Our first 2D space game, Spinvaders is now available at the App Store. Click here to download!
As always, please rate and review the game and also feel free to leave comments here on the blog.
Official blog for TractorBeams, DarkFlow and the newly released PoodleJump. We share the development process with you, and we welcome your feedback.
Tuesday, 16 November 2010
Tuesday, 9 November 2010
Radio Player now live!
After a longer than usual review process, Radio Player is now live.
Radio Player (click here to view in App Store) provides rock solid 3G and WiFi streaming of some of the world's most popular commercial-free radio stations.
Check it out and leave a comment here on the blog, or better still, leave a review on the App Store.
Radio Player (click here to view in App Store) provides rock solid 3G and WiFi streaming of some of the world's most popular commercial-free radio stations.
Check it out and leave a comment here on the blog, or better still, leave a review on the App Store.
Friday, 15 October 2010
Poodle Jumper 1.2
An update for Poodle Jumper has just become available on the App Store.
Version 1.2 brings Game Center Achievements plus some special extra features - see if you can find them.
As always, we welcome your feedback.
Version 1.2 brings Game Center Achievements plus some special extra features - see if you can find them.
As always, we welcome your feedback.
Tuesday, 28 September 2010
Penguini
Penguini now available, featuring Game Center Leaderboards and Achievements!
Download now and please add a review to the app store.
Download now and please add a review to the app store.
Thursday, 9 September 2010
Poodle Jumper 1.1 with Game Center
Poodle Jumper 1.1 is now out and supports Game Center!
Come on Poodle Jumper champions, let's see who can make it to number 1!
Saturday, 21 August 2010
Poodle Jumper Press Release
Nugames.co.uk is proud to announce the launch of its first 2D game, Poodle Jumper (http://itunes.apple.com/gb/app/poodle-jumper/id381527097?mt=8).
Having concentrated thus far on more complex 3D games such as Tractor Beams and DarkFlow, Poodle Jumper is a significant departure, and indicates where Nugames are planning to go in the months ahead.
"Our stated aim is to release a new game every month," promised Nugames lead developer, Giles Chanot, "and diversifying into 2D games is an important part of this strategy. We will continue to develop 3D games but as these take longer to complete, we are going to bring out a range of simpler games in the short term. We are also moving to a 100% iAd supported model going forward, and Poodle Jumper is our first game to be free and iAd supported from day one."
As well as iAd support, Poodle jumper also features Facebook integration to allow users to post score updates straight from the app to their Facebook wall. In the coming months this will be joined by Game Center integration, which will provide a Poodle Jumper leaderboard within the new Apple social gaming property.
"It's a shame Game Center support has been pulled from the older iPhone 3G device generation," notes Chanot, "but nevertheless we are pushing ahead with our implementation as we anticipate Game Center to be launched by Apple as part of it's iOS 4.1 release in the autumn."
Poodle jumper should be familiar to gamers who have played the wildly popular Doodle Jump (apparently Nugames were originally going to launch their game under the name Poodle Jump but this had already been reserved for an as yet unknown app), the key difference of course being the price.
Chanot again: "we love Doodle Jump, but we're not too keen on the price point. For such a simple yet popular game, we felt the iPhone/iPod Touch community deserved a free alternative, so today that is what we are announcing!"
Friday, 20 August 2010
iPhone App Developer Reveals iAd Revenue!
So, Poodle Jumper has been out for a week - how's it doing?
Well, I can officially reveal that it's achieved (with virtually nothing in the way of marketing, remember), a grand total of 1,714 downloads worldwide. Not bad for week 1. The app has appeared in the top 100 games in its 2 game subcategories (Racing and Role Playing) for around 30 countries including the UK (only got to about 102 in the US, darn it!).
How's iAd faring? I was surprised firstly by how many ad requests were generated - over 31,000 in the first week. This means the average user who downloaded the app has generated nearly 20 ad requests (or about 10 minutes of play time).
If Apple was able to fulfil all these requests then even with a modest 1% clickthrough we'd be looking at around $900 revenue (before the "Apple Tax" ;-).
