April Enhance Updates

FGL is pleased to announce that Enhance™ has been updated to support the following SDKs:

Unity – Monetize your entire player base and reach new audiences with interstitial video ads. Unity Ads is designed to become a natural part of your game that actually enhances your players’ experience. Clients such as Next Games, Halfbrick, and SEGA are already tapping into the power of Unity Ads to monetize their entire player base with rewarded video ads.

Unity is one of the most trusted companies in gaming with staying power backed by a network of over 1B gamers across the globe. Interstitial Ads now available via Enhance™ on iOS and Android

 

Mixpanel – Follow the digital footprint of every user across their mobile devices. Know precisely what happens inside your product and pull up the numbers you need at a moment’s notice.

Enhance™ users now have access to Mixpanel Analytics on Android

Adscend – Adscend Media creates rewards-based ads for apps and websites. Adscend Media’s monetization solutions reward your users — boosting engagement, increasing retention, and helping you generate up to 10x higher eCPMs

Adscend rewarded ads and offerwall are now available via Enhance

 

Leadbolt – Powered by direct relationships with premium partners and advanced ad-serving technology, Leadbolt delivers High LTV users and top Retention Rates, at scale.  Get matched with premium advertisers with their Direct Deals Marketplace to quickly and efficiently maximize your app returns.

 

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Enhance™ now supports Leadbolt interstitial, rewarded and banner ads

Additional Enhance™ support has also been added for the following SDKs:

  • Aerserve SDK added v2.40.4. Interstitial, rewarded and banner ads now available via Enhance
  • RhythmOne SDK added v6.4.0, supporting interstitial, rewarded and banner ads
  • YouAppi SDK added (v1.0.0.24).  Rewarded and Interstitial ads now available
  • Survata SDK updated to v1.0.19
  • MoEngage SDK updated to v3.3.1
  • Apptentive SDK updated to v3.5.0
  • InMobi SDK updated to v6.2.0
  • Adcolony SDK updated to v3.1.2
  • Localytics SDK updated to v4.3.1
  • Facebook SDK, FB Audience Network SDK updated to v4.21.1
  • MAAS/Phunware core SDK updated to v3.0.4
  • Heyzap SDK updated to v9.9.1
  • Supersonic/IronSource SDK updated to v6.5.2
  • Chartboost updated to v6.6.3
  • GameAnalytics SDK updated to v3.4.17
  • AppLovin SDK updated to Proguard-fixed v7.0.0 version
  • StartApp SDK updated to v3.5.7
  • IronSource SDK updated to v6.5.2.1 and all mediation adapters to v3.0.3
  • Fyber SDK updated to v8.11.0
  • Adjust analytics SDK updated to v4.11.3

Try out these SDKs and more for free with little-to-no coding required at enhance.fgl.com

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Mobile Success Spotlight – Vector Unit

FGL Community Spotlight – Vector Unit 

The Community Spotlight returns this week to highlight a recent release from a mobile developer in the FGL community.

We sat down with superstar mobile developers Vector Unit and asked them about their new game “MouseBot
 

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FGL: Welcome to the Spotlight! Tell us a little about yourself and your mobile game development experience

Vector Unit:  My name is Ralf Knoesel, CTO and founder of Vector Unit Inc.  Our first mobile game was Riptide GP, which was designed to showcase the tablet/phone graphics capabilities of the time (2011).  We’ve since released the sequels Riptide GP2 (2013) and Riptide GP: Renegade (2016), which have been successful as premium titles on both iOS and Google Play.

Our first attempt at a free-to-play game was Beach Buggy Blitz (2012), which is an endless-runner style driving game.  This game has seen over 50M installs to date and taught is a lot about the nature of fee-to-play and video advertising.  Building on its success, we published Beach Buggy Racing (2014), which is a Kart racing game with fun weapons and power-ups.  By now this game has also reached the 50M downloads mark.
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FGL: Very impressive!  We were excited to hear you had a new project launching soon. What can you tell us about it?

