16

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 ...


13

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.


12

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 ...


8

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 ...


7

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 ...


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 ...


6

You can't patent a game. You might pattern a particular algorithm but it's unlikely to be of benefit to you to do so because of a couple reasons. Patents are highly specific. I was worried I was violating a memory management patent, but when I looked closely it was obvious the algorithm was completely different. This makes it easy to circumvent many patents....


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

A great way to get some cheap advertisement for your game out there, is to go out and buy a nice, large bell. The initial investment might set you back about $20, but it will keep you out of having to deal with any pesky companies. So the general concept, is to dress up in some clothing that will stand out in a crowd. Then you would ring your bell and ...


4

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 ...


4

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 ...


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 and ...


4

It seems fairly obvious that exclamation marks, brackets and square brackets are legal characters in application names, on both the Google Play Store and Apple iTunes Store. We find evidence of this in applications that are already available on the two stores. Examples from both markets !! Exclamation Marks !! Very easy to find across both stores, as they ...


4

I am experiencing the same issue - after updating my iOS apps, there is a period (a few days) when a lot of App Units get reported from China. In fact more App Units then Impressions / Installations / Sessions. And I have Google Analytics (Firebase) installed as well, where I don't see any increased activity. I've read online that this might be due to click-...


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

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 ...


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 ...


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

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

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

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

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 ...


2

try this: try { String packagename = context.getPackageName(); final PackageManager pm = context.getPackageManager(); PackageInfo pInfo = pm.getPackageInfo(packageName, PackageManager.GET_PERMISSIONS); String installerPackagenName = pm.getInstallerPackageName(packageName); if(installerPackagenName.equalsIgnoreCase("com.amazon.venezia")){ ...


2

Unless Apple has changed something in the policy your app has to be featured to have a custom background. That means this is not something that you can just set as a developer, your game has be be selected to be featured for this.


2

When trying to fix your signing issues, Xcode did ask you if you want Xcode to revoke the Certificate for you, which you accepted. As a result, you have to download the new certificate and add it your KeyChain (by doubble clicking it). Also, all provisioning profiles created with the old certificate became invalid, so yo have to recreate all provisioning ...


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