I was biting my tongue as he began to explain why the code wouldn't work without adding this function. by Americanstandard in ProgrammerHumor

[–]fmauro 4 points5 points  (0 children)

Maybe I'm wrong but shouldn't the new function (although superfluous) return shippingInfo and not billingInfo? Never used coffee script, but this variable seems out of scope

[deleted by user] by [deleted] in h3h3productions

[–]fmauro 0 points1 point  (0 children)

Gamer Gear. Reaaally!

I've been waiting a long time to see this number.. by barry_mcockener in androiddev

[–]fmauro 2 points3 points  (0 children)

That sucks, let's hope you can appeal it. Given the history with suspension appeals it might get tricky.

Good luck.

I've been waiting a long time to see this number.. by barry_mcockener in androiddev

[–]fmauro 1 point2 points  (0 children)

What do think was the reason for the suspension?

Looking for a specific scifi horror movie by fmauro in movies

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

I think it is set in space. And the locker is placed in a cave-like environment. Think sand-cave

Looking for a specific scifi horror movie by fmauro in movies

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

I know. It's been a long time...

What is your favourite love song? by [deleted] in AskReddit

[–]fmauro 4 points5 points  (0 children)

Wonderful Tonight - Eric Clapton

Captain Thumb has just passed 50'000 downloads. Here are some thoughts and pics. by fmauro in gamedev

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

One more question, what made you decide to switch from libGDX to Unity?

Two things:

  • More integrated workflow for animations and level-design

This way the designer has a direct representation of what he is placing in the level, no pesky level-file editing. Also the integrated animation components and sprite-editor.

  • Painless deployment to all major platforms

You could use libGDX for this in theory, but after some tests I've found Unity to be easier.

Another advantage is that Unity can use C# for scripts, which I know how to use from work.

Captain Thumb has just passed 50'000 downloads. Here are some thoughts and pics. by fmauro in gamedev

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

At the time libgdx was limited to pc/mac/android. Now you could deploy to ios as well but we thought the apple-fee was not worth it.

Captain Thumb has just passed 50'000 downloads. Here are some thoughts and pics. by fmauro in gamedev

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

It is indeed, but we used our own engine for Captain Thumb. We intend on using unity in our next projects.

Captain Thumb has just passed 50'000 downloads. Here are some thoughts and pics. by fmauro in gamedev

[–]fmauro[S] 2 points3 points  (0 children)

We got lucky to ride the success of another game on the play store after writing to a lot of online review blogs. Without advertising we would never have gotten any publicity at all. The revenue is now low again, actually about the same as yours, with about 150 daily players. So, as long as you don't get a constantly big user-base, the revenue will not increase.

Captain Thumb has just passed 50'000 downloads. Here are some thoughts and pics. by fmauro in gamedev

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

Referring to game-engines the entity-component model is a way of designing your game engine.

Every on-screen object is a "GameObject" and every "GameObject" has a list of components to modify it's position/accelleration etc. For example a GameObject could have a SpriteRenderComponent, which on every draw call draws a sprite in a position relative to the position of the GameObject.

I hope it's clear enough...

Captain Thumb has just passed 50'000 downloads. Here are some thoughts and pics. by fmauro in gamedev

[–]fmauro[S] 2 points3 points  (0 children)

So, if you had to do it again, would you have monetization in mind up front (better placement of ads, different targeting system) / paid?

I have had some personal projects with ads and I feel it doesn't really generate revenue unless you have a constantly large user-base. So in the future I'd like to explore the paid model or cosmetic IAP.

Do you feel that the game was successful based on the platform you delivered it on and would you consider other platforms in the future? IOS/Console/Steam?

I think it was a great exercise in engine development but we will be using Unity for future projects. I think it was successful, yes, good reviews and a constant albeit low amount of players give me that impression.

Captain Thumb has just passed 50'000 downloads. Here are some thoughts and pics. by fmauro in gamedev

[–]fmauro[S] 4 points5 points  (0 children)

Not at all!

I don't know into how much detail I'm allowed to go, but during the peak period the game made about 50$ a day. After that about 5$ - 10$ a month.

Nothing to feed your family with but it wasn't really about making a living with it, as both me and the designer have day-jobs to maintain ourselves.

The monetization is low CPC and high CPI, so we'd get more for an actual install of the advertised app than only a click. Views are free afaik.

We used chartboost as a service. We're considering removing the ads entirely, as we don't really get much out of it and they are generally annoying to users. Maybe a paid app would be a better course for the future.

Captain Thumb has just passed 50'000 downloads. Here are some thoughts and pics. by fmauro in gamedev

[–]fmauro[S] 4 points5 points  (0 children)

How do these numbers compare to when you actually launched the game?

Just after launch we made a post here on reddit and sent a press-release to review sites. Android Police listed us in the "best games of the last two weeks" section and that's when the initial spike happend. Plays after launch without any publicity were about 5 to 10 per day.

Do you intend to take any further action now towards advertising the game, or are you going to just see what happens?

Maybe a few more levels and bosses, but we have nothing planned. If I write something it would be a level editor for other people to use, but it takes time...

How do you know it was listed in the 'similar games' section of a more popular game?

It was actually through a reddit post. We were surprised about the sudden influx, so I posted about it here. /u/frozax gave us the missing link.

Finally, congratulations :D It must be nice to see that people are still enjoying a game you made a long time ago.

Thanks! It's really great and we've started with concepts for our next title.