Hello Readers,
Alright first of all, some people might not know what is Game Engine truely is? Some of you might think it is "oh a game related with engine...probably mecha". Yes i thought that too but its actually not. Now I know what it is and it is NOT as simple as you think it is but since Game Engines had been going on for soooo damn long. I'm sure many already know this but not into it. I know that feeling...but once you released your first game even though it is not as successful as others. You just can't stop trying to make more unless you give up. Ok now...
What are all the Game Engines available?
There are a lot of engines out there. 16 Engines? i think.
Which Game Engine is the best to use?
Weeeell... its hard to say which is the best. It depends on your own preference. I like Unity3D, Unreal Engine, Gamemaker Studio, Construct, and GameSalad. I'm using Unity3D for simple 2D games and Apps. For 3D with extra details with it, I'm using Unreal Engine. If you want non-coding Engines - Gamemaker Studio, Construct and GameSalad in my recommendations.
Could you tell me which one is your favorite?
Sure! But please i don't mean to offend people.
No 1...Unreal Engine. Why? Not only you could make a very nice 3D Games with it but ALSO...it has built-in Visual Scripting called Blueprints. Actually I would use this engine if i know earlier. The result of less doing research. Also its FREE! But you have to pay 5% of "Royalty" after your direct or indirect income reach $3000 per Game Per Calendar Quarter.
No 2...Unity3D. Why? Because I'm using it now. 😂 Also soon there will be built-in Visual Scripting too...on 2019. Yay~! Oh by the way...it is free until one of your projects reach revenue of $100k. After that you need to subscribe and pay monthly.
No 3...Gamemaker Studio. Oh yeah...it is one of the engines I really want to use but...its expensive. It costs USD400 for Mobile Platform only. Still don't count other platform yet. Well at least its a lifetime license after you bought it. Free Version? Can't do much with it but you could learn all the basics.
No 4...Contruct. Why? It is actually very cheap even paid monthly. But since I don't have enough budgets for a while. I use other and also one of engine that no need to code.
No 5...GameSalad. Ahh~ my very first engine I used to learn about Gaming Development. It is very easy to use it but still need to pay monthly of course. Its slightly expensive than Construct but I like others more.
That is all. Thank you for reading and hope new developer would choose which they would prefer most.
Friday, 23 November 2018
Wednesday, 21 November 2018
Apps and Games Publisher's Mistake
Hello Publisher,
I'm not sure if anyone ever made mistake like me before. And I even stupidly done it twice while under stressed and pressured. Come one its my new "career".
What had you done?
Well...as an android game publisher, I...😠accidentally delete "<user>.keystore" which is very important for any of your projects. Not only I mistakenly permanent delete it but also done it twice but I am very thankful because it is my First Released Project on Google Play Store.
What is this "keystore"?
You could assume it as high security key for your project. So no one can assuming that the project is theirs. Without that keystore, nobody can steal your project once released. Google really smart with this kind of security.
So why feel sad after accidentally delete "keystore", you already released your project anyway?
Because you could NEVER update your project when you lost your keystore. You can just assumed it a final update for your project. And only the same "security codes" that contain inside your keystore can be used to update your project.
So what should we do if can't update your project?
Make a new keystore and re-released your project. KEEP YOUR KEYSTORE!
So here I write not only to remind myself but also to remind others who done the same mistake like me. Keep your keystore under different folder and keep it away from your projects.
I'm not sure if anyone ever made mistake like me before. And I even stupidly done it twice while under stressed and pressured. Come one its my new "career".
What had you done?
Well...as an android game publisher, I...😠accidentally delete "<user>.keystore" which is very important for any of your projects. Not only I mistakenly permanent delete it but also done it twice but I am very thankful because it is my First Released Project on Google Play Store.
What is this "keystore"?
You could assume it as high security key for your project. So no one can assuming that the project is theirs. Without that keystore, nobody can steal your project once released. Google really smart with this kind of security.
So why feel sad after accidentally delete "keystore", you already released your project anyway?
Because you could NEVER update your project when you lost your keystore. You can just assumed it a final update for your project. And only the same "security codes" that contain inside your keystore can be used to update your project.
So what should we do if can't update your project?
Make a new keystore and re-released your project. KEEP YOUR KEYSTORE!
So here I write not only to remind myself but also to remind others who done the same mistake like me. Keep your keystore under different folder and keep it away from your projects.
Saturday, 17 November 2018
Endless Runner Moo
First Released Game
Title : Runner Moo
Description : Endless running game while avoiding worms, fox, and birds as long as you can.
Game Engine : Unity3D
Link : https://www.youtube.com/watch?v=Bc8gAo81FsI
Title : Runner Moo
Description : Endless running game while avoiding worms, fox, and birds as long as you can.
Game Engine : Unity3D
Link : https://www.youtube.com/watch?v=Bc8gAo81FsI
This is the hardship I'd been through a whole year including "give up day" and finally my first game released. I know a lot endless runner games already released but at least there are few people playing mine. Why not right? its a first game anyway. It would be extreme lucky to have 1 million players for your "first game". I'm not those big company people. I'm just 1 person.
Admob Scripts For C#
How to setup Admob?
1. Register Admob account at https://www.google.com/admob/
2. Go to "App" and select your chosen app
3. If you don't have any app yet. Select "Add App" and fill the form.
4. After adding app, under "Ad units" and select "Add Ad Unit"
5. In Add Ad Unit tab, choose your Ads (Banner, Interstitial or Rewarded)
Here is the example :
6. After that select "App Settings" and Link your App in Google Play
Here is the example :
7. Now you all set
Let's make a scripts to implement your Ads.
Here are the scripts :
AdBanner
AdInterstitial
Don't forget to use your own AdUnit ID and attach it's script to any related "Buttons" to ShowAd
Banner show by itself and Yes, I tested with HideBanner or DestroyBanner in my script and turned out Banner never appear. (Do hope people would "fixed" my script)
p/s : Still working on Rewarded Video Ad script.
Note : Visual Studio + Unity3D
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