I like tumblr.com for it’s simplicity and design. It also comes with a built in music player that allows you to upload songs.
john saidHi John, I work as a security professional in Deloitte TT, I would love to share my knowledge on website security with you and give you some ideas.
We’re basically going to implement something along those lines, just keeping it scalable and making sure it doesn’t screw up referrals is a little trickier than that.
That sounds good.
Do you think that might work better than Tumblr blogs? More importantly, do you think anyone else would even be interested in the idea?
1.) Linking to audiojungle to improve SEO should work with either one.
2.) I really don’t know for sure, my guess is you my just get the same limited response I did.
The more I use wordpress the less I like it, which is why i suggested tumblr.
Posting strong anchor links to audio jungle will help with the seo
for example: royalty free music
I thought more authors would post a similar link from the their website or even tumblr blog.
I had offer to sponsor a tumblr theme for this but only a few authors were interested. The project may never start because of the lackluster response.
Bandcamp is great for promoting music you plan on selling on Bandcamp. I think bandcamp can be very useful. Soundcloud & Bandcamp setup does not easily facilitate the face whacking you described.
congrats !, I hope audiojungle continues to get better, hopefully it get can be the number one source for royalty free music and rank high in google and yahoo/bing.
Actually I don’t think a royalty system won’t scare game developers who are customers if it’s low cost, because:
1.) you only pay a small percentage when you have revenue.
2.) the game developers are use to it, a number of game engines are based on this model. The popular unreal engine is royalty based, where makers of the unreal engine get a percentage of the revenue.
Moreover this will only be a third option, they will still have the option of both the standard and extended license.
As for the tracking system, it won’t really be too complicated, it will only require the developers to report sales then pay the money owed. But still, it may not be economical to implement.
thats a cool looking game, nice work.
As a developer you always want to cut as much expenses as possible, I’m currently working on a mobile game (coda red), so I understand both sides of the story.
I think one viable option would be to charge low cost royalties, but then the music won’t be royalty free and envato would have to develop some sort of tracking/reporting system.
Alternatively the developer could purchase audio and music at the standard rate for internal testing and playing. Once they are confident in what they have produced, when they are ready to ship, they will have to purchase the extended license. Let’s face it every commercial project has plenty of expenses, whether it’s time or money.
Musicians sell songs on itunes too, and we still have to pay for our instruments, studio equipment, accessories, videos, web sites, etc. No one is giving musicians a break because songs are sold for .99.
Making a commercial game can be a very expensive project. Paying an illustrator for a custom sprite cost between $350 or more per sprite sheet. so artwork alone can cost thousands of dollars, if not tens of thousands. If you can’t code, the rate of a skilled and experienced developer is typically more expensive then both the musician and artist rates combined. So the music is just one part of the larger expense of making a game. The cost of licensing royalty free music is not going to be the primarily reason why .99 game won’t be profitable.
On a side note it may be more economical to hire a single musician to write custom music perhaps audiojungle can facilitate this like some other sites do.