VU: The game we’ve been working on is MouseBot, which has just launched.  MouseBot is a cartoon-inspired platforming game that will test your reflexes, skills, timing, and love of cheese!  You drive a robotic mouse through mazes of fantastical mechanical mouse traps created by the cat scientists of CatLab.
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FGL: You’ve utilized Enhance with several of your recent titles. How has Enhance helped your game development process?
 

VU:  I was excited to learn about the Enhance platform last year.  In the past we’ve spent lots of time integrating and updating various advertising SDKs.  The idea that this could be automated to the point of simply uploading a package file was a radical improvement to our workflow.

We since updated Beach Buggy Racing to use Enhance, where we proved out the benefit because we were able to switch to all the latest SDKs by only having to integrate the straight-forward Enhance SDK.  Any future updates are zero work!  We’re also excited to use Enhance on MouseBot, which allows us to spend more time creating a fun game instead of integrating SDKs.

 

FGL: What advice can you give for fellow mobile developers seeking that next level of success for their games?

VU: There’s lots of good advice out there (GDC, Gamasutra, etc) based on lessons learned for mobile developers who are just getting started.  One insight that you don’t read about too much but has helped make us successful is to publish your game to multiple platforms/channels.  Don’t limit yourself to just iOS or Google Play, do both!

Once you have some traction, explore more markets.  Find a publisher in China.  If applicable, publish your game to consoles (Xb1/Ps4/Switch).  Do a Windows Store version.  Make a Steam build.  Publish to Kindle.  Each one of these may be incremental, but at the end of the day they add up.

FGL:  Sounds good! How can your fans follow you and learn about your new projects?

VU:  Our official website is vectorunit.com.  Other good sources of information are Facebook and Twitter.  We also have a YouTube channel.

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I’d like to thank Vector Unit for answering our questions and sharing these stories with us. You can download “MouseBot” now on iOS and Android devices. If you have any questions for Vector Unit, follow them on Twitter, Facebook or post in the comments below! If you know someone who would be a good candidate for the Community Spotlight, comment below or send us an email at info@fgl.com.

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March Enhance Tech Update

FGL is pleased to announce that Enhance™ has been updated to support the following SDKs:

AdColony -You can now use Enhance™ to monetize your mobile game with one of the leading mobile video ad networks made for developers by developers. Maximize monetization with premium eCPMs, high fill rates, and Fortune 500 advertisers by joining the highest quality in-app mobile video ad network: AdColony.

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Enhance™- users now have additional access to AdColony reward ads on iOS and Android

 

Chartboost – Chartboost is the leading marketplace for you to maximize revenue and acquire new players.  With Enhance™, you now have access to Chartboost’s interstitial and rewarded ads with no SDK required.

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Zero Code™ options are available now for select Chartboost ads on iOS and Android

 

HyprMediate – HyprMediate is Mediation Simplified.  Get Fortune 500 brands, Elegant design, Transparent optimizations and All major video ad networks with HyprMediate.

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Enhance™ your app for access to both HyprMediate and HyprMX ads and mediation on iOS and Android today

 

Additional Enhance™ support has also been added for the following SDKs:

  • LoopMe SDK updated to v5.1.2, supporting interstitial, banner, and rewarded ads on Android and iOS
  • AdMob rewarded video ads support added (in addition to interstitial, banner and mediation capabilities)
  • OfferToro SDK now supported for Android users
  • Tenjin SDK now updated to v1.7.2 and available via Enhance™ Zero Code (Attribution/Analytics)
  • InMobi SDK updated to v6.1.2, supporting interstitial and rewarded ads on iOS and Android
  • Appsflyer SDK updated to v4.7.3, supporting Android and iOS users with the Appsflyer Attribution/Analytics package via Zero Code
  • Facebook interstitial SDK updated to v4.20.2, adding iOS support (Android currently also supported)
  • Phunware SDK updated to v3.6.0, now supporting iOS and Android Enhance™-users
  • Fyber SDK updated to v8.10.0 for Android users
  • Appodeal SDK updated to v1.3.9 for Android users
  • Kochava SDK updated to v2017.03.05 (Analytics/Attribution service for Android)
  • Flurry SDK updated to v6.9.2
  • RevMob SDK updated to v9.2.4 for iOS users (Android also available)
  • FlyMob SDK updated to v2.1.2, providing interstitial, rewarded ads and mediation for Android

