice - looks fantastic!
Looks great, good luck on Steam!
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Thank you guys!
I’ll write here the revenue in next days and my impression about the Steam market.
I hope they could be useful for some indie dreamers like you and me!!!
Wow! Congrats! Happy for you and the game looks great!
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@gamevicci
Congratulations it seems a good game! I looked for it on the playstore but I didn't find it.
I have a question for you, if I understand correctly it is programmed with Gamesalad and loaded on steam, I don't know if your game has in app purchases, but my question is: if a game had in app purchases, publishing it in steam they would be lost or is it possible to set them as on the playstore?
Hi UltraLionBlu,
I decided to remove it from the playstore some weeks ago because the revenue was near to zero, however is available on iOs.
You can't directly compile the game for Windows (you can't create an .exe from publishing.gamesalad.com) but you can create the html5 version, use the software Web2Exe to convert it and publish on Steam.
Unfortunately due to this wrapping you can't use any in-app purchases or any ads (banner or video etc).
I imagined it but I was hoping there was a way: D
What a pity about the gain 0 ..
If I'm not mistaken, Playstore and Steam retain 30% of revenues,
if you are interested I have also seen that Epic Games Store retains only 12% of the profits, but I don't know if there is some other swindle behind it
Oh unfortunately my games have not enough quality for the Epic Store 😂
I have 30$ revenue first day and 6$ the second (Steam). These are only my firsts results so I can’t express an opinion on Steam.
My favourite store is by now the Apple Mac App Store
Congrats on getting your game on STEAM!
I've had a bit of experience with Steam over the past few months - and it's a tough market like all the app stores these days. For me the first week of sales were the best, then after that make sure you discount regularly to give sales a little bump.
Good luck with your game!
Thanks for the tips!!
@gamevicci et al, if you or anyone here knows javascript, you could, in theory use the hooks we put in for Legends of Learning for Steam store API stuff with this: https://github.com/greenheartgames/greenworks (at least in theory).
I could look into implementing it myself after this next sprint of work, but I think there are a number of other engine issues our team will need to look at first.
@adent42 thank you! Unfortunately I don’t know javascript, making games is only a hobby to me 😊
I think that native exe export from GameSalad should be epic, with ads and IAP.
lots of users would be happier to pay the annual registration if they could export for Windows!!
I must admit that Bor run quite smooth on Pc, so the engine of GS is good enough for this kind of games!
Hi gamevicci, congratulations on your steam release.
Was converting your game to exe using Web2Exe difficult also do you know of any decent tutorials that guide you through the process?
I want to start releasing games on steam and this might be a good option and saves me rebuilding games in a different game engine.
Cheers.
My Website: http://bit.ly/2c0ohmM
My Apps on Google Play: http://bit.ly/2cccMIy
My Apps on Apple App Store: http://apple.co/2bUSd0i
@Glass Frog Look in this thread there is a guide with links to download the necessary
https://forums.gamesalad.com/discussion/comment/613843
Thanks for the link @UltraLionBlu
@gamevicci how has your game been doing on steam over the last few weeks?
I hope you are still making regular sales.
My Website: http://bit.ly/2c0ohmM
My Apps on Google Play: http://bit.ly/2cccMIy
My Apps on Apple App Store: http://apple.co/2bUSd0i
Some sale in the first days, now it's zero since one week :)
Total revenue from the release (august 16th) is 93$.
I've almost paid the 99$ :D
I will add reports here in next months!
Haha at least you're close to breaking even.
Thanks for keeping us up to date on sales, hopefully your sales will pick up again soon.
I'm currently converting my game over to exe, I have everything working apart from the music. Which format did you use to get music working in your game, if you don't mind me asking?
My Website: http://bit.ly/2c0ohmM
My Apps on Google Play: http://bit.ly/2cccMIy
My Apps on Apple App Store: http://apple.co/2bUSd0i
You can use every format BUT, after converting in html5 from publish-gamesalad.com, you must do 2 passages:
1) manually delete all the m4a files (and mantain only the ogg files). Don't worry, every sound (both effects and musics) is duplicated in ogg and m4a, so you will not lose any sound files by deleting m4afiles
2) from the file assets.js MANUALLY remove all the m4a references... example:
maintain this: [{"name":"7.ogg","size":20703}]}
and remove this [{"name":"7.m4a","size":20703}]}
I hope it helps!!!
However prepare for little bugs if your game is big and complex...
Got the music working, finally! Thanks for your help, it's appreciated.
I deleted all the m4a files and altered a new assets.js file, as I think I may of deleted something by mistake last time.
Like you mentioned, I'm running into a few bugs so I will be ironing them out next before release, cheers 😁
My Website: http://bit.ly/2c0ohmM
My Apps on Google Play: http://bit.ly/2cccMIy
My Apps on Apple App Store: http://apple.co/2bUSd0i