Sadly, the fill rate has hovered around the 12.5% mark, so actual revenue has been much lower ($15.76 to be exact, after Apple took their 40% cut).
Still, many more advertisers should be going on line in the coming weeks, plus iAd goes live in the UK next month, so the fill rate should increase significantly.
Of course, Apple have been fulfilling some ad requests with vanilla developer ads for other apps, but these don't get charged anything for impressions, and the clickthrough cost is only 25c, not the $2 for "real" iAds.
I'll keep you updated with the all important fill rate over the coming weeks - stay (i?)Tuned!
Well, I can officially reveal that it's achieved (with virtually nothing in the way of marketing, remember), a grand total of 1,714 downloads worldwide. Not bad for week 1. The app has appeared in the top 100 games in its 2 game subcategories (Racing and Role Playing) for around 30 countries including the UK (only got to about 102 in the US, darn it!).
How's iAd faring? I was surprised firstly by how many ad requests were generated - over 31,000 in the first week. This means the average user who downloaded the app has generated nearly 20 ad requests (or about 10 minutes of play time).
If Apple was able to fulfil all these requests then even with a modest 1% clickthrough we'd be looking at around $900 revenue (before the "Apple Tax" ;-).
Sadly, the fill rate has hovered around the 12.5% mark, so actual revenue has been much lower ($15.76 to be exact, after Apple took their 40% cut).
Still, many more advertisers should be going on line in the coming weeks, plus iAd goes live in the UK next month, so the fill rate should increase significantly.
Of course, Apple have been fulfilling some ad requests with vanilla developer ads for other apps, but these don't get charged anything for impressions, and the clickthrough cost is only 25c, not the $2 for "real" iAds.
I'll keep you updated with the all important fill rate over the coming weeks - stay (i?)Tuned!
Thursday, 12 August 2010
Friday, 2 July 2010
How to write a great 2D iphone game in a few days
Further to my last post, I thought I'd share some great resources I've found for developing 2D games in virtually no time.
cocos2d for iPhone is a good starting point, especially if you base your game on an existing code base such as TweeJump (see previous post). This gives you something working in minutes.
For PoodleJump, I needed to enhance and customise the game with 2 key elements which aren't that easy to generate from scratch: images and sounds. TweeJump has no sounds which is a real shame, and by adding some carefully chosen sounds, I think I've really improved the enjoyment factor. Also, simply by changing a few small images, I've got a completely new game.
For Mac users (and that means all iPhone developers, for now), GarageBand is a great tool. I used it to generate a fairly cool soundtrack for TractorBeams and DarkFlow (ok, so I need to produce some new tunes). For someone as musically challenged as me, it's surprisingly easy to put loops together to produce something quite professional sounding. And yes, the loops are royalty free so the produced song can be used in commercial projects.
But GarageBand also has hundreds of great quality sound effects. I also highly recommend freeSFX for free samples.
Note: for short sound effects, you really want to save in WAV format (iTunes can convert it for you) and use AudioServicesPlaySystemSound to play it, which results in no lag or graphical glitches, unlike AVAudioPlayer.
What about images? There's lots of sites out there but a particularly good one I found was graphicsfactory. They have a large quantity of quality images and offer one free download per day. Perfect for my limited requirements.
Gimp of course is great for tweaking images and putting texture maps together. It's also cross platform and free.
The end result was a complete game in about 7 days with zero cost. Let's see how much revenue those iAds generate.
cocos2d for iPhone is a good starting point, especially if you base your game on an existing code base such as TweeJump (see previous post). This gives you something working in minutes.
For PoodleJump, I needed to enhance and customise the game with 2 key elements which aren't that easy to generate from scratch: images and sounds. TweeJump has no sounds which is a real shame, and by adding some carefully chosen sounds, I think I've really improved the enjoyment factor. Also, simply by changing a few small images, I've got a completely new game.
For Mac users (and that means all iPhone developers, for now), GarageBand is a great tool. I used it to generate a fairly cool soundtrack for TractorBeams and DarkFlow (ok, so I need to produce some new tunes). For someone as musically challenged as me, it's surprisingly easy to put loops together to produce something quite professional sounding. And yes, the loops are royalty free so the produced song can be used in commercial projects.
