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HTML5 support on CrySet Games


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#1 beatson

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Posted 04 November 2011 - 06:15 PM

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CrySet Posted Image Games



For those of you who don't know, CrySet games is a website that allows users to upload their games and earn revenue from people playing them. If you wish to discuss non-HTML5 issues/queries about CrySet (and how the ad revenue system works), head over to this topic - the topic you're currently viewing is for HTML5 discussion only.

A few updated stats (16/01/2012):
Registered Users: 207
Downloadable games: 38
HTML5/Flash games: 5
Total Games: 43
In total, our games have been played 5,148 times.

How to get your HTML5 game on CrySet
First, you need a CrySet account. You can sign up for an account here. Make sure to select "Developer" when choosing your account type. Once logged in, you then need to navigate to the development tab -> Your Games -> Add Game. Then click "Add a HTML5 Game". Once you've done that, fill in the relevant details. Be sure to read the game guidelines before submitting your game. The page you're on will tell you what happens next (how to upload your HTML5 game etc). You can view some HTML5 games on CrySet to see how yours will be displayed below.

Note: We'll have to test your game for quality/security risks once it has been uploaded, so it may take a while (depending on when you uploaded it) to show up.

Edited by beatson, 02 March 2012 - 11:55 PM.

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#2 Exony

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Posted 05 November 2011 - 12:37 AM

Quick question, what is the revenue percentage the developer gets?
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#3 beatson

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Posted 05 November 2011 - 08:35 AM

Quick question, what is the revenue percentage the developer gets?

As we can't know exactly how many times an adsense ad is clicked, we have to estimate the amount developers get. It isn't much though. 5,000,000 plays will only get you around $15 (off the top of my head) - but obviously a game that generates that many plays will be "upgraded" to a partnered account, and you'll earn an accurate 50% of all the ad revenue generated from your games.

Edited by beatson, 05 November 2011 - 08:54 AM.

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#4 Nocturne

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Posted 05 November 2011 - 09:26 AM

5,000,000 page impressions should generate around $8000 worth of on-page revenue in itself.

If you're giving people such a miniscule amount, you will never have to do a payout, and you should not be using "revenue sharing" as a catchphrase of any kind.

Also, I bet you didn't even know Google can ban your AdSense account right now for rule breaches.

Personally, based on your payouts rates and obvious lack of experience with advertising systems, I would not upload my games to your site and ever expect to earn anything.


Why not help him then? He has set up a decent site and is obviously wanting to make a go of it as he is constantly updating and listening to the advice that people give him on these forums... So give him the benefit of some of your experience! Posted Image
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#5 Nocturne

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Posted 05 November 2011 - 09:44 AM

Because I see someone offering $15 for 5,000,000 views as greedy, and I don't work with people like that. Plus even if I wanted to, my work schedule is beyond full ;)


Hmmm... fair enough.
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#6 beatson

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Posted 05 November 2011 - 11:35 AM

As we can't know exactly how many times an adsense ad is clicked


Uh, yes you can!

5,000,000 plays will only get you around $15


5,000,000 page impressions should generate around $8000 worth of on-page revenue in itself.

If you're giving people such a miniscule amount, you will never have to do a payout, and you should not be using "revenue sharing" as a catchphrase of any kind.

Also, I bet you didn't even know Google can ban your AdSense account right now for rule breaches.

Personally, based on your payouts rates and obvious lack of experience with advertising systems, I would not upload my games to your site and ever expect to earn anything.


Yes, you can work out how many adverts are clicked on individual pages. What you can't do (or rather, what I don't have time to do) is work out who gets what. It's much better to have a system whereby each user is given a set amount per play.

I also pointed out that a developer who uploads a game that is getting 5,000,000 plays (not exactly 5,000,000 plays - but games that are getting enough plays for it to be worth working out each month what they have earned) will become a partnered account. Getting an accurate 50% of all revenue. So they would get $4000 based on your calculations. 50% is more than enough revenue share, and isn't at all "greedy" or "unfair".

When the site kicks off a bit more I'm going to scrap adsense all together and used direct advertisement. This will bring more money in, and also allows me to give an accurate 50% to everyone, not just partnered accounts (this should be obvious anyway). I'm already in the middle of setting up the system - I just doubt anyone would pay to advertise on CrySet at the moment. That is why I'm using Adsense, and not being able to pay out as much.

