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12

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.


11

First - IANAL - Want legal advice call a lawyer. Do you own a trademark on the name eyeRoller? My guess is no. There are two kinds of trademarks. One is a registered trademark. That is shown with an (R). And this means that you filed it with the uspto and obtained a registered mark. Then there is unregistered trademark which is shown with a TM. This ...


8

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 ...


7

The first step, is of course, finishing your game. The publisher rejection rate is high enough for even established professional game developers, with complete projects. Sloperama Lesson 11, Section V You want to essentially do everything in your power to be as noticed as possible. Publishing is very risky, even when your game is complete, and you want to ...


6

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

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 ...


5

There is no limit, but you have to be aware that there is a delay between the moment you submit and the release du to the approval process. New and newsworthy is a selection made by apple staff. And the rules for getting on the list and remaining there are not known/consistent.


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 ...


5

I'm going to assume you're writing in Java as you're writing for Android, but if you're not you can look up methods in your language of choice to get the same sort of result. Since Java has no built in support for conditional compilation, there's some pretty easy things you can do here; sometimes the low-tech solution is the best one. Deploy a different app ...


4

There should be three names of your app: Bundle Identifier - this is the main ID Bundle Display Name - this is displayed in iPhone App Name - this is probably the one in the iTunes/App Store I believe you can change the App Name during uploading and update (with the updated Bundle Display Name) and if you don't change the Bundle Identifier all reviews ...


3

You can do this: http://blog.forecast.io/its-not-a-web-app-its-an-app-you-install-from-the-web/ Deploy your web app and provide an easy way for the user to make it a web clip.


3

I can't give a precise answer, but there are a few balancing considerations to think about: More variety and options within a single app is good. Everyone loves variety, and it might lead to the game being kept installed longer. However, if they game gets too big, taking up too much local storage or increasing load times, it will likely be better to split ...


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

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 ...


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 ...


3

This was done via a special deal with Apple, and cannot be done in general. One way you might handle the situation is to make the game free on the store, but have most of the gameplay behind an in-app purchase paywall (such that your app essentially serves as a free demo that allows you to buy the upgrade to the full game). Then, you'd correlate all the FB ...


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

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

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 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

At the risk of sounding hackneyed, I think you have to ask yourself if your interest is in making money or in making games. If your primary goal is just to extract as much money from this project as possible and you don't really anticipate going back to the well, then there is a coherent case to be made for going the 'SEO route', splitting the game up into ...


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 ...


2

There're two ways to do that. If you have an enterprise developer account($199 one), you can create an Ad-hoc or enterprise provision to sign your ipa file and then can send the app to be used by any of your friend. It'll ask for confirmation while running for the first time on the device. Another method is when you don't have the enterprise account, rather ...


1

You could go with the multiple types of puzzle in a single game, if it is going to be the freemium only with a single app you might get the chance to reach to top 100 apps. If you divide it into hundreds they will be less popular but more likely they will be spotted by someone using a random search because of the number. If you take the game "Pou" it has ...


1

Well as previous answer says, PhoneGap is a solution. Even if he doesn't have mac. PhoneGap hhas own build system


1

Apple dropped the support for Arm v6 in Xcode 4.5, so you pretty much can't make games for iPhone 1, 3g and some of the early iPod touches.


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

XNA may be a good choice, if you want 2D and want to dev for Windows Phone and Xbox360. However if you goal is the microsoft store for Windows, then it may not be the best. However if you want to use XNA, you could post it on Steam Greenlight or something simaler. Some games made with XNA have become pretty big so It is a capable engine. Terreria , Magika, ...



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