 

Try out these SDKs and more for free with little-to-no coding required at enhance.fgl.com

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Indie Giving 2017 Was a Success!

Indie Giving 2017

We’d like to first thank everyone who participated in Indie Giving this year. It turned out to be much more labor intensive than previous years, but we were happily impressed how everyone stepped up to the challenge and kept the end goal in mind. After every Indie Giving event, we’re reminded how hard-working, awesome, fun and kind game developers truly are.

It was great to see some familiar faces. It means a lot to us to see you year after year taking part in this event. We’re equally thrilled to have met everyone participating for the first time. We hope you had a great experience, and look forward to seeing you back next year.

 

Brunch

Prior to our charity work, volunteers were treated to a delicious brunch at the Delancey Street Restaurant. The restaurant employs individuals who have fallen on hard times, but are eager to rebuild their lives with the support of the Delancey Street Foundation. All profits from the restaurant goes directly to house, feed and clothe the employees, as well as teach them skills and values to promote a successful drug and crime-free life. If you ever have a chance to visit the restaurant, we recommend MaMa’s omelet!

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Charity Work

This year, we partnered with the Parks Conservancy to help re-vegetate a threatened wetland area in the Presidio of San Francisco. We brought a small army of game developers suited up for a meaningful real life game of extreme gardening, and they did not disappoint! Donned with rubber boots, work gloves and knee pads, and wielding mini pick axes and shovels, we were able to successfully plant nearly 1,000 native plants in a few hours of work. With proper care and continued support by all the hard working folks in the Parks Conservancy, this area will thrive again one day, and we are proud to have been part of it. And even though there were dozens of game developers slashing at the ground with sharp foreign objects, we’re happy to report that there were no injuries 🙂

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Sponsors

Indie Giving wouldn’t be possible without the support from our awesome sponsors. Their donations afforded us everything we needed to succeed, and we can’t thank them enough. We don’t require sponsors to donate a specific amount, we simply ask for whatever they’re able to provide. UBM/GDC is always amazing to work with. Among many other things, they donate the GDC passes (which they upgraded for us this year) and also promote the event. FlowPlay has been a long-time supporter of Indie Giving and we appreciate their continued support. We were happy to work with Appodeal who took to the idea of Indie Giving right away and were very supportive. Without the support from these gracious sponsors, the event would be greatly diminished and might not happen at all.

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Spreading the Love

In association with our volunteering, we will also be donating directly to the Parks Conservancy, with portions being donated to Episcopal Community Services, who provide housing, jobs, shelter, and essential services to over 7,000 homeless people in the bay area, and the International Rescue Committee, a refugee-centric worldwide organization which helps people whose lives and livelihoods are shattered by conflict and disaster to survive, recover and regain control of their future.

 

Indie Giving Explained

The Indie Giving event is a special program designed to help independent game developers attend the Game Developer Conference in San Francisco. Everyone who signs up also takes part in a charity event to support a local organization. This community effort is organized by FGL, with the support from our sponsors. We use the sponsorship money to pay for tools, food and anything needed for the volunteers. Every penny leftover is donated. Together, we’ve not only saved these organizations hundreds of work hours, but we’ve also donated tens of thousands of dollars on behalf of our contributors over the last 7 years.

Thanks again to everyone involved!