But GarageBand also has hundreds of great quality sound effects. I also highly recommend freeSFX for free samples.
Note: for short sound effects, you really want to save in WAV format (iTunes can convert it for you) and use AudioServicesPlaySystemSound to play it, which results in no lag or graphical glitches, unlike AVAudioPlayer.
What about images? There's lots of sites out there but a particularly good one I found was graphicsfactory. They have a large quantity of quality images and offer one free download per day. Perfect for my limited requirements.
Gimp of course is great for tweaking images and putting texture maps together. It's also cross platform and free.
The end result was a complete game in about 7 days with zero cost. Let's see how much revenue those iAds generate.
PoodleJump!
I'm working on a new game! It's called PoodleJump and it's very cool. It's cool for lots of reasons.
It's obviously inspired by a well known iPhone game, but this one will be free, and supported by iAds.
It also incorporates Facebook integration, which allows you to submit your score to your Facebook wall. Should be good for some viral marketing.
Perhaps the best thing about PoodleJump is that it's taken me less than a week to write. How come? It uses shared code from the open source game, TweeJump, which is itself using the cocos2d for iPhone library.
This is quite a departure for nugames (and for me). It's our first 2D game and I'm really enjoying the short development cycle - expect to see lots more 2D games coming your way over the coming months. At least one a month is my target.
In my experience, Facebook posts seem to generate quite a lot of buzz so it'll be interesting to see what effect this has on my app marketing. I think the combination of rapid fire 2D development, plus Facebook viral marketing and iAd support in free apps could be a real winner. For the first time I'm also directly linking to previous games right from the app, plus this blog. Should boost my readership over the coming months.
I hope to submit this one to the app store in the next few days.
It's obviously inspired by a well known iPhone game, but this one will be free, and supported by iAds.
It also incorporates Facebook integration, which allows you to submit your score to your Facebook wall. Should be good for some viral marketing.
Perhaps the best thing about PoodleJump is that it's taken me less than a week to write. How come? It uses shared code from the open source game, TweeJump, which is itself using the cocos2d for iPhone library.
This is quite a departure for nugames (and for me). It's our first 2D game and I'm really enjoying the short development cycle - expect to see lots more 2D games coming your way over the coming months. At least one a month is my target.
In my experience, Facebook posts seem to generate quite a lot of buzz so it'll be interesting to see what effect this has on my app marketing. I think the combination of rapid fire 2D development, plus Facebook viral marketing and iAd support in free apps could be a real winner. For the first time I'm also directly linking to previous games right from the app, plus this blog. Should boost my readership over the coming months.
I hope to submit this one to the app store in the next few days.
DarkFlow HD in review - and iAd UK Launch date
Quick update: DarkFlow HD is now being reviewed by iTunes staff.
Due to the launch of iAd yesterday, I'm expecting additional scrutiny to ensure the iAd functionality in my app is up to Apple's standards, therefore it could easily remain in review for most of next week.
Speaking of iAd, if you have recently purchased an iPhone4 or upgraded your existing device to iOS4 and are watching out for iAds to start appearing, the UK launch date is set for September (according to this). iAd in the US launched yesterday (1st July) and ads for the Nissan Leaf electric vehicle (as trailed by Steve Jobs) have been spotted in the wild.
Due to the launch of iAd yesterday, I'm expecting additional scrutiny to ensure the iAd functionality in my app is up to Apple's standards, therefore it could easily remain in review for most of next week.
Speaking of iAd, if you have recently purchased an iPhone4 or upgraded your existing device to iOS4 and are watching out for iAds to start appearing, the UK launch date is set for September (according to this). iAd in the US launched yesterday (1st July) and ads for the Nissan Leaf electric vehicle (as trailed by Steve Jobs) have been spotted in the wild.
Thursday, 24 June 2010
How to make your App Store submission improve your chances of success
At last! I've submitted DarkFlow HD to the App Store. Now, sit back and wait. A cold beer perhaps.