I've said right from the start, all over this forum and the website, I'm trying to share the ad revenue as evenly and fairly as possible.
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#7 YellowAfterlife

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Posted 05 November 2011 - 11:42 AM

Yes, you can work out how many adverts are clicked on individual pages. What you can't do (or rather, what I don't have time to do) is work out who gets what. It's much better to have a system whereby each user is given a set amount per play.

I also pointed out that a developer who uploads a game that is getting 5,000,000 plays (not exactly 5,000,000 plays - but games that are getting enough plays for it to be worth working out each month what they have earned) will become a partnered account. Getting an accurate 50% of all revenue. So they would get $4000 based on your calculations. 50% is more than enough revenue share, and isn't at all "greedy" or "unfair".

When the site kicks off a bit more I'm going to scrap adsense all together and used direct advertisement. This will bring more money in, and also allows me to give an accurate 50% to everyone, not just partnered accounts (this should be obvious anyway). I'm already in the middle of setting up the system - I just doubt anyone would pay to advertise on CrySet at the moment. That is why I'm using Adsense, and not being able to pay out as much.

I've said right from the start, all over this forum and the website, I'm trying to share the ad revenue as evenly and fairly as possible.

You should spend time on implementing API for detecting separate earnings. Things are not linear when it comes to ad revenue, and it is not likely to be possible to set a per-play rate that wouldnt give advantage or disadvantage to someone.
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#8 beatson

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Posted 05 November 2011 - 11:54 AM

At that rate, a non-partnered account is getting 0.001875% of advertising revenue. So still, I claim greedy. And still, you can't claim you're trying to share revenue "evenly and fairly".

What you should do, is calculate the total revenue for each day (or month) and the total plays for each game over the same period, and then assign the appropriate revenue to each developer based on those values.

A set amount per X views is a bad idea given the value of advertising fluctuates frequently.

While the website is in early development, you should be sharing 50% with ALL developers given they are more valuable to you then you are to them.

The original rate was calculated when I was using an advertisement system called Adf.ly - I'm still in the process of removing that completely from the website.

I was planning on (for now) - doing similar to what you said. But use last months data to give a set amount for the next month (if that makes sense).

A set amount is a bad idea, but one I thought might work for the time being - apparently not.

I suppose you'll start to see an increase in revenue earned over the next few days then.
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#9 Exony

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Posted 05 November 2011 - 06:49 PM

50% is extremely greedy and unfair if you need to get an "upgraded" account to get 50% off your hard work.
Especially when your dealing with indie developers who don't have the same advantages as a well known developer does. If I owned a website were I let anyone upload their game maker games I would definitively cut them at least 70% ad revenue and considering your site doesn't even have 500 plays on your most played game I doubt you will be paying anyone out anytime soon.
Kongregate, on the other hand (when they make HTML5 games supported which is coming real soon) will offer you $10,000 per 5,000,000 views so if you are serious about making money I would check out there as I have already made and collected $512 dollars on my flash games.
Also how do you plan on giving them a 50 cut with an upgraded account if you have already said you can't calculate the exact amount ?

Instead of doing the "upgraded account" thing, you should give all developers a 70% cut and make a sponsorship program, you can not upload a game until you submit an application showing off some examples of games you have made, then if the company accepts you they make you put their logo in the beginning of your game somewhere and you get to upload games and get a 70% cut off the revenue. Many successful sites do this including ArmorGames and even Kongregate while it allows anyone to upload, has a sponsorship program so you can get a bigger cut of the pie.

Edited by Exony, 05 November 2011 - 07:00 PM.

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#10 Joe H

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Posted 05 November 2011 - 10:52 PM

For a site of INDIE game developers we sure are hitting an indie web developer pretty hard. I've got nothing against voicing opinions or providing feedback, but the tone of this conversation is considerably negative in my opinion. Keep your cool guys c'mon!

The payout at CrySet is very tiny and that fact is pretty obvious. However, if he/they intend to compete with the larger more established portals in addition to staying competitive with any new ones, the payouts will inevitably rise or the site itself will fall (shameless plus). With that in mind, I completely support the site for two other reasons: First, beatson is here talking with us and listening to our feedback. You cannot get that level of personal contact with many other portals. He is listening to what we have to say because, well, in my opinion he is just like us. He is spending his own time diligently trying to do what he enjoys and employ himself. Second, CrySet is one of the few places that will host an HTML5 game right now. So, because of that there really isn't another choice. Regardless, unless you plan to ONLY put any game you create on ONE site, then CrySet is simply another vessel to sell your game.

Most of the "advice" above is pretty spot on, but let's change up the tempo; there is no reason for animosity.