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Mobile Success Spotlight – Handless Millionaire developer Vasiliy Kostin

FGL Community Spotlight – 

“Handless Millionaire” 

The Community Spotlight returns to highlight a recent release from a mobile developer in the FGL community.

We asked Vasiliy Kostin about his smash hit mobile game “Handless Millionaire” and got his thoughts on modern game development.

(This interview has been translated from Russian)

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FGL: Welcome to the Spotlight! Tell us a little about yourself and how you got started with game development

VK: I started making games a long time ago but it was always only a hobby. My first big game was ‘Pick and Dig’ (in Russian i named it ‘Kirkop’)’. In total, I made eight versions of this game for different platforms. Two of them were published on CD in Russia; I even bought both in a store in my small city! This game was a big part of my life, and my friends even nicknamed me “Kirkop”.

I also made “Normal Tanks” (a 2d game with normal mapped lighting and shadows).  The first time i published it by myself and sold licenses via SMS, but some months ago, after huge improvements, its was finally published on Steam as ‘Iron Impact‘.

For android I made some not-bad titles (and some bad too!); the most successful of them are the series “Pinata Hunter” (with my friend Marcus Hadlock), “Galaxy Siege”, “Flash’s Bounty” and, of course my most popular game “Handless Millionaire“. In all my games i used my own game-editor; it’s helped me through different times, languages, and platforms. First version was on Delphi(Pascal), then 3 versions on c++ (borland, MSVS, Qt) with intervan in 1-2 years, and latest and most powerful is the game-editor I made on flash. And all this time I had never treated mobile games as something serious, and was wrong as its turns out!

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FGL: ‘Handless Millionaire’ now has millions of installs and the franchise has a loyal following. What can you tell us about developing it?

VK: HM is simplest game I ever made, and most successful too. As i remember, I spent less time on it than I spent to make any of my other games. About 2-3 weeks. At first, I thought of making a platformer game about small round creature out of fur, with a long flexible tail. You have to pass levels as you do in other platformers and care about your tail.

The main feature was cutting off tail by bad guillotines and boxes when you do something wrong. Later I simplified this idea, mixed it with the ‘Millionaire’ TV show and it took shape into what you see now. I never thought about the genre of HM; maybe it is ‘limbcutter’ or ‘guillotiner’!

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FGL: What game developer services do you use in your games? 

VK: I started working with FGL about 6 years ago when flash games were at their peak. Its was best game development experience I ever had. When you make a lot of small games you grow your skills very fast. You don’t stay stuck on one thing; you look and try new things with each new project, which change before you get sick of them.

At first, Handless Millionaire was a flash game for web-browser only, but I ported to mobile because you could do it in a few clicks. On android, HM1 was released 3 years ago and at start had a few daily installs. With time it grew, and now it gets about 10k installs daily. Without any promotion.

I decided to try Enhance because I was having problems with managing the adMob account, and there were also issues with the approve code Google was sending.  I just know, that now it is great. Enhance helped me fix all the problems with my account approval and the mess you can get when working with big lazy ad networks. Also, it helped to forget about pain of using SDKs and updates to Extensions which can force you to hate doing game development at all, as its was with me sometimes.

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FGL: Do you have any advice for other mobile developers?

VK: Of course my words can’t be the universal recipe for everybody, and there many people who will argue with me and some one will start kick me, but all my game development experience taught me one simple thing:

Don’t make big projects, even if you have enough powers and skills. Make a lot of simple, small and maybe pure ridiculous games. Between them you will find the true project of your life, which will contain something that we can’t describe, that makes that game “grow-able” and worthy to spend your time and soul to make. It’s the only way to not be disappointed. All big projects are always not first project of their authors. It’s always long journey of forgotten games and trial-and-error.

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But, if you have your great project already, which you can launch on a mobile device, forget everything I said and go to the guys from FGL. That’s my best advice on game development for now!

FGL: How can your fans follow you and learn about your new projects? What are you working on next?