It should get reviewed in the next 5 working days, to go live just in time for the launch of iAd. Around this time next week, hopefully live ad impressions will start getting served up. We'll soon have some idea of how much money developers can really expect to see from Apple's advertising platform.
The final stages of app submission can be a little fiddly. For one thing, there's the icons. For universal apps targeting iPhone 3G(S), iPhone4 and iPad, you need to provide optimised icons in 3 different sizes (57x57, 72x72 and 114x114 pixels). Getting that all working takes time, especially if you want your icon to look just right (which we all do, of course).
On this occasion, I've set the UIPrerenderedIcon flag to true in Info.plist. This has the effect of removing the automatically generated shine that iOS otherwise adds to your icon. I wanted to do this as the icon has quite a simple 3D image against a nearly black background and the shine just didn't look right. I've also removed the name of the app from the icon. It looks cleaner I think. You can decide for yourself.
According to the App Store submission guidelines, by paying special attention to your icon, you are more likely to get featured by Apple staff. I'd like some of that please (actually I think the iPad version of DarkFlow was briefly featured - but then there's far fewer competing apps out there). Big no-no's are text like "Free" or "Lite" on your icon.
Hopefully, I've also been a bit smarter this time in a couple of other areas. Firstly, categories. Obviously the main category is Games. I've chosen a couple of subcategories which make sense to the app, but which also don't appear to have quite so many free apps clogging them up - should improve my chances of getting noticed. You can find out how apps there are in a category by opening App Store in your desktop iTunes.
Secondary category is more tricky. Entertainment is the obvious second choice, and that's what I went for the previous 2 times. But I realised that is one busy category. I'd never realistically get into the top 100 free apps listing there.
In the end I went for Weather! Sounds bonkers, perhaps, but I figured, DarkFlow actually has a fairly strong weather theme already, and actually simulates fairly realistic snow and cloud (I have plans for much more sophisticated volumetric cloud rendering once I get my hands on an iPhone4).
The big upside is that Weather has a relatively small number of free apps; it should be much easier to get noticed. Time will tell. Of course, now I've told you lot, you'll all start crowding in. C'est la vie. I've chosen to share this stuff and I'm going through with it ;-)
Later, I'll post about what happens during the first 48 hours your app is live. More marketing tips to come.
It should get reviewed in the next 5 working days, to go live just in time for the launch of iAd. Around this time next week, hopefully live ad impressions will start getting served up. We'll soon have some idea of how much money developers can really expect to see from Apple's advertising platform.
The final stages of app submission can be a little fiddly. For one thing, there's the icons. For universal apps targeting iPhone 3G(S), iPhone4 and iPad, you need to provide optimised icons in 3 different sizes (57x57, 72x72 and 114x114 pixels). Getting that all working takes time, especially if you want your icon to look just right (which we all do, of course).
On this occasion, I've set the UIPrerenderedIcon flag to true in Info.plist. This has the effect of removing the automatically generated shine that iOS otherwise adds to your icon. I wanted to do this as the icon has quite a simple 3D image against a nearly black background and the shine just didn't look right. I've also removed the name of the app from the icon. It looks cleaner I think. You can decide for yourself.
According to the App Store submission guidelines, by paying special attention to your icon, you are more likely to get featured by Apple staff. I'd like some of that please (actually I think the iPad version of DarkFlow was briefly featured - but then there's far fewer competing apps out there). Big no-no's are text like "Free" or "Lite" on your icon.
Hopefully, I've also been a bit smarter this time in a couple of other areas. Firstly, categories. Obviously the main category is Games. I've chosen a couple of subcategories which make sense to the app, but which also don't appear to have quite so many free apps clogging them up - should improve my chances of getting noticed. You can find out how apps there are in a category by opening App Store in your desktop iTunes.
Secondary category is more tricky. Entertainment is the obvious second choice, and that's what I went for the previous 2 times. But I realised that is one busy category. I'd never realistically get into the top 100 free apps listing there.
