For the past 2-3 months, John and I have been going back and forth about whether or not to make a TITOL3. 3 weeks ago, the project was greenlighted and we dove right in. It was a very different experience than TITOL2 for 2 big, related reasons: I had 0 lead time to start coming up with stage ideas and John and I didn’t meet up to spend a day doing nothing but setting the 30 stages, their names, their orders, how they’d work, etc. On TITOL2, I had spent about 6 weeks coming up with ideas and then John and I spent day 1 of development solidifying the core of the game. For TITOL3, it was mostly off the cuff… yes, I had 5 or so ideas that had been floating around in my mind, but most of it was done on the spot, with John giving a, “Hey. We’re working on this. We have 2 weeks. GO!”
Anyway, 3 weeks later, the game is now live on Armor. SO PLAY IT!
This version of the game has ditched the button and gone with a switch. Elephant now poops pastries (ala AU2). And there are 4 teleporting doors located throughout the level. Not to mention a return of the velociraptor, FML mode, and Hyper mode… plus a new Invisible mode.
Can you beat my speedrun time of 2:57.97?
Don’t think I ever wound up posting about my car… but about a year ago I purchased a 1994 Chevy Cavalier. It’s turquoise. My car is very ugly. But it only had 20,000 miles on it, and still only has 23,500. Not bad for being 17 years old.
My car is now far less ugly, thanks to this sexy custom license plate I purchased through the PA DMV (Pennsylvania Dept of Motor Vehicles):
I am now officially a baller.
I last posted about this in December 2010. It’s now been 6 months, so I’ve decided to look at the numbers again (as the last update was covering the 6 months from June 2010 – December 2010). I find the results to be very fascinating:
1) I think the difference between “Total” and “Worldwide” is because of Turkey; from what I’ve noticed, Turkey is not counted in either Europe or Asia… and the views from Turkey line up fairly well with the difference between the 2 values.
2) Note the decrease in US views, with the Worldwide views remaining fairly constant. My theory on this is 2-fold; a) I’ve been doing less work for ArmorGames, Kongregate, Bubblebox, and Candystand recently… which likely have very high US traffic. And b) I’ve had a ton of work for Spil Games’ network over the same period, who heavily focus on non-US, non-English-Speaking traffic.
3) US, Can/Mex, Europe, and Aus/NZ have decreased from 84% to 78%. Majority is still US and Europe, although that percentage has decreased as well.
So I have been pretty lazy when it comes to posting stuff here… will do my best to get back to posting more. Lot of stuff has been going on though!
I bought a house with Whorli (my girlfriend of almost 8 years now). This was about 3 weeks ago. It’s been pretty hectic trying to paint the new house, move everything out of the old house and into the new one, paint the old house and get it ready for the renters moving in (Whorli’s parents own our old house), etc etc. Still not done and we’ve been working on it for hours a day. Too many trips to Lowe’s and IKEA.
Bowling has been going fantastically. Tuesday night league is finally over… thank god. There is 1 more week left for Wednesday night, then the playoffs. Over the past 12 weeks of Wed bowling, I’ve averaged 231.00 and raised my book from 220.39 to 224.03. Yet, I somehow have a losing record in those 36 games (17.5 – 18.5). Of those 36 games, 6 have been under 200 and 5 have been over 265. I’m in 6th for average, but just 75 pins out of 3rd. I also shot back to back 700 series for the first time ever this past Tuesday and Wed (741 and 726). Will have a final bowling post for the season in 2 weeks.
Walkthrough business has been a bit slow recently, although it doesn’t seem to just be me. Most of the flash devs I talk to regularly feel that things are a bit down overall. I suspect it’ll pick up shortly, as the summer is just starting.
ThirdStyle is picking up, which is nice after 2-3 months of minimal development.
I spent pretty much all day today playing Portal 2. Apart from lunch and bowling. And 90% of that time was spent doing co-op missions with my buddy MrRubix. It took about 7 hours, but we managed to beat the whole thing. Super fun and I highly recommend all of you play it with a friend!
Here’s a video I recorded of the final level of co-op. It comes complete with audio of both of us.
-Higher eCPM (60-100% higher, roughly)
-Fast approval time (not instantly… but if I ask, it gets moved up in the queue and approved within an hour; no idea how long the non-move-up takes)
-Great customer support (I get emails back quickly, answer my silly questions, etc etc)
-Ads only monetized in the US (roughly 1/3 of my views) [this 1/3 is still earning me 60-100% more than YT though]
-Lot of sites I work with don’t like the pre-roll and won’t let me switch, and there’s no way to just display overlay ads.