Also:

Kongregate, on the other hand (when they make HTML5 games supported which is coming real soon)


Please do share whatever information you have! I cannot get a response from them on this topic and the Kongregate forums are all speculation.
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#11 Exony

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Posted 05 November 2011 - 11:48 PM

...but the tone of this conversation is considerably negative in my opinion. Keep your cool guys c'mon!

...but let's change up the tempo; there is no reason for animosity.


If I've conveyed any negativity, it's only because he doesn't acknowledge that his "rates" are literally non-existent. In it's current state, this website does not share revenue at all. And yet he claims it does, and also claims the distribution is "fair and even". That is, simply, a lie.

That's what irks me the wrong way, and that's why there is a negative tone to my comments.

I completely understand, this is very misleading to serious developers.
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#12 Desert Dog

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Posted 05 November 2011 - 11:56 PM

Hang on, hang on. How about this sort of system.

When game X gets Y amount of plays, Cryset pays that game creator Z amount of money. (Z would = 50% of the ad revenue you'd get from Y amount of plays, assuming that number is accurate [you guys are talking like it is..])

Does this sound fair? Feasible? Y amount of plays would be whatever is reasonable by the site.. every 1k plays, every 2k players.. whatever.
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#13 Desert Dog

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Posted 06 November 2011 - 12:09 AM

No, that's what the OP is currently doing, and it's a bad idea (as I explained above, and as he's acknowledged). The method I mentioned is better, because the value of advertising fluctuates.


Well he can't currently be doing that, if he's paying out $15 for 5M plays. You quoted $8k as being a typical expected revenue from that number of plays. $15 isn't remotely close to that number(or half that number).

Your method does actually sound the fairest, workable solution. (I like the sound of my (his?) method, though, since I have a set figure I can look forward to.)
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#14 Desert Dog

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Posted 06 November 2011 - 12:26 AM

Yeah, I didn't misunderstand you. I meant, he can't be giving 50% (or even close to an estimated 50%) for Y amount of plays.
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#15 Joe H

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Posted 06 November 2011 - 12:58 AM

I agree with Desert Dog, I like knowing how much to look forward to and as a developer I don't want to concern myself with CPM and CPC ad rates, but I do want my fare share.

With that in mind, what format does CrySet currently use? Is the site paid per click or thousand impressions?
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#16 Joe H

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Posted 06 November 2011 - 01:09 AM

That isn't necessarily true. That doesn't imply that THEIR income is based off impressions or hits, it simply means that the developer's is.
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#17 Joe H

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Posted 06 November 2011 - 01:25 AM

No I meant it how I asked it. He might have a job for all I know or maybe he sells ShamWoWs; that is revenue that the owner gets but the website doesn't. Either way, are you sure that the site receives revenue both ways?

I was also thinking that we cannot directly compare CrySet to a flash portal like Kongregate. CrySet also hosts projects for download. We should really be comparing CrySet to a place like GameJolt. Sadly, although GameJolt pays out more, it doesn't seem like the site sees much player traffic. Even epic games, like Rebuild, rarely have over a few hundred hits. That does not translate into much revenue for the site or the game developer. I think beatson mentioned this, but are there going to be two different schemas in play? One for downloadable content, one for browser based game?

Sounds like this whole thing can get complicated once you start dissecting it.
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#18 Joe H

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Posted 06 November 2011 - 01:57 AM

You seemed to understand the question better the first time.

Anyway, I am excited to see what changes this conversation is going to bring to CrySet.
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#19 The_Puzzle

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Posted 06 November 2011 - 03:58 AM

I've been looking for a way to get money for making HTML5 games...at least ways other than Facebook + AdSense or something along that line. (Not that I have a problem with that method, but I'm trying to make life as easy as possible.) This should be interesting.

This is probably a dumb question...no, it's not PROBABLY a dumb question, it IS a dumb question! But just to be sure...

It doesn't cost anything to create an account, does it?

I warned you it would be a dumb question...

Edited by The_Puzzle, 06 November 2011 - 04:00 AM.

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#20 beatson

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Posted 06 November 2011 - 12:31 PM

Sorry I haven't replied much over the weekend, I've been away.

Sorry if any of you feel that CrySets rates are extremely low, and sorry if it has put you off posting developed games on CrySet.

The fact of the matter is, CrySet in September earned a grand total of 4.50 - for the whole month. In October it earned 9 (those amounts are not exact). I should have paid each developer 0.01 (or $0.016). That means leading games such as PIXEL blast should have earned around $5.40 (around 3.30). I'm currently in a rush at the moment (need to get to work) and the maths is from the top of my head, so apologies if any of it is wrong.

