Max Did It
Coding
,Tue
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Testing Google Ads In Flash

I plan to pay my bills with the games I create as soon as possible. The first experiment I'm conducting in that regard is displaying advertisements within my games.

Is that a viable source of income for what I'm doing? What amounts of money can I expect to earn with ads? Will I be able to make enough money off this to finance a couple more games with the same business model or do I have to quickly move on to more promising ways of monetization?

Blank Billboard

©2011-2012 ~seraphunk

Basically, I'm about to make a similar step that Flash programmer and web developer Emanuele Feronato made five years ago. He started an experiment in 2007 where he tested how much advertisement money he could make with Flash games that took different amounts of time to develop.

He mostly used MochiAds, which I will check out as well. But for now, I want to see if I can get ads from the big one: Google's AdSense.

Being a developer, one of the first things I want to know is how I implement Google ads into my game. This is how that went:

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Coding
,Sun
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Hitting a Dead End with Facebook and Flash

I have made good progress the last couple of days. I learned a lot, and I got a lot of classes and neat features done. Too bad I won't be able to use any of them in my upcoming game.

I managed to create a working implementation of the Facebook Connect button in Flash. And I would have gotten away with it, too, if it wasn't for Flash's meddling security features.

Dead End

©2004-2012 ~NoxxStock

The work I got done will not go to waste. I'm sure I will be able to reuse most parts of it in the future. But for now, I have to admit that I've hit a dead end. This is what happened:

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Game Design
,Thu
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Planning The User Interface Flow

Yesterday, I had posted a link to my Facebook page for an early game prototype. People could play the (very) early version of the game and I could see whether the idea is working or not.

First of all, thanks to everybody who took the time to test the game and special thanks to everybody who gave me feedback! I already have a couple of ideas to improve and expand the game.

Satellite Prototype 0.0.6

Not much to see yet... (graphics are not final)

Now, I'm moving on to the next iteration of the game. The next version should come a lot closer to the final product. If everything goes well, this next iteration actually will become the release version. We will see.

The first step I've done is to plan the flow of the user interface the game will be embedded in. The prototype had barely any interface, let alone menus. For the next iteration, I wanted to implement the communication between game and UI early on. Doing this late in the production can give you quite some headaches.

So I sat down with yEd and drew some lines and boxes.

Satellite UI Flow Preview

An excerpt from the UI flow diagram for my next game.

See the full diagram after the break.

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Coding
,Fri
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Inheriting From Ivy XML Files

I have now talked about how you can publish artifacts to your local repository and how Ivy resolves dependencies for your project.

As mentioned, Ivy uses the ivy.xml to know what files and libraries your project depends on. Ivy tries to retrieve these and will copy them into your project folder.

In another post, I have described how I keep my Ant build.xml files small and clean by putting targets I use often into central files. But not only build.xml files can contain information you need time and time again. Certain dependencies or Ivy settings might be used in many projects, and I don't want to copy them around, either.

Matryoshka Dolls

© 2012 Max Knoblich


Maven has parent POM files, which are pom.xml files you can inherit from. All settings, dependencies, plugins etc. from the parent POM are used and can be extended or overwritten. With this, you can create a hierarchy of build files that you can combine as needed.

Ivy has a similar mechanism, though it is not as refined as Maven's. Still, you can use it to put often used dependencies in "parent Ivy XMLs".

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