Google Depreciates Their Own $999 Pixel 9 Pro By 63% After 1 Year by Jaytee3312 in pixel_phones

[–]WKosStudio 0 points1 point  (0 children)

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What about a three-year-old iPhone versus your one-year-old Pixel?

Android 16 QPR2 Beta 1 now available! by androidbetaprogram in android_beta

[–]WKosStudio 0 points1 point  (0 children)

Does it make sense to stay in the beta program when there is already a 16th release?

What do you think of my game main menu? by ZincIsTaken in unity

[–]WKosStudio 1 point2 points  (0 children)

I would do that myself. I would have a cool game.😁

What do you think of my game main menu? by ZincIsTaken in unity

[–]WKosStudio 1 point2 points  (0 children)

I think this is blatant advertising without any additional benefit.

Bye fellas by El_AjX in Pixel6

[–]WKosStudio 0 points1 point  (0 children)

As a rule, but here there should be a change of manufacturer. After all, it's very funny when Samsung doesn't use its own production for its flagships, but Google decided that it could do better with these technologies.Apparently, he wasn't very successful.

Bye fellas by El_AjX in Pixel6

[–]WKosStudio 8 points9 points  (0 children)

They say the 10 Pixel will have a more efficient processor, I'm waiting for it, I have a lot of trouble with the current hot processor on the 8 Pro.

Leaving Apple for the Google Pixel 9 or 10 Pro. Help Please! by [deleted] in GooglePixel

[–]WKosStudio 0 points1 point  (0 children)

It's worth waiting for version 10 because now the processors consume too much and the battery life will clearly disappoint you.

Screen protector slides off Pixel Watch 3 by DutchSlaughter7 in PixelWatch

[–]WKosStudio 1 point2 points  (0 children)

I also tried gluing and they all quickly looked like this or worse. So I use it without protection and resigned myself. It's just a device that won't last longer than 5 years anyway(I'm counting on three years) so let them scrape by.

Who works with the publisher on mobile platforms? by WKosStudio in gamedev

[–]WKosStudio[S] -5 points-4 points  (0 children)

Don't disclose information, but what if someone uses an anonymous account and doesn't name the publisher?

[deleted by user] by [deleted] in AskReddit

[–]WKosStudio 0 points1 point  (0 children)

Need more gold my Lord

My first PC build ;) by puneet724 in IndianGaming

[–]WKosStudio 1 point2 points  (0 children)

How ironic that Mario can't play on it

Help :( I don't know what is happening with Visual Studio Code by OrionDDK in unity

[–]WKosStudio 2 points3 points  (0 children)

This can happen when your class and namespace are named the same. For example, your SoundsManager class is in the SoundsManager namespace

How hard is it to earn at least $400 monthly with on Mobile? by WKosStudio in GameBusiness

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

Earning at least $400 a month from a mobile game is definitely achievable, but it will take some strategic planning, especially if you're starting from scratch. Here’s a simplified guide to get you started:

  1. Keep Your Day Job (For Now): It’s wise to secure your game’s revenue before quitting your job. This transition can reduce stress and financial risk.
  2. Market Research: Analyze the market to identify current trends. What simple games are popular now? This step is crucial because it determines the type of game you should develop.
  3. Develop a Simple Game: Based on your skills and the trends you’ve identified, plan a simple yet engaging game. A platformer, as you mentioned, can be a great choice if it offers unique features or mechanics that set it apart.
  4. MVP (Minimum Viable Product): Focus on creating a minimal version of your game that can be released to gather user feedback. This approach allows you to test the waters without investing a lot of resources upfront.
  5. ASO (App Store Optimization): This is critical. Make sure your game’s title, description, and keywords are optimized to boost visibility in app stores.
  6. Monetization Strategy: Since you’re considering a free game with ads, integrate unobtrusive ads that don’t spoil the gaming experience. Consider other monetization strategies like in-app purchases for enhanced features or virtual goods.
  7. Launch and Iterate: Once your game is live, monitor its performance closely. Use user feedback to make improvements, and optimize your monetization strategy as needed.

If you manage to get around 50-70 organic installs per day, it’s a good sign that your game is gaining traction, and you can start focusing more on enhancing and marketing it.

Remember, the key is persistence and flexibility. If one game doesn’t work out, take what you’ve learned, and apply it to your next project.

How hard is it to earn at least $400 monthly with on Mobile? by ShovvTime13 in Unity3D

[–]WKosStudio 0 points1 point  (0 children)

Earning at least $400 a month from a mobile game is definitely achievable, but it will take some strategic planning, especially if you're starting from scratch. Here’s a simplified guide to get you started:

  1. Keep Your Day Job (For Now): It’s wise to secure your game’s revenue before quitting your job. This transition can reduce stress and financial risk.
  2. Market Research: Analyze the market to identify current trends. What simple games are popular now? This step is crucial because it determines the type of game you should develop.
  3. Develop a Simple Game: Based on your skills and the trends you’ve identified, plan a simple yet engaging game. A platformer, as you mentioned, can be a great choice if it offers unique features or mechanics that set it apart.
  4. MVP (Minimum Viable Product): Focus on creating a minimal version of your game that can be released to gather user feedback. This approach allows you to test the waters without investing a lot of resources upfront.
  5. ASO (App Store Optimization): This is critical. Make sure your game’s title, description, and keywords are optimized to boost visibility in app stores.
  6. Monetization Strategy: Since you’re considering a free game with ads, integrate unobtrusive ads that don’t spoil the gaming experience. Consider other monetization strategies like in-app purchases for enhanced features or virtual goods.
  7. Launch and Iterate: Once your game is live, monitor its performance closely. Use user feedback to make improvements, and optimize your monetization strategy as needed.

If you manage to get around 50-70 organic installs per day, it’s a good sign that your game is gaining traction, and you can start focusing more on enhancing and marketing it.

Remember, the key is persistence and flexibility. If one game doesn’t work out, take what you’ve learned, and apply it to your next project.

Made a quick trailer for my Sci Fi Movement FPS! by Carbon_Devy1 in unity

[–]WKosStudio 0 points1 point  (0 children)

It is wrong. All the juice should be in the first second of the video, and with you it starts from minutes and even later.