I'm actually working till quite late tonight, so I wont be able to amend anything till I get home, but as soon as I do, I'll make sure I review the new games (I believe Nocturne has uploaded a new version of PixelBlast) and alter the rates. I'm also going to go through every game and give you the correct amount of revenue.

Hopefully everything (Rates wise) will be fixed for tomorrow morning.

Thanks,

CrySet Games.
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#21 Nocturne

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Posted 06 November 2011 - 04:45 PM

Nice to hear Beatson! You see, I think this is where sometimes people are too quick to judge. It's obvious you have no experience in this but it's also obvious that you are willing to listen and adapt to maintain your site and try and grow and expand, learning from your mistakes and taking the best from the feedback you recieve. I like that and it says a lot about you... I can honestly say that I will definitely be uploading future games to your pages and hope that as your experience grows, so does the clientbase! At the end of the day, you are working to create a professional and user friendly site that makes everybody happy... an impossible dream, I know, but that doesn't mean you shouldn't keep working at it and striving to get as close as possible to your goal... Good luck!
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#22 slam drago

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Posted 06 November 2011 - 09:50 PM

I believe cryset will succeed.
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#23 beatson

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Posted 06 November 2011 - 11:03 PM

Nice to hear Beatson! You see, I think this is where sometimes people are too quick to judge. It's obvious you have no experience in this but it's also obvious that you are willing to listen and adapt to maintain your site and try and grow and expand, learning from your mistakes and taking the best from the feedback you recieve. I like that and it says a lot about you... I can honestly say that I will definitely be uploading future games to your pages and hope that as your experience grows, so does the clientbase! At the end of the day, you are working to create a professional and user friendly site that makes everybody happy... an impossible dream, I know, but that doesn't mean you shouldn't keep working at it and striving to get as close as possible to your goal... Good luck!

Thanks for the positivity! People are quick to judge yes, but I suppose in this case they weren't wrong in doing so. I can see how some people might have been annoyed with the lack of revenue payout.

Fortunately I've managed to add the correct amount of revenue to all the accounts quite quickly. The current rate for the remainder of this month is $0.0096 (basically $0.01) per play. This amount is based on what the CrySet website has earned through ad revenue. Any problems let me know!

Edited by beatson, 06 November 2011 - 11:03 PM.

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#24 Desert Dog

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Posted 06 November 2011 - 11:15 PM

Fortunately I've managed to add the correct amount of revenue to all the accounts quite quickly. The current rate for the remainder of this month is $0.0096 (basically $0.01) per play. This amount is based on what the CrySet website has earned through ad revenue. Any problems let me know!


By my maths, you'd get $15 every 1600 plays or so. A bit better than every 5M!

That's not too bad... passive income pocketmoney, FTW. I'll have to look at uploading some of my games, maybe. We'll see.
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#25 Desert Dog

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Posted 07 November 2011 - 12:03 AM

$10 per 1000 plays is not sustainable. AdSense does not have a CPM of $10.

Though if you could actually stick with those rates I'd be happy to upload my games ;)


That isn't a fixed rate, I don't think. I think he worked it how you figured earlier.
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Use the quicksort to sort ds_lists 10-18 times faster than ds_list_sort()!

#26 beatson

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Posted 07 November 2011 - 12:08 AM

$10 per 1000 plays is not sustainable. AdSense does not have a CPM of $10.

Though if you could actually stick with those rates I'd be happy to upload my games ;)


That rate was based on what the site earned through Adsense for the past couple of months. Hopefully my maths isn't incorrect, although I wouldn't bet on it...

It's late and I've been working all day, hopefully someone will be able to verify the rates:

The site earned £13.39 ($21.50) from 1st of September - 31st of October. That was from 1050 (approx) plays for all games. Bearing in mind this is taking into account the whole website, not just the game pages (don't worry, I planned that) - I figured there wouldn't be a website without the developers, so I might as well share the whole profit from the site.

This was my math:

£13.39 / 2 = £6.695 (the 50% rate)
£6.695 / 1050 = £0.006 (the game plays)
0.006 British pounds = 0.0096366 U.S. dollars (conversion).

Edit: Yeah, that isn't the fixed rate, and it will go down for next month.

Edited by beatson, 07 November 2011 - 12:09 AM.

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#27 beatson

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Posted 07 November 2011 - 12:19 AM

How much was the total website impressions for the month?


