:lolKhanage said:Edge 1.2 update is up!!! 3 new Levels!
GO GET IT NOW!!!
Edit:
Be aware... The update wiped my save file! But I'm not mad... How can I be mad at you EDGE!Just another reason to play through it again!
Bliddo said:Just a quick rant.... I hate to do this, but I need to...
Developing for iPhone is a pain in the ass.
Khanage said:Edge 1.2 update is up!!! 3 new Levels!
GO GET IT NOW!!!
FWIW I've seen a post indicating that there's a way to test your final build, but not being an iPhone dev I didn't save itBliddo said:There was none when I tested it on my device, but when you upload the binary, you have to build and sign with the development certificate, and you can't test what you just built, so it's kind of a leap of faith.
jonnybryce said:As for this Flow nonsense, it's out there for free and I really don't see the issue. Games copy eachother all the time, atleast this time there's no profit being made.
Furthermore, they were originally charging $0.99 for the game - otherwise known as profiting from thatgamecompany's work.Dreamwriter said:Sure, they copy each other all the time. But when a game is such a blatantly obvious ripoff, only a jerk calls it a "new, unique game completely in a class of its own". Also, the controversy started because the author of Flow had released the source code to it, and thought this game may have used that source without crediting him, and *that* would have truly been wrong.
Dreamwriter said:Sure, they copy each other all the time. But when a game is such a blatantly obvious ripoff, only a jerk calls it a "new, unique game completely in a class of its own". Also, the controversy started because the author of Flow had released the source code to it, and thought this game may have used that source without crediting him, and *that* would have truly been wrong.
yurinka said:A Japanese site uploaded some screenshots and a gameplay video of Jungle Bloxx :
http://www.youtube.com/watch?v=Iyu_DpB3lWw
Lord Error said:Ah, nice to see that Apple would allow a blatant ripoff game on the store, while they reject a perfectly legal C64 emulator.
dallow_bg said:Looks like you can't get Aquatica anymore. I see it the store but phone tells me it's no longer available for purchase.
Lord Error said:Ah, nice to see that Apple would allow a blatant ripoff game on the store, while they reject a perfectly legal C64 emulator.
Bliddo said:Just a quick rant.... I hate to do this, but I need to...
Developing for iPhone is a pain in the ass.
I have one game on the appstore, Star Ride, I wanted to add features, so I submit an update to Apple review. It's been almost 3 weeks, and the upgrade is still in review...
Meanwhile the lite version goes live(submitted a week ago)... what the hell? What kind of queue is that? a LIFO?
Anyway, there's a bug in the lite version. There was none when I tested it on my device, but when you upload the binary, you have to build and sign with the development certificate, and you can't test what you just built, so it's kind of a leap of faith. So now the italian version of star ride lite instead of the localized text has some nice debug test(btw, that's an xcode bug with the localized.strings in the it version). I submitted the patch an hour after the release, but now it'll take at least one week to go live.
It's so hard to get some visibility on the appstore(so hard that I'm spending most of my free time promotinig, instead of developing, and that sucks), and you have no control whatsoever on your app once it's live... so if something goes wrong, you're pretty much screwed. I just hope they do something to speed up the update queue over the new apps one, right now it's frustrating.
Kodiak said:It really really seems like apple needs to hire a few more people to handle the app approval process. They need people who actually know a great deal about games and have the balls to say "Our store would be worse for having this game" when a game like Aquatica or whatever ripoff or fart app appears on his desk.
jonnybryce said:Damn. Good thing I downloaded it this morning when it was mentioned here. It'll stay with me forever now, right? Or will iTunes automatically delete it or some bullshit that I wouldn't be surprised to see Apple pull?
Stoney Mason said:Meh. I have lots of problems with apple's approval process but I think that's overstating it a bit .
Kodiak said:Yeah probably... I'm sure its a struggle to maintain such an open platform and yet control the quality of the titles available.
But still, they need stricter standards.
ravien56 said:2.air mouse control. this thing pisses me off and i cant believe i wasted money on this crap. 2 things, 1 the accerlerometer control doesnt work on xp it seems and 2. theres a ton of lag when moving it...any one else have this app? any fixes?
Stoney Mason said:I think they need consistent standards (and probably more intelligent legal standards) which in the past hasn't always been the case. I've very much for loose standards as it is however. I think there are lots of things apple can do to promote quality apps and organization of the store which they aren't necessarily doing right now but I'm not generally in favor of a strict approval process with apple as gatekeepers.
It's definitely a tough market nowadays. With so many apps its very hard to stand out at this stage without some advertising. And I mean real advertising. Hell, Real Racing is at #67 on the store in games and if ever a game deserved to be top 10 for an extended time it's that one. Compare that to Need for Speed which has always been consistently top 40.helava said:Bliddo - others out there feel exactly your pain. Hang in there. It's a mystery to me how some terribly-reviewed games stay really high in the rankings - it's really an issue of popularity breeding more popularity. Honestly, I attribute it to the structure of the App Store - it's much easier to find popular games than non-popular ones. Fall out of the top 100 of the categorized lists, and you're basically invisible.
