I sent the binary to Apple a week ago. Boy am I ever anxious! I don’t know how you App veterans do it - I hope it gets to be less nerve wracking after the second or third submital.
Getting the capture area set is a little tricky, but once that’s done it’s only a matter of playing your game in Unity and capturing the video. I highly recomend it.
The review process may still be lagging due to the OS 3.0 release. I recently upgraded all my old apps for OS 3.0 and they each took five days to get approved, but my new title, HyperBowl, took two weeks (and I was beginning to worry!)
Zombies and bowling both seem to be popular genres - nice idea combining them!
HyperBowl website is awesome! I had though about putting the shooting part of Zombie Bowling online, but I think I’ll wait until I can afford the full Unity license.
That’s an original game mechanic too, I’ve not seen a bowling game for the iPhone like that.
I don’t think I’ve got the patience to port the whole Zombie Bowling game over to an online verion, but I might if I get the bug.
iPhone’s don’t have Flash… They can’t watch that video.
Youtube is basically the only video player that the iphone supports. Believe it or not, very few of your sales will be coming out of iTunes… Its all about that Appstore button
If someone cruises there on their ipod/phone and they can’t see the video, its unlikely they’ll bother running to the nearest PC to go checkout this vid
I’m glad you like the HyperBowl website. I created the web version first and then the iPhone version, which isn’t necessarily a good way to go for iPhone development in general, but I was starting with an existing old game and just wanted to get it running before paring it down. One nice thing about having a non-iPhone version is that you can throw in some deluxe features, e.g. the shadows and water in the web version are much nicer than the original (and the iPhone, of course).