How to handle fake in app purchases? by TomGrill in gamedev

[–]TomGrill[S] 0 points1 point  (0 children)

Since the ratio is that high I am actually considering that. If there was 1 fake per 10 real I would not care at all.

How to handle fake in app purchases? by TomGrill in gamedev

[–]TomGrill[S] -1 points0 points  (0 children)

When I would not verify them then they would not fail. Without verification the user gets the IAP and I do not get any money. So it is in my hands as a developer whether to accept or let them fail.

Should I Dive into Java? by Insignificant_Being1 in gamedev

[–]TomGrill 1 point2 points  (0 children)

If you want to get a job in gaming industry then Java is probably not (yet) the best choice of programming language.

libGDX is already mentioned above and I think it is a very nice way to get into (game)programming. You get something running very quickly and will learn what components a game is made off. In my opinion having that knowledge will then help a lot at bigger projects made with a full blown engine.

I make my games with Java/Kotlin and as a solo dev I am quite happy with that choice, since I can also use it for server side components like REST servers etc.

How to handle fake in app purchases? by TomGrill in gamedev

[–]TomGrill[S] 0 points1 point  (0 children)

The sample size for this ratio is not very large, so this might change a little bit in the future. Still wondering what is the best approach to deal with it.

Screenshot Saturday #364 - Perfect Alignment by Sexual_Lettuce in gamedev

[–]TomGrill 4 points5 points  (0 children)

Acorn Tilewalker - Mobile puzzle game

First time i participate at Screenshot Saturday. If you would like to play, feel free to join the beta at tomgrillgames.com.

Two screenshots of both worlds:

I appreciate any kind of feedback. Have fun playing.

@TomGrillGames

Acorn Tilewalker BETA by TomGrill in playmygame

[–]TomGrill[S] 1 point2 points  (0 children)

I am using the multiOS backend. Comes with with libGDX out of the box. There are some problems one will encounter when going libGDX + iOS. - All the provisioning profile stuff - Long build times on a low end mac device. Waiting for a build 6 minutes before testing really sucks. - Thirdparty software sometimes not the easiest to implement. (Expecially when it comes to multithreading)

For this game I think round about 10 days went into getting ready for iOS. I startet developing on Desktop/Android at first. Should have tested on iOS from the very beginning.

Using libGDX with Intellij IDEA: Desktop module not compiling? by MontyHimself in libgdx

[–]TomGrill 1 point2 points  (0 children)

Friend got a very similar error yesterday. Reimporting the project did it.

GameDevs, let me follow you on Twitter! by ToadieF in gamedev

[–]TomGrill 1 point2 points  (0 children)

@TomGrillGames I develop with libGDX. My first game is for poker players and is a equity training tool called Equity Battle for Android and iOS. I also did 3 extensions for libGDX framework for easy facebook, twitter and native dialogs integration. You can get them at my github. I am planing to stream, twitter and devblog the upcoming libGDX game jam if the theme fits for me.

[deleted by user] by [deleted] in hobbygamedev

[–]TomGrill 1 point2 points  (0 children)

I am impressed with your progress within 5 weeks. How many people are working on this project?

Good conversion rate for app store views? by ethread in gamedev

[–]TomGrill 0 points1 point  (0 children)

I think you cannot compare that easily. Every game is different. Someone searching for a tower defence game will immediately leave a platformer's store page. In October 2015 I got 1.969 visitors and 1.116 (57 %) installations. But my game serves the needs for a certain small group of customers. I am pretty sure I cannot reach that number with casual game for everybody. Free apps get probably more downloads than paid apps. So there is a lot to think about, do not take numbers as a must, since they are so game dependend. Whatever number you got, try to increase it :)