|
marshmonkey and I's company NimbleBit have been developing for iOS going on 3 years now with a good deal of success. We put together a little infographic to celebrate the milestone: http://dl.dropbox.com/u/461612/NBgraph.jpg I'd be happy to answer any questions or give any advice about iOS development or App Store strategies.
|
# ¿ May 11, 2011 18:35 |
|
|
# ¿ May 21, 2024 03:17 |
|
Doc Block posted:Is it true about the "Always release on Thursday. Always." thing? If so, why do you think that is? I never put much stock in releasing on a certain day. The most important thing is to set your release date to a future date so you can control the release instead of putting it live right when it is approved. After an app is approved you can send promo codes to media and review sites which will let them test the app so you can have enough coverage to have a decent launch on that future date. At this point we don't have to worry that much though because every new game we release gets coverage on all the major sites and we've been lucky enough to have Apple feature every game (Pocket Frogs got the very first iPhone/iPad game of the week features).
|
# ¿ May 11, 2011 18:55 |
|
Ender.uNF posted:How have you gotten artwork done for your apps? My biggest problem with starting a game project is I can't find an artist to work with. (I'm sure at this point you have the cash to pay whoever you need). My current goal is release early and often so I've been focusing on projects that I can do on my own without having to wait on or rely on anyone else. We are lucky enough that my brother is an artist and I am a programmer. We haven't and probably never will contract anything out, it just gets too messy. My biggest piece of advice is usually that it is almost always better to have more people using your app. A lot of devs are scared of free but it gives you 10x the audience and there is almost always a way to monetize that. Might not make sense for the niche utility apps you mentioned though.
|
# ¿ May 12, 2011 02:07 |
|
Inevitable Ross posted:You could also use Testflight ( http://www.testflightapp.com ) , if you don't want to go through all of the server rigamarole bullshit. I'm pretty (100%) sure it's what the nimblebit guys use, and we all know what colossal jerks they are. Yeah Testflight is free and awesome, and gives us more time to learn new ways to be colossal jerks.
|
# ¿ Jun 1, 2011 22:07 |
|
kitten smoothie posted:No payment date here for the whopping $48.80 I am owed this cycle (on the upside it's 26 cents more than last month, I'm on the up and up here!). Don't they hold payment until you're owed more than $250 in a territory or did they get rid of that?
|
# ¿ Nov 27, 2011 16:53 |
|
Funso Banjo posted:They got rid of that. Thank god, or my early months would have been even drier than they actually were It made sense back when they sent a wire from every territory separately. You'd lose half your payment in bank fees.
|
# ¿ Nov 27, 2011 19:24 |
|
Doc Block posted:A submission question: You get bumped back to the beginning.
|
# ¿ Feb 27, 2012 03:36 |
|
Froist posted:Forgive me for what may be an stupid question. Definitely go with cocos2d.
|
# ¿ Feb 29, 2012 19:17 |
|
Bob Morales posted:You could just have at it with OpenGL. I'm one of the authors on that book. Wouldn't recommend it over online cocos2d tutorials (or a cocos2d centered book).
|
# ¿ Feb 29, 2012 20:34 |
|
jerkstore77 posted:Thanks, I'll look into those. Just detect the clock moving backwards, travelers won't get hit because the time zone changes not the UTC date.
|
# ¿ Jun 26, 2012 21:30 |
|
|
# ¿ May 21, 2024 03:17 |
|
Anyone interested in the cross-platform benefits of Unity while still wanting to develop 2d games primarily in code (not the 3d editor thingy) should check out http://struct.ca/futile
|
# ¿ Aug 12, 2012 16:44 |