VK: Maybe I never have enough attention to represent myself, but there’s no one place where you can find everything about my games or about me. In last year, I seriously researched HTML because I feel that it will be the future of WEB.

My latest experiment with HTML is roguelike game Pixel-Cave (you can say what you think about this game here). Its actually my first game without any sounds or music, and now I appreciate how important sound is for games. I have enough knowledge about WEB to make my game-editor in HTML, and soon games should be more polished. 🙂 I am also making a simple multiplayer realtime strategy game, but it is too raw to show it now.

Finally, you can see some short and rare videos on my YouTube channel.  Who knows, maybe one day I’ll find time to collect videos about all my games and their history there.

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I’d like to thank Vasiliy for answering our questions and sharing these stories with us. You can download “Handless Millionaire 2” now HERE. If you have any other questions post in the comments below! If you know someone who would be a good candidate for the Community Spotlight, comment below or send us an email at info@fgl.com.

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New Services Added to Enhance

FGL is pleased to announce that Enhance™ has been updated to support the following SDKs:

Revmob – Revmob provides beautiful ads can actually improve the user experience.  Revmob brings together amazing apps and some of the world’s top brands using high-performance formats that simply work.

revmob

With Revmob’s addition to Enhance™, now you can make money from all your users. Maximize your earnings using the most advanced solutions without hurting users’ experience. Available on Android and iOS.

 

StartApp– For 5 years, StartApp has been working with mobile publishers and refining their monetization solutions to earn their partners the most competitive eCPMs. Today, their advanced business intelligence identifies the most relevant campaigns for your users while our beautifully designed ad units capture user attention in a way that enhances the user experience instead of taking away from it

startapp

You can get started with StartApp via Enhance™ today on Android and iOS.

 

Flymob – Flymob is a 1st class solution to monetize your mobile web inventory and increase the number of installs for your mobile app. Boost your mobile app immediately and get maximum revenue from your mobile inventory!

Flymob is now available for Android Enhance™ users.

 

TrialPay – TrialPay makes transactions more valuable.  Through a leading value-exchange platform, millions of consumers can engage with premium brands as an alternative payment method across thousands of mobile and web apps. Acquired by Visa in 2015, TrialPay continues to innovate around commerce and offers with powerful technology that bridges the gap between online behaviors and in-store transactions.

With an emphasis on partnership, TrialPay is trusted by industry leaders to help drive sales, loyalty and engagement.  Try it out on your Android app with Enhance™ today.

 

Free App Analytics (by Kochava) – Run campaigns on the world’s largest collection of more than 2,700 network and publisher integrations, including Facebook, Google, Twitter, Pandora and Amazon with Free App Analytics by Kochava.

Plan, Target, Measure and Optimize with Free App Analytics today.  Available to Android Enhance™ users.

 

Segment – Simplify your iOS and Android app tracking with Segment. Now available without an SDK via Enhance

 

OpenBack – Boost engagement by delivering notifications at the right moment for each user with OpenBack.  Now you can make every Notification count!

Try out these SDKs and more for free with little-to-no coding required at enhance.fgl.com

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February Enhance News and Notes

newsandnotes

FGL is pleased to announce that Enhance™ has been updated to support the following SDKs:

Kiip – Kiip is a marketing and monetization platform that greets people with “moments” on their mobile and connected devices.  Moments garner a measurable emotional response that builds positive associations for your app.

kiip

With Enhance™, you can now implement these moments in your app on Android devices using the Kiip SDK.

 

Kidoz – Add a new layer of engagement to your app with Kidoz’s kid-safe content recommendation widget and boost your revenues via branded kids’ content promotions.

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Keep users safe with this certified COPPA compliant SDK via Enhance™ today.

 

Pollfish – The Pollfish mobile survey SDK for Android and iOS enables easy survey distribution through mobile apps and instant collection of responses and feedback from users.

pollfish

Pollfish is now available for Android and iOS Enhance™ users

 

Fyber – Unlock your app’s full revenue potential with unified Mediation, Exchange and Ad Serving capabilities. Maximize every impression served with holistic yield optimization, and minimize app store resubmissions with server-side controls that empower you to adjust your monetization strategy on the fly.