From the 1st of September - 31st of October:

5,236 Visits
4,235 Unique Visitors
14,646 Pageviews
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#28 beatson

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Posted 07 November 2011 - 12:25 AM

So I'd recommend paying developers $1.40 per 1000 plays (under the assumption you credit 2 page views per game play).

So a rate of $0.0014 per play? Can I ask how you came up with that? Seeing as I'm going to need to do this again at some point.
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#29 beatson

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Posted 07 November 2011 - 12:42 AM

14.6k impressions resulted in $21

CPM = 21 / 14.6 = $1.4

Views on the rest of the website should probably not count towards a developer's game plays if you're using this method rather than counting the value of each developer individually.

Now 1000 plays ('views') is worth ~$1.40, but since you only want to give developers 50%, that should be $0.70, however I think it's fair to assume each gameplay is worth at minimum 2 page impressions, so the value would remain at $1.40.

So each 1000 plays based on your current income is worth $2.80, but developers only get $1.40.

The big issue is: your traffic is not worth $2.80.

I strongly suspect that developers have been clicking the ads in order to "earn" more money. It's a common problem with this type of site. Not only is this breaking Google's terms and conditions (and will very likely result in a ban of your account if it continues), but it's also showing you a far higher CPM than you wold normally get. In reality, the amount you should be paying developers in order to remain profitable (on a normal CPM) is around $0.50-$1.00 per 1000 plays.

What I'm saying is your site is "earning" more than it should be, and it's going to result in a ban from Google if you don't rectify it.

Also, you need a privacy policy on your site disclaiming that you are using the DART cookie (as per AdSense rules). This is also a ban-worthy offence.

You've pretty much got until your next payout to fix these issues or you're guaranteed a banned AdSense account.

I'll add the DART cookie policy right away.

I'll amend the rate immediately (don't worry though, I'll leave everyone's account as it is. Only new revenue will generate the new rate). I pretty much understood everything above, apart from this:

It's an offence if other people "click bomb" your site? If so, how do people usually go about preventing this? Surely I cannot get banned for someone elses doing? The only thing I can think of is to ban users/IP addresses that abuse the system.

Thanks for the help True Valhalla - much appreciated.
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#30 NakedPaulToast

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Posted 07 November 2011 - 01:01 AM

(though do not ban them immediately - IP addresses can be spoofed).


Yes, IP addresses can be spoofed. But not if they are taking part in a TCP communication.

Spoofing an IP address will result in the server sending the response to the spoofed IP and NOT the host that spoofed the IP address. The TCP three way handshake will never be completed.
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#31 beatson

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Posted 07 November 2011 - 06:29 PM

Cheers guys, I'll do a bit more research online into this before I implement anything. Appreciate the help.
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#32 beatson

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Posted 16 January 2012 - 01:39 AM

Haven't posted in this topic for a while, but are here are a few of CrySet's HTML5 updates:

PYG (PortYourGame) - This is a new service that is being ran on the CrySet community forums. You can submit your game to be ported to HTML5 and then uploaded to CrySet - free of course - whilst still earning all the revenue you would usually.

HTML5 API - Currently undergoing tests for the first BETA release, this will allow GM:HTML5 developers to easily integrate highscores, achievements and chat into their games. You can see the latest working version of the API in action by playing a little demo: SpaceWard.

Reviews - Relevant to all game types really. If you have reviewed a game, or know of a site that has reviewed your game, you can get a linkback to that review on your Games page over at CrySet. Just send an email to admin@cryset.co.uk with the details.

For non-HTML5 updates, head over to this topic.

Regards,

CrySet Games.

--------------------------------------EDIT-------------------------------------------

Quick notice... We've switched to a .com domain (http://cryset.com) - all .co.uk links should still work, though!

Edited by beatson, 17 January 2012 - 01:19 AM.

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#33 NeoTalon27

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Posted 19 January 2012 - 08:46 PM

For this, I love you, one of the most amazing Ideas I have yet seen, much more simple than steam, and Desure
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#34 beatson

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Posted 20 February 2012 - 08:38 PM

A few updates for you:

User List: We've put up a very simple (soon to be expanded) list of users. You'll notice that a lot of users are "level 0" - They aren't spam accounts, they were just created before major site updates, or are developers who never got their games accepted.

New forum! We've created a new forum with different software, and expanded the amount of boards. In the following weeks we're also going to be integrating the forum with the site, in hope to achieve better community interaction. We're also opening up something called "Developer Groups" - So if you have a game development team but don't have a forum to post links/discuss your game, we'll give you your own category with whatever boards you like (viewable only to members of your team).

