15. November 2008 18:12 by Squize
The indie Flash game community seems to love stats. I guess it's 'cause it's always nice to see someone whose written something good getting the recognition ( Even if it is more in terms of traffic than cash ), and because it's slightly inspirational, that everyone is just one good game away from achieving the same results.

When our game Chimbo got blammed on newgrounds it really shook me quite hard. It's the first time that I've really had a project fail on me ( I've had games I've not been able to sell before, but never something out there which has performed badly on a critical level ).
We thought that was it for the game. We were under no illusions of what the game was, a reskin of an even older game. It's far from great, but both Olli and I chatted about it before hand ( Like we always do ) and considered it good enough to go out under the gyw banner. It's an average game that looks pretty with varying degrees of presentation.
That was it then, a footnote in our history.

And then the traffic started to creep up. It got on some front pages of high traffic sites, only for a day or two ( Such is the turnaround on such sites ) and got spread around a little.

chimboStats.png

At present Chimbo is hosted on 392 sites, and in the 281 days it's been hosted on gamejacket it's served up 1,248,011 impressions. Not a hit by any stretch of the imagination, but average traffic for an average game which started it's life quite badly ( And apparently in gamejacket's all time top 20 hits, although I think that's more through default 'cause it's been there pretty much since the beginining ).
Today it's had 4359 impressions, which is a nice trickle of people ( Hopefully ) having some fun with it. It's proved to be a slow burner ( Hopefully pinball will be the same, as that's done relatively poorly ).

So is there anything you can take away from this ? I mean it's all well and good seeing a nice graph and knowing one of our games hasn't done too badly, but it doesn't help you much.
Hopefully it shows that sites with a typical teenage boy market ( Ninja zombie pirate shoot'em up anyone ?) aren't the be all and end all. There are a lot of sites which are targetted at young girls too which have insane amounts of traffic. Chimbo had 50k+ hits in one day purely by being front paged on a girl site ( That sounds terrible, "A site aimed specifically at girls" is what I should have said ). If you got that sort of traffic on ng or Kong in one day you'd be pretty pleased.

To show this isn't a one off, the game I did for gimme5, Loved Up, died on it's arse on all the "usual" sites, then went on to be g5's top referring game for months.

Is there a large mostly untapped audience for "games for girls" ? Hell yes. I spoke to Barry at gamejacket just the other day and he told me that they're now generating two lists [ Of portals ], the usual one and one for the female audience.
You may think it's selling your soul to do a game targetted specifically at girls. You want to do Metal Slug X, not Me and My Pony, but a game which appeals to a young female audience doesn't have to be overly twee or technically "cheap". Just see it as another genre which should be on your list of ones to try, same as doing a puzzle game or a mode7 racer etc.

Anyway to wrap up this posts about stats, here's a great couple of links where you get to see dirty hard amounts of cash, compiled by Drastika ( Cheers Paul, saved me hunting these down ).

Elite games' earnings ( For Oct )

Emanuele Feronato's one year money making experiment results

Squize.

Tags:

General | News

10. November 2008 19:13 by Squize
I've posted here before on our google indexing. Also the blog software records what search terms drive people here, the most popular being "as3 frame counter" and "as3 flex preloader". We get a lot of disappointed Cure fans with "I don't care if Mondays blue" as well as some other really obscure searches landing here ( "Boylinks" comes up a lot, don't ask ).

Checking the logs Friday I came across this gem from google.com.au,

"WHY THE FUCK WON'T STUPID FUCKING as3 LET ME FUCKING CREATE AN EVENTLISTENER"

( We've got the number one rank for that phrase, I really don't know why, we can't be the only people using the word "fuck" and "as3" in the same posts surely ).

Anyway to be so pissed off at coding to swear at google is something we totally sympathise with ( As well as admire in a slightly mental way ), and whoever you were, you're a kindred spirit mate.

[Update: I've also noticed other people are entering the phrase into google, is that just to see if we're ranked number one for it ? I think we own it now :)
Also today, "wee sex" gets us a front page hit. I think I may need to calm down the bad language and obscure sex terms on here, as we're going to be getting hits for the most obscure stupid things. golden showers ].

Squize.

