Posts Tagged ‘iphone’

WebGL support vs Microsoft and Apple

Friday, July 8th, 2011

I’m sad to see the resistance to support WebGL among Microsoft and Apple. “Security risk” is just a scapegoat. Sure screen scraping is a valid concern but there are ways to prevent it for sure, for example forcing memory reset, disabling app-level texture reading, frame buffer read-back, etc. And Microsoft’s ActiveX is not a bit better in that regard, probably much much worse.

The real reasons are most likely business reasons: Microsoft doesn’t want gaming to move to browsers, and neither does Apple. Microsoft has dominant position in desktop gaming, and Apple dominates mobile app sales. So why would they embrace multi-platform 3D in a browser? It doesn’t make (at least at the moment) business sense for them. Sad.

iPhone and piracy

Wednesday, October 28th, 2009

Smells like donkey blog had an interesting article about iPhone piracy from a game developer’s perspective. By their measurements, up to 90% of all submitted high-scores were from pirated apps. Wow. But well, it doesn’t mean if they could prevent piracy they would get 10x more sales, of course. And at least they now have much larger user base for their community, heh.

Update: Fishlabs numbers from here support this as well: 95% of Rally Master Pro first-day downloads were illegal.

Swebapps

Wednesday, October 28th, 2009

Swebapps concept: Drag-n-drop buttons, click click click and you get iPhone app. Maybe it’s useful for making a dedicated iPhone app for a restaurant, but it’s very limited what you can do with that approach. Calling the creations ‘applications’ is almost generous, since it’s more like ‘mobile optimized website generator’. They also reflect this view by speaking about hosting the application… Maybe it has some uses but don’t expect to make a blockbuster iPhone app with that approach. Their pricing also reflects this: You pay monthly hosting fee, 270 USD per year, but there is no royalty. Probably because you won’t get much either, at least by sales. But yep, maybe it’s a good solution for making dedicated iPhone app for your Backyard BBQ restaurant.

Rich & poor of iPhone app developers

Saturday, October 24th, 2009

Interesting how iPhone apps seem to follow “90/10″ hit pattern typical to game industry: 10% of the apps make 90% of the revenues?

Here’s “million dollar apps” article:
http://www.businessweek.com/the_thread/techbeat/archives/2009/10/million-dollar.html

And here’s a different experience (from Slashdot):

“It’s definitely not easy to even earn a little money on the App Store with just a good game, much less get rich. I am the developer of a game on the App Store and have not been paid a single cent from Apple yet. The game is highly polished and has great written reviews and even good reviews from professional sites. It’s only $0.99 to $1.99 (depending on sales). We’ve had a few hundred sales since the beginning of the year. Apple only pays if you break $250 for each region, not for all regions combined, so they keep what little we’ve earned indefinitely unless we make more sales. I’m not going to whore the product out by mentioning it here; I just want to get the message out that this is what’s up with the App Store to other potential developers. I logged over 500 hours developing that game and haven’t received anything for it. So not only is it entirely possible you won’t achieve success, but you might waste a lot of time and resources in the process. The process of getting any information from Apple was miserable, and they treat developers like shit. I used to have a lot of faith in Apple’s good will and have been a long-time Mac head, but after this experience, I’ll still buy Macs, but I will NEVER do any other kinds of business with them again.”

(http://apple.slashdot.org/story/09/10/14/2015232/Road-To-Riches-Doesnt-Run-Through-the-App-Store?from=rss)

iPhone development and “the edge”

Wednesday, October 21st, 2009

As iPhone Application Store gets more and more crowded, it gets more and more important to find out what is the “edge” of your product. Clever marketing? Controversial theme? (but not *too* controversial for all-censoring Apple…) Or what?

Great examples: iSnort cocaine snorting “game” (without explicit reference to the drug!), iFart (of course) and this Russian roulette marketing video. There are stuff for every possible category so you really need to stand out of the crowd.

Android game development on Gamasutra

Wednesday, October 14th, 2009

There is an article Developing Games for Android on Gamasutra. Good to see interest from developers beyond all-mighty iPhone. Still, device fragmentation is potentially much worse issue on Android as in iPhone, since Android is, well, more open. Worry with Google (from App developers point-of-view) is that does Google want encourage paid content? At least some developers have been complaining that the paid apps are hidden behind some sub menu and even the best selling apps are not really making much money.