It's not much, but at least it's a complete game and for me it's a HUGE accomplishment (given that I'm addicted to procrastination). Thanks to this I know just how easy/difficult it can be build a game, have it monetized and put it up on a site like Google Play. Things would have been easier if I had the Developer version of Clickteam Fusion, but with the Standard version I can use FGL-Enhance at least.
And there's things like generating a personal certificate, looking for a name that's not taken, and the long questionairre at both Google Play and Amazon.
If anything, though... putting up my NEXT game will be much easier now that I know what I need to do go get there. But for the next one I'll have to do research on advertising...
The Meaning of Life, the Universe, and Everything.
Join Date:
3/10/2014
Posts:
694
Member Details
Well... where do I start...
The game was made with Clickteam Fusion. It's a game maker type program with almost no coding (unless you count using math as coding). You can try the free version out to see if it's for you (I have the Standard Version of the program). Be careful though... it's limited and only exports to HTML5 (also limited), but you can make simple games with it and sell them (gonna need to own some webspace and a website though).
Development wasn't too hard at all. Just create the sprites and other graphics or import them and use the Event Editor to tell them what to do (careful though... execution is linear though you can control it somewhat with loops).
Compiling was my first major roadblock. Normally Standard Clickteam Fusion exports only to Windows PCs. But to create an Android game I used the Android Exporter (sold seperately for Clickteam Fusion) and needed to have updated versions of both the Java SDK and Android SDK. For monetization I used FGL Enhanced as it's the only monetization option that works with Standard Clickteam Fusion (Admob, Charboost, and other more popular monetization options will only work with the Developers version of Clickteam Fusion which is MUCH MORE expensive). Implementing FGL is pretty easy though and you can control when those ads appear (and how often).
When compiling an APK you need a couple of things... a unique package name (such as the address of your website... this part I got completely wrong and now this game is stuck with it), and a unique store key (using the keytool.exe file within the Android SDK). If you use the default package name that Clickteam Fusion gives you the FGL enhance process will give you an error. Found that out the hard way.
If you want to post your game at places such as Google Play or Amazon, you need a developer account. For Amazon it's free and if you shop there you can use that info for your account. For Google Play you have to pay a one time fee of $25 and create a merchant account as well. However, you will need a bank account and that bank must first be supported by Google (same as with Youtube monetization) in order for you to sell your game or monetize it via Admob. And if you're in the U.S., that bank has to be headquartered within CONUS (CONtinental United States... i.e. the lower 48). So banks with HQs in Alaska, Hawaii, or the Territories don't get paid.
You also need graphics ready for the store, both Amazon and Google have their own requirements for file size and dimensions as well as which type you have to use at minimum. Your APK will also be tested to ensure the stores have no problems with it. Otherwise you will get an error.
If everything checks out, you write your game descriptions and such. Then upload your APK and wait a few hours before it becomes available in the store. Aaand hope for the best.
Sorry if that was a lot to read, but that's kinda what I went through to get my game into the store. Working on the next one as well as improving the one I have up now. In fact, I'll take suggestions as it's pretty much the first game I've put up. Long ago I made games with Clickteam Fusion's ancestor, Klik 'n Play and even then making a game wasn't easy...
First, a shameless plug...
https://play.google.com/store/apps/details?id=com.BSAR.Kalisona&hl=en
It's not much, but at least it's a complete game and for me it's a HUGE accomplishment (given that I'm addicted to procrastination). Thanks to this I know just how easy/difficult it can be build a game, have it monetized and put it up on a site like Google Play. Things would have been easier if I had the Developer version of Clickteam Fusion, but with the Standard version I can use FGL-Enhance at least.
And there's things like generating a personal certificate, looking for a name that's not taken, and the long questionairre at both Google Play and Amazon.
If anything, though... putting up my NEXT game will be much easier now that I know what I need to do go get there. But for the next one I'll have to do research on advertising...
Lonnehart's Youtube Channel
Y'know? I bought Minecraft because I thought it was a war game where you had to create tactically placed proximity explosive devices...
agree with happy share some experiences about learning to dev! would love to hear about that more
Well... where do I start...
The game was made with Clickteam Fusion. It's a game maker type program with almost no coding (unless you count using math as coding). You can try the free version out to see if it's for you (I have the Standard Version of the program). Be careful though... it's limited and only exports to HTML5 (also limited), but you can make simple games with it and sell them (gonna need to own some webspace and a website though).
Development wasn't too hard at all. Just create the sprites and other graphics or import them and use the Event Editor to tell them what to do (careful though... execution is linear though you can control it somewhat with loops).
Compiling was my first major roadblock. Normally Standard Clickteam Fusion exports only to Windows PCs. But to create an Android game I used the Android Exporter (sold seperately for Clickteam Fusion) and needed to have updated versions of both the Java SDK and Android SDK. For monetization I used FGL Enhanced as it's the only monetization option that works with Standard Clickteam Fusion (Admob, Charboost, and other more popular monetization options will only work with the Developers version of Clickteam Fusion which is MUCH MORE expensive). Implementing FGL is pretty easy though and you can control when those ads appear (and how often).
When compiling an APK you need a couple of things... a unique package name (such as the address of your website... this part I got completely wrong and now this game is stuck with it), and a unique store key (using the keytool.exe file within the Android SDK). If you use the default package name that Clickteam Fusion gives you the FGL enhance process will give you an error. Found that out the hard way.
If you want to post your game at places such as Google Play or Amazon, you need a developer account. For Amazon it's free and if you shop there you can use that info for your account. For Google Play you have to pay a one time fee of $25 and create a merchant account as well. However, you will need a bank account and that bank must first be supported by Google (same as with Youtube monetization) in order for you to sell your game or monetize it via Admob. And if you're in the U.S., that bank has to be headquartered within CONUS (CONtinental United States... i.e. the lower 48). So banks with HQs in Alaska, Hawaii, or the Territories don't get paid.
You also need graphics ready for the store, both Amazon and Google have their own requirements for file size and dimensions as well as which type you have to use at minimum. Your APK will also be tested to ensure the stores have no problems with it. Otherwise you will get an error.
If everything checks out, you write your game descriptions and such. Then upload your APK and wait a few hours before it becomes available in the store. Aaand hope for the best.
Sorry if that was a lot to read, but that's kinda what I went through to get my game into the store. Working on the next one as well as improving the one I have up now. In fact, I'll take suggestions as it's pretty much the first game I've put up. Long ago I made games with Clickteam Fusion's ancestor, Klik 'n Play and even then making a game wasn't easy...
Lonnehart's Youtube Channel
Y'know? I bought Minecraft because I thought it was a war game where you had to create tactically placed proximity explosive devices...