Tags:

General | News

7. November 2008 15:18 by Squize
A really nice abstract demo, called Sugar Cubes, which feels like it uses a lot of Box2D.

sugarcube_grab.png

Visually it reminds me of Thrust, due to the simple colours and heavy scanlines, and it's got an abstract soundtrack which fits perfectly.

Yet more great work by Yoshio Ishii / Nekogames, just making something visually arresting out of very simple movement and images.

Squize.

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News

5. November 2008 04:09 by Squize
And that's as political as we're ever going to get here.

Squize.

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News

31. October 2008 16:25 by Squize
petal.jpg

Meet Petal

As way of a slight added bonus, click here to expand your mind ( Or make yourself feel sick, it'll be one or the other ).

Squize.

Tags:

General | News

20. October 2008 13:08 by Squize

Tags:

Experiments | News

17. October 2008 19:36 by Squize
All the sections are in now, ready to go live Monday.

651_vectorBallGrab.jpg

Squize.

Tags:

News

16. October 2008 12:28 by Squize
A couple of days late posting it here, but it gave everyone an extra couple of days to save up.

Flash CS4 is out now, here's the launch video ( Of the whole huge cs4 package )
http://tv.adobe.com/#vi+f1556v1715

Want something for free ? I know I do. Well here's the link to the FP10 download,
http://www.adobe.com/products/flashplayer/

And seeing how we're a developer blog, here's a direct link to the standalone / debug versions
http://download.macromedia.com/pub/flashplayer/updaters/10/flash_player_update1_flash10.zip

Early feedback seems to show that FP10 is faster in quite a few areas which is great news ( And credit to Adobe for squeezing even more speed out of as3 ).
Like a virgin, I'm saving myself before I get down and dirty with the new player, but as before when we have some interesting tests to post here we will.

Squize.



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News

14. October 2008 11:15 by Squize
Here's a little grab of what I've been working on during my current down time.

651_sphereGrab.jpg

Part show-reel / part demo. Coming soon.

Squize.

Tags:

News

13. October 2008 12:33 by Squize
Every now and again there's a 48hr game comp on FlashKit games. I've not entered since the 2nd one ( Which I was really pleased to have won, so I wanted to keep my 100% record ) so I felt it was time again, to see if I can still turn it on.

It works by everyone offering up a couple of words and then at kick off two are chosen at random and that's the games theme. This time it was "human brain" and "micro-organisms".

The theme was announced at 1am ( Saturday ) and the obvious thing for me was a shoot'em up over the brain, zapping the invading baddies, so I went to bed. It's what us coders do best.
Saturday afternoon I was mulling it over, an arena shooter would be cool but I'm meant to be finishing Orbs off as it is without trying to do another, plus I knew realistically that I'd have about 16 hours to do this. Ok, a Galaga style shooter. But that means lots of attack waves, plus a scrolling background ( Without the scrolling background it would feel really really old school ). Scratch that then.

I've never written a mouse avoider as I've always found them trite and throwaway. Perfect!

Saturday I didn't get much done, the England match got in the way, mainly the front-end and the overall structure was nailed. The power-crystals ( Or "geoms" as they're actually called in the code 'cause I just couldn't think of a better term ) were in and running which was good 'cause I knew a lot of those routines would be used by the baddies.

Sunday, erm, well I finished it off. I managed to be the first person to post up a final game, as I was sick to death of working to be honest ( It only took around 12 hours in total, but by the end I was glad to see the back of it ).
The sounds were the last thing to be added, I found an old tune from a game I'm not going to finish so re-cycled that and the sfx are also from various old games. I'm not a 100% happy with them, and I wanted to add another baddie type that would explode when killed which would have caused a cool chain reaction with combo's etc. but I felt it was better to have a complete ok-ish game done on time rather than try for more but post a game with a lot of loose ends in there.
For me the comp is as much about finishing by the deadline as the game itself.

If you'd like to see the fruits of my labours, click me

Also I've posted the source, in two flavours:
Just the code ( 16k )
Code with fla's ( 2.5 meg )

It was written in Flex and I very much doubt it'll run out of the box straight away, but it includes the preloader code which may be handy.

Also all the comp entries are here. I can really recommend giving them all a play as there's some great work there in such a short space of time.

Squize.

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