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  • So do they have the right to publish the games to Google Play, App Store, etc.

    Yep. I still have all the rights i did before. None exclusive license is just for allowing the sponsor to host your game on their sites.

  • Do they only pay $ 500 each game?

    I'm sure you can get more with negotiation. I'm new to this, so i decided not to do so, to see if i got paid.

  • If they have rights to publish in the stores, you are supposed to get their earning per month. Do you earn share revenue from their?

  • If they have rights to publish in the stores, you are supposed to get their earning per month. Do you earn share revenue from their?

    Don't know, you'll have to ask them that. The deal was to host it on their sites. I don't think they put the games in the stores anyway. They want traffic to their sites.

  • Congratulations first of all PixelPalette on having made money with your games! It's definitely a fullfilling experience when that finally starts to happen!<img src="smileys/smiley4.gif" border="0" align="middle" />

    What slightly confused me is that you mention those being non-exclusive deals, yet when viewing the contract there is the line "SPIL's right to distribute and transmit the Game shall be exclusive".

    Just for the information of anyone who wants to start monetizing his games, the following line is taken from Clay.io:

    "Try not to under-price your game. Typically HTML5 games (that work on mobile devices) go for $500-$1,000 per non-exclusive license."

    And my admittedly still fairly limited experience pretty much agrees with that statement. So I surely hope PixelPalette didn't sign an exclusive agreement here, since that should have definitely made him more money.

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  • Following on from PixelRebirth 's license observation, I've also just noticed that the contract term says perpetual.

    I've heard quotes on other posts / forums stating that gaming sites will either pay a monthly fee, or make a one off payment.

    I had previously presumed that a "one off payment" would be in reference to an annual contract term.

    If such sites are making one off payments for a perpetual contract term, then we should possibly expect a larger payment!?

    PixelPalette, I think what you've done is fantastic, but I'm just trying to gauge how much we should be asking for, when entering into these contracts.

  • ON a side note, are you suppose to only be able to dash on the upward (ascent) portion of the jump?

  • Congratulations first of all PixelPalette on having made money with your games! It's definitely a fullfilling experience when that finally starts to happen!<img src="smileys/smiley4.gif" border="0" align="middle" />

    What slightly confused me is that you mention those being non-exclusive deals, yet when viewing the contract there is the line "SPIL's right to distribute and transmit the Game shall be exclusive".

    Just for the information of anyone who wants to start monetizing his games, the following line is taken from Clay.io:

    "Try not to under-price your game. Typically HTML5 games (that work on mobile devices) go for $500-$1,000 per non-exclusive license."

    And my admittedly still fairly limited experience pretty much agrees with that statement. So I surely hope PixelPalette didn't sign an exclusive agreement here, since that should have definitely made him more money.

    Thanks Rebirth! Any news on that retro platformer of yours, or was that canceled? Looked cool the last time i saw it.

    I'll have a word with them, with the questions brought up. But doesn't matter to me honestly, i know i could have handled the deal better. But you give good advice, that these readers should remember. I will update my first post with yours and others investigation on the contract.

    Thanks again! 8)

  • Following on from PixelRebirth 's license observation, I've also just noticed that the contract term says perpetual.

    I've heard quotes on other posts / forums stating that gaming sites will either pay a monthly fee, or make a one off payment.

    I had previously presumed that a "one off payment" would be in reference to an annual contract term.

    If such sites are making one off payments for a perpetual contract term, then we should possibly expect a larger payment!?

    PixelPalette, I think what you've done is fantastic, but I'm just trying to gauge how much we should be asking for, when entering into these contracts.

    No no, its good to bring these questions up for the readers of this post. I'll talk with Edgardo, and post the questions brought up with their response in the first post.

  • ON a side note, are you suppose to only be able to dash on the upward (ascent) portion of the jump?

    Dash action only works side ways, in air or ground level. Once level was used for the downward dash, but that has then been removed a while back, and the level reworked so it does not need that action.

  • you mentioned that the games have to run on both desktop and mobile devices, but how do they decide if a game can run on mobile devices? There a lot of mobile devices with different hardware specs. Some devices will run a game smoothly and others will lag and might not even run the game at all.

  • you mentioned that the games have to run on both desktop and mobile devices, but how do they decide if a game can run on mobile devices? There a lot of mobile devices with different hardware specs. Some devices will run a game smoothly and others will lag and might not even run the game at all.

    Usually publishers have a QA department and will validate the game before finally paying the developer. They will likely test your game on the latest (or close) generation iPhone, iPad and Google Nexus.

    Of course there is no way you as a single developer can verify your game will work without any issues on every available device. Even a bigger company would struggle to achieve this 100% I imagine.

    Also I believe you can ignore performance problems with outdated devices. Noone will expect your HTML5 game to run great on some older Android Gingerbread smart device.

    Remember to support different aspect ratios and resolutions with your game. It's one of the most crucial things for mobile development. In many cases this can be achieved with the proper fullscreen option in Construct, if your game is properly designed at the same time.

    Still you obviously should have access to at least one Android or iOS device, ideally running the latest available version. Test your game there and you should be good.

    I use a Google Nexus 7 (1st generation) for my mobile testing. Had a few concerns from the QA before, but it's mostly stuff you can easily adjust. I admit it can get tricky (in my case) if the problem is solely iOS related, since I do not have access to such a device.

  • you mentioned that the games have to run on both desktop and mobile devices, but how do they decide if a game can run on mobile devices? There a lot of mobile devices with different hardware specs. Some devices will run a game smoothly and others will lag and might not even run the game at all.

    They have their own department for testing these things. My games did not run 100% on devices. These complaints was

    -Tiny screen (fixed by switching to outer scale in browser.)

    -Sluggish on the older devices (because my only option at the time was the old collision system. Had a lot of objects in Surface.)

    -Black screen on older IOS phones (still don't know why that happened.)

    -Also could not get it to lock orientation. I would suggest making a warning screen when the player rotates their phone to the wrong orientation. I just told them there is no standard for locking orientation in browsers, and left it at that.

  • I'm surprised why they didn't know about lock orientation in browsers and other odd problems.

    Older iPhones probably run older iOS versions. iOS 5 or newer is required to run HTML5 Games.

  • Hey PixelPalette, I recently created a small game, but for some reason the music doesn't work for any mobile device I tested on.

    Here are the results:

    Ipad 2 - Everything works except for the music.

    Samsung Galaxy S3 - Everything works except for the sounds and music.

    Blackberry Playbook - Runs the game only when it's in landscape mode, and it plays sounds, but not the music. It also lags a lot even when I enable WebGL.

    Windows RT - Works flawlessly.

    Kindle Fire HD 1st Gen - I can hear the music and sounds, but it displays a blank screen.

    Samsung Galaxy S4 - Everything works except for the music.

    The games works flawlessly with all computers I tested on, but the music takes a while to load and the font changes to arial.

    Can you help me how to solve this problem?

    Game link

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