In the end I went for Weather! Sounds bonkers, perhaps, but I figured, DarkFlow actually has a fairly strong weather theme already, and actually simulates fairly realistic snow and cloud (I have plans for much more sophisticated volumetric cloud rendering once I get my hands on an iPhone4).
The big upside is that Weather has a relatively small number of free apps; it should be much easier to get noticed. Time will tell. Of course, now I've told you lot, you'll all start crowding in. C'est la vie. I've chosen to share this stuff and I'm going through with it ;-)
Later, I'll post about what happens during the first 48 hours your app is live. More marketing tips to come.
DarkFlow HD entering final testing
We're very excited here at nugames (that's me and the kids). We've prepared the release candidate of DarkFlow HD and it's entering final testing. We hope to submit it to the App Store later today.
Why is this significant? Well, hopefully this game will be our most popular so far. In total, TractorBeams and the original DarkFlow have notched up well in excess of 9,000 downloads (including updates). Not bad going as I basically did no marketing and the games cost nothing to develop (apart from quite a few evenings banging my head against xcode of course ;-).
My target is 10,000 downloads for DarkFlow HD, which takes advantage of the iPhone4's high definition Retina display (of course, it's also iPad optimised and backwards compatible with early devices). I'm hoping this blog will help me get the word out (especially in those crucial first 48 hours when it's essential to get noticed in the App Store - more about this in a later post) - but I also hope it'll be a great way for users to feedback directly to me and to suggest improvements and meet up with other DarkFlow fans.
This will be our first game featuring iAd, Apple's new mobile advertising service. Apple claim to have signed up $60 million in advertising already, and the hope is that small independant developers can tap into this revenue stream as 60% is awarded to the app publisher with Apple keeping 40% (up from its 30% stake in App Store purchases).
This means we can keep our apps free, but let's see how users respond. Your comments, as always, are positively encouraged.
Why is this significant? Well, hopefully this game will be our most popular so far. In total, TractorBeams and the original DarkFlow have notched up well in excess of 9,000 downloads (including updates). Not bad going as I basically did no marketing and the games cost nothing to develop (apart from quite a few evenings banging my head against xcode of course ;-).
My target is 10,000 downloads for DarkFlow HD, which takes advantage of the iPhone4's high definition Retina display (of course, it's also iPad optimised and backwards compatible with early devices). I'm hoping this blog will help me get the word out (especially in those crucial first 48 hours when it's essential to get noticed in the App Store - more about this in a later post) - but I also hope it'll be a great way for users to feedback directly to me and to suggest improvements and meet up with other DarkFlow fans.
This will be our first game featuring iAd, Apple's new mobile advertising service. Apple claim to have signed up $60 million in advertising already, and the hope is that small independant developers can tap into this revenue stream as 60% is awarded to the app publisher with Apple keeping 40% (up from its 30% stake in App Store purchases).
This means we can keep our apps free, but let's see how users respond. Your comments, as always, are positively encouraged.
Wednesday, 23 June 2010
iPhone4 - good; iOS4 - mediocre (at least on iPhone 3G)
Whilst iPhone4 is getting rave reviews, the iOS4 update for older devices, notably iPhone 3G, is not so good.
The advice? If you are on iPhone 3G and haven't updated yet, you definitely want to read up on other people's experiences first and hope Apple release a patched version of iOS4 soon. I don't think we'll be seeing any feature enhancements though. That'll teach us for being 2 hardware versions behind...
The advice? If you are on iPhone 3G and haven't updated yet, you definitely want to read up on other people's experiences first and hope Apple release a patched version of iOS4 soon. I don't think we'll be seeing any feature enhancements though. That'll teach us for being 2 hardware versions behind...
Tuesday, 22 June 2010
iBooks for iPhone
iBooks is now available for iPhone. It can be downloaded now from the App Store, free of charge.
It comes with a free copy of Winne the Pooh (a real classic with lovely colour illustrations). This should look absolutely gorgeous on the iPhone 4.