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You can now access this comprehensive ad platform featuring interstitials, offer walls, banners and more with Enhance

 

Tapjoy – Tapjoy’s mission is to personalize the way freemium mobile apps engage and monetize their users.

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Use Enhance™ to implement Tapjoy’s Mobile Marketing Automation Platform and optimize revenue from every user today!

 

Facebook – Enable install tracking and attribution with this Facebook SDK using Enhance

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Firebase Analytics – Firebase Analytics is the free and unlimited analytics solution built directly into Firebase. Gain insight into your users from ad click to app usage. Firebase Analytics works with other Firebase features, so you can take action on everything from click-through rates to app crashes.

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Try out these SDKs and more with little-to-no coding required at enhance.fgl.com

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Indie Giving 2017 Survival Guide

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The indie giving event is a special program designed to help independent game developers attend the 2017 Game Developer Conference in San Francisco. Everyone who signs up will get the chance to take part in a charity event to support a local organization!  

The goal is to show gamers know how to have fun, and give back. This year we’ll be helping the San Francisco Parks Conservancy clear out many invasive species from the Presidio of San Francisco. The Presidio is home to 20 rare plant species, including five protected by the Endangered Species Act. Participating in habitat restoration by removing invasive species and re-vegetating with native plants is the most proactive way to help conserve this landscape. Our work will be outdoors, and last a few hours, which includes meet and greets beforehand, and closing comments afterward.

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What is Provided?

  • Water Bottles
  • Work T-Shirts
  • Tools needed for event

What do I need to bring?

Just yourself, and your willingness to work.

What if I want to bring something?

We’re able to accommodate 1 backpack per person, so feel free to bring along anything you think you’ll need. Keep in mind, you’re responsible for anything you bring with you.

Possible items:

  • Sunscreen
  • Hat
  • Jacket
  • Football or Frisbee

What should I wear?

We’ll be working outside, so please wear closed toe shoes and pants you don’t mind getting dirty. Please no shorts or sandals.

How many people will be there?

We usually have around 30 or so people helping out, so there’s always someone from the gaming industry to chat and team up with.


Signing up for Indie Giving also includes an Indie Games Summit GDC Pass:

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For more information, check out the GDC website for details

Sign up for Indie Giving today at indiegiving.com!

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Community Spotlight – Sonny developer Krin Juangbhanich

FGL Community Spotlight – “Sonny” 

 

The Community Spotlight returns to highlight a recent release from a mobile developer in the FGL community.

We asked Krin about his new release “Sonny” and got his thoughts on modern game development.

 

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FGL: Welcome to the Spotlight, Krin! Tell us a little about yourself and how you got started with game development

Krin: My name is Jakrin Juangbhanich, and I first got into game development when I was 13 or 14. I had the thought to turn one of my highschool teachers (someone that wasn’t very popular with the students) into a boss fight. It was a very short game, and once the teacher was defeated, she blew up like a Megaman X boss. From there, I developed games as a hobby. I didn’t have any background in Computer Science, so I had to learn by just ripping apart example projects and copy pasting things a lot.

Between 2004 and 2010, I made a few Flash games that gained popularity on Newgrounds and ArmorGames: Sinjid, Crimson Warfare, Flight, Colony, and Sonny. Flash games were only starting to become big, so I guess there wasn’t that much competition at that time. That’s how my games were able to get so much exposure, and it really encouraged me to do something better than what I had done before. That’s how I grew my skills over the years, and that’s how I met all the amazing people that I’m working with today.