Moderators: The back-end (stuff you don't see... not the ass of it) of the site has had a major revamp, allowing us to upgrade some users to "moderators". At the minute we're only looking for one moderator - You can apply for this position here. This will also keep the site much cleaner from spam, as well as speed up game reviews.

"Pagination": We've cleaned the site up by adding pagination to comments on blogs, games and profiles.

Ad system: You can now advertise your site directly on CrySet. $5 will get you a months worth of advertising (approx 25,000 ad views).

CrySet Games


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#35 beatson

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Posted 26 February 2012 - 07:53 PM

Revenue

We found a major flaw in the way we handled revenue/way downloads are counted (Especially in browser based games). This issue has now been fixed and you should start to notice your revenue increasing more :)
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#36 InCreator[EST]

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Posted 27 February 2012 - 09:19 PM

5,000,000 plays will only get you around $15 (off the top of my head) - but obviously a game that generates that many plays will be "upgraded" to a partnered account, and you'll earn an accurate 50% of all the ad revenue generated from your games.


ANY game that attracts 5,000,000 players or even people to play that much, should be commercial.

5 million people. Selling at say, $10 and 1 out of every 5000 players buy your game. That's 0.02% of all people interested. You can still earn $10,000 !!!
And if you cannot get ten lousy bucks out of five thousand people, you've probably failed as a game developer anyway. 5000 people is a whole big rock concert amount of people. I can bet that if I'd just walk around and simply ask so many people that money for nothing, I'd still get more than one to give.
Just think before you sell your creation for something you could sell for thousands times as much.

Now that was a realllly low example number. What if it was 0,2%?

Also "you never get so many plays if it's not on popular website" isn't really very solid argument. Everyone and their dog has average of around 130 Facebook friends. Who have another 130 friends, etc. If you share a game, 130 people see it. If 10 of them re-share or even comment, your game has been seen by 1430 people. If 10 of your friend's friends' share, do the math. It isn't that hard really nowadays where everyone's connected, even if you lower numbers and expectations reallllly low.

Edited by InCreator[EST], 27 February 2012 - 09:30 PM.

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#37 beatson

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Posted 27 February 2012 - 10:40 PM

5,000,000 plays will only get you around $15 (off the top of my head) - but obviously a game that generates that many plays will be "upgraded" to a partnered account, and you'll earn an accurate 50% of all the ad revenue generated from your games.


ANY game that attracts 5,000,000 players or even people to play that much, should be commercial.

5 million people. Selling at say, $10 and 1 out of every 5000 players buy your game. That's 0.02% of all people interested. You can still earn $10,000 !!!
And if you cannot get ten lousy bucks out of five thousand people, you've probably failed as a game developer anyway. 5000 people is a whole big rock concert amount of people. I can bet that if I'd just walk around and simply ask so many people that money for nothing, I'd still get more than one to give.
Just think before you sell your creation for something you could sell for thousands times as much.

Now that was a realllly low example number. What if it was 0,2%?

Also "you never get so many plays if it's not on popular website" isn't really very solid argument. Everyone and their dog has average of around 130 Facebook friends. Who have another 130 friends, etc. If you share a game, 130 people see it. If 10 of them re-share or even comment, your game has been seen by 1430 people. If 10 of your friend's friends' share, do the math. It isn't that hard really nowadays where everyone's connected, even if you lower numbers and expectations reallllly low.


The idea behind posting you game for free on a site like mine, is that once the site becomes popular, the games will get more attention through it than if the developer tried to sell it himself (now this obviously isn't for all developers) , based on the sites traffic. Currently, 5MILL plays gets you $5000 - maybe even more when we do weekend promotions (like the one that has just passed).

But seeing as this is the HTML5 topic... How many people are going to sell an HTML5 game commercially? Better yet, who would buy one? (assuming the games aren't built for mobiles).
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#38 beatson

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Posted 02 March 2012 - 11:06 PM

Few updates...

We've written out a small description of how we review games here

To celebrate 10,000 game plays, we're giving some $$ away - Blog post can be found here

A small public log of all the little changes that we make to CrySet. You can view that here

We've also got a new moderator on the forums - Ziggler1
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#39 icuurd12b42

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Posted 04 March 2012 - 11:28 PM

Duplicate topic here

http://gmc.yoyogames...howtopic=517436

go there for future communications
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