The crazy thing is how much of an enormous spike there must be, sales-wise, at the top. 'Cause Taxiball's been at ~50 on the paid arcade lists, and ~80 on the paid action list, and our sales? Still not anywhere near enough to sustain development for our four-person team on its own. It's pretty crazy.
I dunno what the answer is, but I aim on trying to find out as long as I can.
seppo
You couldn't use just anything in his emulator - onlygame packs that they would have to approve independently. Besides, they approved Frotz, interactive fiction interpreter, that not only lets you download new games from some random website, but it lets you create an FTP connection to your computer to copy any Frotz-compatible game you want onto it.jonnybryce said:Apparently the issue with emulators aren't that it uses downloaded roms but that it goes against the Apple approval process, literally. You can use anything in the emulator, and code for the emulator, meaning things can be done without Apple's knowledge on a non-jailbreaked device. They don't like that idea.
Mdk7 said:How can i resist to a style like that?
helava said:.
The crazy thing is how much of an enormous spike there must be, sales-wise, at the top. 'Cause Taxiball's been at ~50 on the paid arcade lists, and ~80 on the paid action list, and our sales? Still not anywhere near enough to sustain development for our four-person team on its own. It's pretty crazy.
I dunno what the answer is, but I aim on trying to find out as long as I can.
seppo
1.) It's really good and has great production valueslawblob said:Sidenote - anybody know why Stone Loops keeps climbing the list? Is it because Apple has it on the "Hot" list for so long? Seems like they should keep the "Whats New" and "Whats hot" lists more random. Every time I go there I see the same stuff over and over and over..
With the constant flood the only real solution will be if Apple changes the App Store and iTunes in general. Using the App Store on the iPhone is limiting due to the screen size of the phone, particularly for games, and if you aren't on WiFi you can't download anything over 10mb which hurts impulse buying. As for iTunes, at this point the App Store should really be either a separate application or much less integrated into the main morass of iTunes content, because even the game genre categories (which are somewhat buried) seem to act much too overly broad, can cause confusion if an app sounds like one of the millions of songs, and the iTunes application is simply not designed to handle the kind of browsing that a software store needs.lawblob said:Seems like with the cut-throat nature of the App Store pricing, you almost need to catch lightning in a bottle to gain traction over the licensed IPs and big name titles on the store. This thread makes me wish I knew more about marketing / advertising. The App store is a fascinating place; like some kind of fast food joint where millions of people line up every day looking to spend a few bucks; the store has countless items on the menu, but they only advertise a few at a time. Must be frustrating trying to figure out how in the hell to get more eyeballs onto your product.
£1.79 at first I think, so $2.99 or something.Prezhulio said:Was topple 2 always $.99? Either way i just grabbed it and love it!
Even the game was focused mainly to the iPhone, it was released first as a game for stardard mobile phones. It means we must consider like 2000 families of handsets and design the game to work in all of them. We considered to add accelerometer support, but it didn't work well with thi game because it breaks the strategy as a puzzle.Stoney Mason said:Jungle Bloxx is a nice casual game. I think some accelerometer use added in with the physics would have been a good addition but still a good game even without it.
Thanks. This is our target: good, fun and simple casual games.Stoney Mason said:California Gold Rush
3D Rollercoaster Rush
Crazy Penguin Catapult 2
and Jungle Bloxx are all pretty good games you guys have put out recently. I think Digital Chocolate nicely hits that casual simple market.
Prezhulio said:Was topple 2 always $.99? Either way i just grabbed it and love it!
kaizoku said:Some real nice mobile games on there though, they should be fun throwaway games, like the kind you get on facebook and on flash sites.
jonnybryce said:I want to love it but it got so hard. I'm at one of the later upside down levels where the foundation is a fucking triangle so everything I do ends up collapsing. So frustrating.
Hell no. If I didn't have games like Castle of Magic or Need For Speed I wouldn't be loving iPhone gaming nearly as much.
Stoney Mason said:It's definitely a tough market nowadays. With so many apps its very hard to stand out at this stage without some advertising. And I mean real advertising. Hell, Real Racing is at #67 on the store in games and if ever a game deserved to be top 10 for an extended time it's that one. Compare that to Need for Speed which has always been consistently top 40.
ColR100 said:When is Rolando 2 due to hit btw?
As been sitting on the fence as to whether to buy the first one.........think I'd rather hold out if it is going to be available in the next few months.
Prezhulio said:Was topple 2 always $.99? Either way i just grabbed it and love it!
dream said:In a case like that, I wonder if it would be more profitable for Firemint to drop the price to $4.99 and try to make it up in the mythical App Store volume sales.