-The entire 5min back-end is pretty crappy
—The uploader is a 1-at-a-time thing, that auto-fills part of the title and description (have to delete it each time), and has restrictions on # of tags and length of title.
—The analytics are basically non-existant
—The revenue reports are broken down into 2 different sections and they both keep defaulting to dates in October.
—No easy way (that I know of) to search through uploaded content… videos are just plopped all on 1 page (500+ of them)
Overall though, the money is enough to overlook the other stuff… if sponsors would allow me to switch the embeds. Which they aren’t doing. So far, only Armor has let me… the other large sponsors I work with all have said no. Which means about 35-50% of my views will start coming from 5min and the rest still on YT; I’ve done roughly 400,000 views on 5min since the start of the month vs 1.5 million on YT. However, I only have about 15 videos (covering about 8 or 9 games) switched to 5min.
It also seems that PlayedOnline is building a new section on their site specifically for my 5min vids (they’re the ones that asked 5min to reach out to me in the first place). So that’s pretty cool too. Will definitely have a post about it when it’s live.
So today I have hit 50 million total video views. This is as per tubemogel.com, not what it says on YouTube, as YT’s view stats are lagged by 3-4 days. This is very cool stuff, especially given the time it took to go from 10 to 25 mil vs 25 to 50 mil (178 vs 209 days OR 11.86 vs 8.36 days/mil). This is almost a 42% increase in views/day, with an average of almost 120,000 per day over the past 209 days.
More stat milestones… This is the only level too broke 2 million, just edging Use Boxmen as my 2nd game to 2 mil; this also makes the 2 TITOL games #1 and #2 on my most viewed list all time. But to keep John’s ego in check, he still has less total views than his AG co-worker Joey (5.36 mil vs 5.39 mil)… barely.
Random other stuff: going to try and start posting daily again, if I can. This means not everything will be work related. Not sure if this is a good or bad thing.
I was talking with my family over dinner about my process for walkthrough creation, and it dawned on me that there are 3 very specific steps in the process.
Step 1: Exploration. The first time through a level or game, it’s all about figuring out HOW to beat it. Whether it is a tricky level late in a game or a point and click adventure, the first step towards showing others how to beat it is to do so yourself. This is not always easy, and I often find myself trying many different methods in an attempt to find the correct one. For point and clicks, this usually involves randomly clicking everywhere in the game with everything in my inventory, along with trying to combine anything with something else… whatever I can do to progress in the usually linear nature of the game. In level-based puzzle games, this means trying every route available or clicking pieces in every possible combination or firing a projectile at many different angles/strengths. The goal is always the same… find a way to solve the level/game.
Step 2: Memorization. Once you know how to beat a level or game, you need to do it in a way that clearly shows others how to do it as well. In a level-based game, you want the solution to each level to be fluid. You do not want pauses, mistakes, backtracks, misclicks, or extra moves shown… this will confuse someone trying to copy you. The same is true in a full-game video. To do this, you need to run through the game or level multiple times until you have it memorized and can do it without making a mistake. I will often record my memorization playthroughs, as I will do them without a break to keep the solutions fresh in my mind. Then, when I have it down, I easily transition from memorization into the 3rd step…
Step 3: Optimization. This goes hand in hand with memorization, but merits its own step. Memorization has no specified number of attempts to it, but when it is done correctly, it IS the Optimized run that I will upload. It is also during the memorization runs that I will look to fine-tune my method, so that the final optimized product is as flawless and close to optimal as possible. A walkthrough should not just show the solution, it should be of a level of success and mastery that people strive to match or surpass it. Anyone can record themselves beating a game; a walkthrough should be something you’re proud of… an accomplishment of your victory over that particular game.
Well, that’s at least how I do it.
So crazy to think… amazing really. For a walkthrough to have so many views. This is the only level’s walkthrough hit 3 million views today. Yay!
Use Boxmen will hit 2 million very shortly as well.
Don’t think I’ll have any new 7 digit milestone posts for a while. Oh well.
Bidding ended last week, and the game is now LIVE on GamesButler.com. Big thanks to Dom for the sponsorship, quick payment, and quick add to his site.
And, of course, if you need help… here’s the walkthrough. But be warned, you may accidentally see the solutions to levels other than the one you want.