The iBook interface is very nice, with page turn animations. I would personally like to see the option of autoscrolling text as on some other iPhone ebook readers (e.g. BeamItDown's iFlow). I've read books using this method and it is nice to not have to turn pages (ok I'm perhaps a little lazy ;-)
It's nice that there's a large selection of free titles thanks to Project Gutenberg, integrated directly into the iBookstore.
Interestingly, Apple have announced that authors can now self-publish to the iBookstore, foregoing the need for a traditional publishing deal, although there are certain criteria such as the requirement to have an ISBN.
It comes with a free copy of Winne the Pooh (a real classic with lovely colour illustrations). This should look absolutely gorgeous on the iPhone 4.
The iBook interface is very nice, with page turn animations. I would personally like to see the option of autoscrolling text as on some other iPhone ebook readers (e.g. BeamItDown's iFlow). I've read books using this method and it is nice to not have to turn pages (ok I'm perhaps a little lazy ;-)
It's nice that there's a large selection of free titles thanks to Project Gutenberg, integrated directly into the iBookstore.
Interestingly, Apple have announced that authors can now self-publish to the iBookstore, foregoing the need for a traditional publishing deal, although there are certain criteria such as the requirement to have an ISBN.
iOS4 on iPhone 3G
After leaving the update process overnight, my iPhone 3G is now running iOS4 (the backup process only took over 3 hours - is this a bug? Many other people are experiencing the same problem).
First impressions - underwhelming on the 3G device unfortunately. No multitasking obviously (not even fast app switching). Folders are great and I've already come up with a much more organised layout for my 50-60 apps. But no homescreen background for iPhone 3G? Why not? Can't help thinking I'm being nudged gently to get the new iPhone 4 by annoying lack of features (unfortunately I'm tied into a long contract so can't for over a year without great expense).
Not only are homescreen backgrounds not an option, but some of the fine art lock screen wallpapers have been removed, presumably for gallery licensing reasons. This is disappointing.
On the plus side, DarkFlow HD is up and running on a real device showing Apple's test iAds (real ads are scheduled to go live on July 1st). I have some more tweaking to do over the next few days, plenty of testing then I'll be submitting to the App Store. Stay tuned!
Update: being fed up with having some of my favourite wallpapers forcibly removed, I had a quick look on Google and found that at least one of them is available legally (public domain) on Wikipedia. Ha!
First impressions - underwhelming on the 3G device unfortunately. No multitasking obviously (not even fast app switching). Folders are great and I've already come up with a much more organised layout for my 50-60 apps. But no homescreen background for iPhone 3G? Why not? Can't help thinking I'm being nudged gently to get the new iPhone 4 by annoying lack of features (unfortunately I'm tied into a long contract so can't for over a year without great expense).
Not only are homescreen backgrounds not an option, but some of the fine art lock screen wallpapers have been removed, presumably for gallery licensing reasons. This is disappointing.
On the plus side, DarkFlow HD is up and running on a real device showing Apple's test iAds (real ads are scheduled to go live on July 1st). I have some more tweaking to do over the next few days, plenty of testing then I'll be submitting to the App Store. Stay tuned!
Update: being fed up with having some of my favourite wallpapers forcibly removed, I had a quick look on Google and found that at least one of them is available legally (public domain) on Wikipedia. Ha!
Monday, 21 June 2010
iOS4 update - backup issues
Like many people today I was eager to get my hands on iOS4, and around 6pm UK time the update became available.
Also like many people however the update hasn't gone as smoothly as one might wish. Basically, in order to install the new OS onto the device, iTunes first has to perform a backup. For me, this was getting stuck at around 10% complete and seemingly not progressing beyond that for a very long time (around an hour).
Turns out plenty of other people are experiencing similar difficulties. I found this thread on the Apple forums which provides some comfort.
Basically, by checking the size of this folder: /Users//Library/Application Support/MobileSync/Backup you can see that slowly but surely data is being backed up. Therefore I'm going to leave it running overnight - I will of course let you know how I get on.
Please let me know how you have got on with the iOS4 update.
Also like many people however the update hasn't gone as smoothly as one might wish. Basically, in order to install the new OS onto the device, iTunes first has to perform a backup. For me, this was getting stuck at around 10% complete and seemingly not progressing beyond that for a very long time (around an hour).