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FGL: We’re very excited you brought your latest project “Sonny” to mobile.  For fans new to the series, tell us about the Sonny franchise

Krin: The first Sonny game was originally a Flash game about a zombie who wakes up tries to find out who he was. The gameplay was a linear turn based combat RPG, with core focus being on the skills and buffs. It was immediately really popular, and to be honest I’m not sure why either. The game is really easy to learn, and I think people enjoy leveling up skills and items in general. Maybe it was the weird environments and story, or the voice acting. The music was incredible too (courtesy of David Orr – thanks mate!), so I guess it was a combination of those things.

What really surprised (and motivated) me was all the people who wrote in the comments or forums who were really into the game. They were talking about strategies, skill builds, and the story. It really made me so happy to know that I was able to create that kind of entertainment and value for other people. That was when I started to seriously consider game development as a career.

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FGL: As a highly successful Flash developer, what was it like making the switch to mobile?

Krin: Prior to Sonny, I made another mobile game called Gemini Strike. It was the first mobile game I ever made, and the first game made using Unity. Double whammy! It was so challenging and uncomfortable at first. I chose to do a space shooter game because I always feel that is the best type of game to make when learning a new platform. But the project eventually grew into a space shooter with procedurally generated loot and RPG mechanics and a massive story script. I had a lot of fun on it, and it was a great project. When that game was done, the very same team began to work on the new Sonny game.

Even with the previous exposure to Unity and mobile, there were still many challenges. Not having vector graphics, or a Movieclip animation system like in Flash meant that we couldn’t just clone the game. We had to re-think how a lot of things worked, but also keep it feeling true to the original. The same was true with gameplay. Sonny was very popular back when it was released in 2007, but now it’s 2016 and the players will have higher expectations. The big design challenge for me was to bring in something fresh, but with the same flavour.

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FGL: Do you have any advice for new game developers or developers looking to make the switch from web / browser gamedev to the mobile space?

Krin: Every developer is different and has their own story! But if you’re like me, you are an impatient creator. You get bored if you spend too much time learning or reading and not seeing results. You’d prefer to hack something together and have it work, than spending time to do it the ‘right’ way (bad habit, I know!). We’re like the hares of the fabled race. We’ll burst out the gate sprinting, but then stop dead down the track. Whether it is from laziness, or lack of energy, or willpower, it doesn’t matter.

But eventually to grow, you have to be patient. Learning a new technology or trying something new can take time. It can feel like a step backwards at first. So I think the key is not to give up, but just switch the approach. Stop being the hare for a while, and be the tortoise! Just make slow and steady progress, and bit by bit you’ll get where you want to be. Even if some technologies get obsolete, there are many more skills you’ll gain along the way that will be useful forever.

 

FGL: Where can your fans follow you and get updates on your games?

Krin: I’m in the process of re-creating my blog. In the meantime, my most active channel for updates or conversation is my twitter – @krin_jj! I My shoutouts are to my team (David, Jet, Panit, Akhanan!), to ArmorGames and all the support they’ve given me (Dan, Ferret, Sean, Tass, Dora!) and to all the amazing people I don’t know who create all the free YouTube video tutorials, podcasts, and answers on Stack Overflow. Thanks guys!

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I’d like to thank Krin and Armor Games for answering our questions and sharing these stories with us. You can download “Sonny” now HERE. If you have any other questions for Krin, you can follow him on Twitter at twitter.com/krin_jj or post in the comments below! If you know someone who would be a good candidate for the Community Spotlight, comment below or send us an email at info@fgl.com.

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Enhance™ News: Phunware partnership

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Enhance™ adds Phunware support

FGL is pleased to announce that Enhance™ has been updated to fully support Phunware Advertising!  With Phunware, Enhance™ users now have access to high-quality ads and flexible monetization options all with the simplest, fastest SDK implementation Enhance™ provides.

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Phunware currently works with 70% of the comScore 1000 advertisers to deliver quality ads and higher eCPMs with ad options including rich media, video, display, native and more—all while maintaining a smooth user experience.  Use Enhance™ to try out Phunware Advertising in your app today!

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