Posts by BiznessMan

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.

    Curious, are we allowed to take our exported XNA games and convert them to Monogame? I know its pretty easy to do but per the license, would this be something we're allowed to do if we want to port our games to consoles and other platforms? I was curious about this a few years ago and I'm still curious about it

    I'm planning to create a side scrolling shooter game and would love to implement online co-op. I know the basics of Lacewing and creating a two player deathmatch style game but I'm a little confused how this would work for co-op

    Specifically, how would I handle enemies/powerups? I know that the host would have to send all of the data to clients so would this mean to add a flag saying IF the player is host then let the enemies act like normal. IF the player is a client then have the enemies receive positions/animations/stats from host? Also would Lacewing be a reliable system to use if your game ended up on Steam? I didn't see any options to use steam's matchmaking system anywhere.

    I tried contacting support but the form would not send. I'm trying to install Fusion 2.5 but it says I have reached the install limit. Right now I only have it installed on my work computer as I have uninstalled it from my personal laptop. I had to upgrade windows on two machines which I guess counted as two extra installs.

    What can I do to release my old computers from this "list"?

    1) Andy is right. 25 one time fee for Android, $99 a year for Apple

    2) I am not sure about Android but iOS's Xcode has an iPhone/ipad emulator. But its always best to test on actual devices. I know you can invite people to test out beta versions of your app on Android and its pretty easy to do. Not sure about iOS

    3) Google doesn't review your app. As long as you meet all the criteria and upload a good apk its up on the market right away. It takes a few hours for it to show up on the store though. Apple does review every app (and update) uploaded. It took 7 days for my app to be reviewed. According to the log it took them 4 minutes to review it. But my game is simple.

    4) I use Google Admob for my Google ads. Apple made me digitally fill out tax information and contracts. My game is free on both platforms but I have ads running. I think on iOS you can sign up as either an individual (shows your name in the app store) or sign up as a business (more documentation is required for that.

    5) Typically if the app is paid you wouldn't include ads. So I would charge like 99¢ or so on iOS. I think they take about 15% of the price. (Same with Google). Ads are more difficult. I would read up on CPC and PCP. I would look it up online because its hard for me to explain on here. Full screen ads are going to make you more as well as clicks. Try not to be too pushy with the ads though. You don't want them to intrude with gameplay

    6) Paperwork is done digitally. At least in the US. Can't comment on Germany though. Google sent me a letter in the mail with a PIN to activate on AdSense for ads.

    7) I can't really comment. My game has been out on Android for a month and it has over 7,000 downloads. IOS version has only been out a few days and it has about 120.

    8) Its as easy as uploading a new exported project. Google's is easier. Apple has to review your updates which is unfortunate. I've had to push out emergency updates with broken things. On iOS that will be more difficult because it takes a few days for them to approve it.

    9) Not sure about paying them directly to get featured. I paid about 10 bucks a day for a week on Admob to advertise my game and it got a ton of downloads (most in the Philippines which is odd. Maybe cause I didn't pay a lot for the ads). You can try submitting your game to review sites to gain exposure as well.

    I should add that to publish to iOS you need to buy a Mac that can get the latest Xcode. It's much easier to publish on Android as I had 0 problems doing so, but there's a lot of hoops to get it finally published. It was quite an investment. Let me know if you have more questions!

    Awesome work as always Fernando!
    The only thing I can think of that would be nice is the ability to still read the old xml files. This way the game can transfer the data from them to the new ini model.

    Has ANYBODY been able to implement admob ads in their iOS game? I am really looking for some help on this. My game was released three days ago and iAds still aren't working (Working fine in the emulator though)
    My game is also on Android, so it'd be nice to get the ad revenue in one place. If anybody has an idea of how I can implement this PLEASE let me know.

    You can choose when to show/hide ads but for some reason, my game isn't showing any...
    Its been three days now and the ads don't show up. I used the fix that was on the forums and I can confirm the ads show up fine in the emulator but they're not displaying in my released app

    Not sure if its supported too well but what about the XNA exporter and then manually modify the code for MonoGame? That is something I am currently looking at, seeing as how its pretty straightforward converting the code (just a few syntax changes)

    Playstation Mobile supports Monogame for free. I'll update when I have time to test things out, but if somebody else beats me to it that's cool too

    I have since launched a game on Google Play while I wait for the beta to come out. I don't have any news since I am not affiliated with ClickTeam. My advice would be to just start getting your game together and hopefully the beta will be out before you're completely done. That is what I'm doing at the moment

    I just provisioned my iPod touch for the first time with a brand new mac. It wasn't as bad as it used to be I don't think.
    You provision right from Xcode. Just find your device and click "Use as a development device" or something like that and it activates it for deployment

    Third time asking the iOS board a question... hopefully this time I get something.

    How do I get the GameCenter Leaderboard to show? I have an event that says If the Score Button is clicked then show leaderboard. I put my leaderboard ID in the settings already. Nothing happens when I click the button.

    Porting my Android game over to iOS. My developer account hasn't been activated yet so I am using the emulator.
    Anyway, I am using the multitouch object to determine when an active is pressed and it should react accordingly. This does not seem to be working in the emulator. I click on any of my buttons and nothing happens. I can confirm that the clicking works if I emulate the home button and click on other apps, and it works on the GameCenter login popup.

    Any idea what I am doing wrong?