Hot answers tagged appstore
9
Yes. There are many ways to wrap an HTML5 game for distribution on iOS. Solutions include CocoonJS, Game Closure, PhoneGap, and Ejecta.
Examples of HTML5 games on iOS include Onslaught! on iPad and Biolab Disaster on iPhone.
6
I will try to answer your questions to the best of my ability:
1. XNA allows you to develop games for those platforms.
Edit: MonoGame allows you to create games for the standard platforms as well as iOS, Android, Apple Mac, Linux and Windows 8.
Since XNA games are written for the runtime, they can run on any platform that supports the XNA Framework ...
5
Pong is a registered trademark of Atari Interactive Inc.
From wikipedia:
A trademark, trade mark, or trade-mark[1] is a distinctive sign or indicator used by an individual, business organization, or other legal entity to identify that the products or services to consumers with which the trademark appears originate from a unique source, and to distinguish ...
5
Is it achievable to generate revenues of 50.000 USD yearly on AppStore for a single developer?
Of course it is, I can simply point to a single example of this being the case and it's "achievable". The thing is, in order for you to do it there are a lot of factors at play.
Can you make games quickly/cheaply? With the race to the bottom in terms of ...
4
It is not true that your app will be listed under "New app" if you update it. Unless you release a different build with a new name for the app then your app might appear in the "New & Noteworthy" section in itunes.
Also there is no limit to the updates as the iOS version changes we have to make the existing apps compatible with the new version which ...
3
While there is no minimum version you have to support, starting from May 1, 2013, all apps must support retina display and iPhone 5 screen size.
Specially in the iOS ecosystem, you may suppose all users are running under the latest iOS version, so making your game run only on iOS 6 and above will probably get you a large proportion of users (and the vast ...
3
Yes you can change from free to paid and vice versa. More conveniently you can schedule prices changes.
http://developer.apple.com/library/mac/#documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/11_EditingandUpdatingAppInformation/EditingandUpdatingAppInformation.html
Scheduling Price Tier Changes
If you have a Paid Applications ...
3
TLDR: depends where you live. Be more creative.
Instead of worrying about if it's legal or not, why don't you just come up with something more creative?
Pong is boring. Pong clones are boring too. I'm sure you can come up with a unique, interesting twist on it that will take it to the next level.
Heck, I need to do this too, since I'm working on a game ...
2
The Amazon Appstore for Android would be my first thought after Google Play. I guess that I don't see the harm in adding your game to every app store that will accept it. Is the extra work of making some more screenshots that bad?
I can't imagine that the different markets require such a big difference that you couldn't take some screenshots at high res, ...
2
Try using game engines such as the :
Unity (http://unity3d.com) (Battlestar Galactica)
Unreal engine. (http://UDK.com) (Mass Effect, Tera)
CryEngine www.mycryengine.com/ (Far Cry)
.
Both are multi platform game engines which come with a complete compiler and an advanced toolset. With these you do not have to worry about writing scripts for a particular ...
2
If I understand you right, then, no, there is generally no single Microsoft technology that will allow you to cover all described platforms.
For Xbox360 your option is Microsoft XNA, DirectX development only allowed for certified studio developers and can't be considered an option for most of small development teams.
For Windows Phone you can also use ...
2
The issue is about "Brand". Atari has created a brand around 'Pong' and invested in the brand. If you are creating a game that wants to leverage that brand so that others will be interested in playing it, for example using 'Pong' in the name then you will likely draw the attention of the brand owner - in this case Atari. If the game is pong like but has ...
2
Since there are both Python and Ruby apps on the Mac App Store I would imagine an embedded V8 engine would be allowed. I can't find anything in the guidelines that suggests otherwise.
The guidelines do however explicitly state that "Apps that download or install additional code or resources to add functionality or change their primary purpose will be ...
2
If a change is introduced that is means you need to issue a client update as an "emergency bug fix", then you can apply to Apple for an expediated review. And in any case, Apple do seem a bit quicker at approving apps if the update is essentially a bug fix.
However, I would really recommend that you make your server protocol backwards-compatible. Part of ...
2
The moment you create a creative work, you automatically have an exclusive copyright on it. This is guaranteed by various international copyright treates (like the Berne Convention) which are recognized by almost all countries worldwide.
In some jurisdictions you can register a copyright for a work (in the USA, you can do so at the United States Copyright ...
1
I dont think steam will bother in what you use for engine, as long as your product are stable, correct and worthy. if they find your game filld with bugs and crashes, they are probably not going to release it. Just take a look at What happend with warZ. they did use a pretty well known engine, but the game was filled with bugs and had promises it dident held ...
1
An app can be paid then switched to free but an app can never be switched from free to paid. You would need to release a new app if you want your free app to be paid. The app would then be subject to apple's review process again.
TL;DR:
Paid -> Free = Okay
Free -> Paid = Not Possible
1
Firstly, if someone is going to "steal" the purchasable digital items from you, it's going to happen eventually. The only thing you can do it make it difficult for them.
Store the AppleID with the log-in info (or associate it somehow - I don't know anything about Apple StoreKit so I'm assuming they're logging in somehow and you have access to their ...
1
More than a half of the market games are really:
school projects
a result of investments into casual (freelance) programmers (teachers are paying for guitar sheet and chemical apps, animation studios are putting out cartoon toys for children - I ever seen a Nickelodeon themed netbook)
And the most of other projects are developed as any other shareware ...
1
I personally would run as far away as fast as possible from the AppStore.
If you are aiming for iPad, iPhone, you need some really good marketing to get the initial market penetration. Without this, your App will fall into the oubliettes of the AppStore, which is much more difficult to navigate on a handheld than on a PC.
You also need to think about your ...
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