Good luck and best wishes to you! Thanks for always being upfront and as direct as possible. For YOUR own mental health and potential profits, you should follow your gut and do a staged roll-out, in my opinion.
I don't know how you manage to keep up with all that orange! You're a machine! 😎. If I ever did release a game I'd probably just do one platform, see if it does well and then decide whether it's worth the time to release on other platforms. Unless another platform was interested in some kind of a deal etc.
I would like to know more about those niche platforms. Didn't know there were other platforms. It could be a nice place for a first time game release or as a test on how well received the game is by the players. Anyway, I like the content of the video! Thanks for passing along the knowledge!
Atari VCS is a niche one right now, and there are a few other small console gadgets out there. Most of these don't last very long tho, so strike them while you can!
How do you deal with connecting to Google Play services in your games, such as Achievements, Leader Boards, Login etc? Is there an opensource library you use? I am porting my game to Android using my custom game engine and I am having a devil of a time getting things working with Google Play.
Why not using the Google libs? You need an Android activtity as the launcher for game anyway. From my experience, I would recommend this: 1. create a pre-alpha version of your game without those social stuff and upload it to an internal testing track. 2. inside the Google Play Console, you will soon be asked to add Google Play Games Services to your app. 3. follow the instructions CAREFULLY to included PGS into the next version of your game.
@@orangepixelgames You must have much better luck than me. I ALWAYS have a problem with Android. I animate my 3D characters on the GPU of course there is a driver bug that prevents this from happening. So I have to find a work around in my shaders. Then logging into the Google account is a problem. Even Google's own demos on this are outdated.....
@@orangepixelgames Yeah that makes things ALOT easier. I do have the game running on Android, but EVERY time I have to deal with the Google libraries there's always a problem.
Hi orangepixel - Do you have any pointers to how to get LibGDX games running on Console? Do you get someone to convert them to for you or you can tweak LibGDX to run on them?
Someone is working on a Libgdx Switch solution on the libgdx discord.. BUT for my games they are all ported to MonoGame and that is used for all console releases.
I didn't have much problems getting licensed accounts for the big consoles. It does help that I have a large collection of games and previously releases platforms to show that I'm 'serious' 😅
you should start selling games on itch and bundle an apk with it. it makes sure that the people that are wanting to play it on android are the gamer market that wouldnt mind spending more money on it
I do sell games on Itch, but it's the PC version.. and for a PC version price. Not sure Android users would buy games for that price :) they are cheaper on Google Play and a few other markets.
F2P is a completely different design model from paid/premium - you really have to design it from the start with that monetization approach, *and* have the team/time/money to keep up with it (ongoing content releases, timed events, marketing/paid user-acquisition, etc). At this point monetization style is one of those early pre-production decisions like genre & platform.
@@mrqwakgames No prob! I usually advise indies, even "AA" teams, not to even mess with F2P. If you really want that type of business model - no-ads, not premium - better off IMO aiming to join some all-in-one subscription like Apple Arcade or XBox Game Pass.
Oh man, that's a big question (android with iOS). Historically, IMO, the little fruit company has shown it doesn't respect its customers, so I don't know why that wouldn't extend to the people like yourself making their platform valuable. Given that, I wouldn't be surprised at all if the "myth" is actually fact. 😕 Unfortunately for android gamers, that decision seems pretty clear cut to me.
But luckily for Android gamers, Residual now got featured on the app store 😉 think it's now safe to launch on Android without making the fruity people angry, myth or not
Funny timing, as this video went live, so did the Apple feature for Residual! 😁 Great timing - apps.apple.com/app/residual/id1635302755
Wow! Congratulations! :)
WOOOOOOOOOOOO!
Excited for you, man. That rocks
I'm looking forward to your next release on the modern Atari VCS, for sure. It's good to play locally developed games!
Next game on Atari VCS might be very soon 👻
That's a great teaser. Space Grunts on the VCS has been my "go to" game for a few weeks now. I'm looking forward to the next release.
Good luck and best wishes to you!
Thanks for always being upfront and as direct as possible.
For YOUR own mental health and potential profits, you should follow your gut and do a staged roll-out, in my opinion.
Yup, that's what I usually do: follow my gut! 😉
Yes please, i love your game. Especially your pixel art
Good to know! 😁
Thank you for the tips well noted for the future. I like your response before release on as many platforms as possible just do it in steps.
That's the purpose of this channel! share my wealthy experience doing things in different ways ;)
I don't know how you manage to keep up with all that orange! You're a machine! 😎. If I ever did release a game I'd probably just do one platform, see if it does well and then decide whether it's worth the time to release on other platforms. Unless another platform was interested in some kind of a deal etc.