Turns out plenty of other people are experiencing similar difficulties. I found this thread on the Apple forums which provides some comfort.
Basically, by checking the size of this folder: /Users/
Please let me know how you have got on with the iOS4 update.
Sunday, 20 June 2010
iPhone 4 and iOS4 - what this means to developers
So, tomorrow at some point most iPhone and iPod Touch users will presumably be getting a notification about a new OS version for their devices (if they sync with iTunes that is).
Of course, this won't be available to first generation iPhone users and people with older iPod Touches.
iOS4 as the update is known as will introduce many new user oriented features such as multitasking (if your device has what it takes) and folders to organise your apps. Of most interest to me however is what it provides to developers.
I'm talking in particular about iAd.
Now, this could be interesting for users because all of a sudden, many of their favourite free apps (and quite possibly some paid for ones too) will start featuring advertising banners where once there was a bit of the app UI. Some people may even feel cheated by the new OS update, as the cons could well outweigh the pros (especially those iPhone 3G users - yes I'm one of them - who won't get multitasking).
This could really change the dynamics of the app store. Will some developers starting differentiating themselves by boasting that they haven't signed up for iAd and therefore their free apps really are free? Who knows.
As for me, I'm jumping right in!
Currently I have 2 games in the App Store: TractorBeams and DarkFlow. Both free. Both, currently no ads. In total, I've had about 8,500 downloads so far, which isn't too bad, but of course no revenue.
So I'm planning to introduce ads and try to generate some revenue that way. But I don't want to disenfranchise my existing users by forcing an update upon them which simply introduces ads - that would be very rude ;-)
So, I'm in the final stages of preparing a new version of DarkFlow, DarkFlow HD, which as the names suggests, is optimised for the new iPhone 4's double resolution screen (or quadruple resolution, depending on how you look at it), dubbed the Retina display.
DarkFlow is already a universal app optimised for iPhone and iPad, so the new version will be a 3-way universal app (I may blog later on how this is achieved... once the app has been accepted by Apple).
But, as well as supporting the Retina display on iPhone 4, I'll be slipping in those all important iAd banners. It'll be really interesting to see how they pan out.
As I'm launching a new app rather than updating my existing ones (for now - I may update them with ads later depending on how the new one does), I've got to go through the process of marketing the game all over again. More on marketing in a later blog, but suffice it to say, my marketing skills are somewhat embryonic (perhaps moronic would be a better word).
Basically, I email a bunch of friends who I know have iPhones and ask them to download my new game and post a glowing honest review on iTunes ;-)
If you've submitted a few apps to Apple, you'll know how important it is to get noticed in the first 24-48 hours. Unless you are a marketing whizz-kid or actually have some marketing budget behind you, the best method seems to be getting yourself noticed whilst the app is still on the first page of the Latest Releases tab. Get half a dozen positive ratings and you'll stand out like a proud thumb.
What I can't understand is how many thousands of apps get submitted where the developer doesn't seem to appreciate this - no ratings appear and the app inevitably disappears without trace by day 3.
Tragic. For them - not for anyone with half a brain cell.
Welcome to the smart iPhone developers club ;-)
Welcome to the iPhone Game Blog
Hey, thanks for visiting my new blog!
Like the name suggests, this is going to be all about iPhone games (and maybe some non-game apps too).
I'm going to share some of my experiences of writing and marketing my own apps, as well as providing a forum for people to tell me about games they are writing.
I want this to be a 2 way thing, so I'm really open to comments.
Firstly, a little bit about me (don't worry, I'm not going to turn this into some sort of weird psychotherapy for stressed out iPhone developers. At least, I'm not planning to). I've been working as a computer programmer for nearly 15 years. I'm been working mainly in C++, Java and Javascript, and now, of course, Objective-C.
I have a real job for a large multinational software firm which has nothing to do with iPhone games, so this is a purely spare time thing. One day, who knows, perhaps I can make enough money to quit the day job. You'll be the first to know...
Next post: iPhone 4 and iOS4.
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