It's usually worth the time to do! Because it's easier than creating a whole new game from scratch 😎
@@orangepixelgames I knew you would say that 🤣. I hope regulator city is going well! Looking forward to it! 😎.
I would like to know more about those niche platforms. Didn't know there were other platforms. It could be a nice place for a first time game release or as a test on how well received the game is by the players. Anyway, I like the content of the video! Thanks for passing along the knowledge!
Atari VCS is a niche one right now, and there are a few other small console gadgets out there. Most of these don't last very long tho, so strike them while you can!
@@orangepixelgames Got it! Thanks!!! ✌️
Thanks for the tips!
You're welcome!
I want more games on the VCS please and thank you
Coming!
Good advice as always!
Glad you like it!
me: where are the guy from
*intro plays*
me: ah, Netherlands...
How do you deal with connecting to Google Play services in your games, such as Achievements, Leader Boards, Login etc? Is there an opensource library you use? I am porting my game to Android using my custom game engine and I am having a devil of a time getting things working with Google Play.
Why not using the Google libs? You need an Android activtity as the launcher for game anyway.
From my experience, I would recommend this:
1. create a pre-alpha version of your game without those social stuff and upload it to an internal testing track.
2. inside the Google Play Console, you will soon be asked to add Google Play Games Services to your app.
3. follow the instructions CAREFULLY to included PGS into the next version of your game.
What he said. I just use Google's play library
@@orangepixelgames You must have much better luck than me. I ALWAYS have a problem with Android. I animate my 3D characters on the GPU of course there is a driver bug that prevents this from happening. So I have to find a work around in my shaders. Then logging into the Google account is a problem. Even Google's own demos on this are outdated.....
@@venumspyder haha well I don't use shaders, which saves a lot of porting headaches ;) and Google's demo can indeed be outdated and terrible!
@@orangepixelgames Yeah that makes things ALOT easier. I do have the game running on Android, but EVERY time I have to deal with the Google libraries there's always a problem.
I'm an Android gamer. You should WAIT! GET THAT FEATURE GOING!!!
Feature was done! :D woohoo.. and Android version releases next week ! Still keeping my October release promise ;)
Hi orangepixel - Do you have any pointers to how to get LibGDX games running on Console? Do you get someone to convert them to for you or you can tweak LibGDX to run on them?
Someone is working on a Libgdx Switch solution on the libgdx discord.. BUT for my games they are all ported to MonoGame and that is used for all console releases.
is it difficult to release on the other platforms? How did the licensing application go for those?
Amazing video Pascal!
I didn't have much problems getting licensed accounts for the big consoles. It does help that I have a large collection of games and previously releases platforms to show that I'm 'serious' 😅
@@orangepixelgames thank you for letting me know :)
Why only _"MY GAME"_ is fully capitalized?
That's the point I had my caps lock turned on
@@orangepixelgames ???
What's the point?
you should start selling games on itch and bundle an apk with it. it makes sure that the people that are wanting to play it on android are the gamer market that wouldnt mind spending more money on it
I do sell games on Itch, but it's the PC version.. and for a PC version price. Not sure Android users would buy games for that price :) they are cheaper on Google Play and a few other markets.
@@orangepixelgames the value would come from basically buying two copies of it
How about making it FTP on mobile, getting 100,000's or millions of users; then release a paid PC version later, with extra features?
F2P
No idea, never had that happen 😂 let me know if you tried it!
F2P is a completely different design model from paid/premium - you really have to design it from the start with that monetization approach, *and* have the team/time/money to keep up with it (ongoing content releases, timed events, marketing/paid user-acquisition, etc).
At this point monetization style is one of those early pre-production decisions like genre & platform.
@@mandisaw Thank you Mandisa.Others have said similar, it sounds like a lot of overhead for a smaller indie to go the F2P route. Thanks.
@@mrqwakgames No prob! I usually advise indies, even "AA" teams, not to even mess with F2P. If you really want that type of business model - no-ads, not premium - better off IMO aiming to join some all-in-one subscription like Apple Arcade or XBox Game Pass.
Oh man, that's a big question (android with iOS). Historically, IMO, the little fruit company has shown it doesn't respect its customers, so I don't know why that wouldn't extend to the people like yourself making their platform valuable. Given that, I wouldn't be surprised at all if the "myth" is actually fact. 😕
Unfortunately for android gamers, that decision seems pretty clear cut to me.
But luckily for Android gamers, Residual now got featured on the app store 😉 think it's now safe to launch on Android without making the fruity people angry, myth or not
Omg every game of yours is not even for free, such wasted 😩 Rip F2P
Oh no! You found a developer trying to make money! Arrrrrrgh!
@@orangepixelgames BTW you are really Talented 😇
@@Hello_Exe haha thanks! 🤪