Hi anyone know if Apple will accept a way to submit an iPad 4 minimum app.
I know I can do iPad only and specify iOS version. But, only want this to go out to iPad 4 and 5 when it comes out soon and above as the 3D is too intensive for iPad 2/3.
Yes I got pretty much that reply from Apple Support, and the iPad Mini 1 also has the same device requirements matrix as the iPad 3 / 4 so no hack in the device capabilities to get rid of the iPad 3 or iPad Mini 1. But can get rid of the iPad 2, so that’s good as iPad 3 does run the game at roughly 30 fps. I think the iPad 5 will have another capabilities matrix so may be able to target iPad 5, iPad Mini 2 only. This is an option for our second title next year.
What is the point in a leader when it only applies to 10% of your market? I would really figure you would want that to target as much of an audience as possible to hopefully get your company headed towards becoming a household name and thus taking a look at other products you have to offer. If the vast majority of people can’t use the leader you’ve submitted to the AppStore, why would they be bothered to look at what else you have to offer? I know I wouldn’t.
Come on guys, no one on this thread or many on this forum has made much out of computer games, I’m going to release the title I want to release and to the market I want to release it to, those with enough money to purchase a new device right now.
“Loss leaders are often scarce, to discourage stockpiling. The seller must use this technique regularly if he expects his customers to come back.”
Instead of a loss leader, a complete polished product with the right amount of advertising will probably do you far more good than using a loss leader. You’re having to compete at this point with many games that have full development houses behind the being offered for free, supported by IAP, with a market already flooded by games that would fit under what you’re calling a loss leader.
I realize that you’re pretty set in mind with the route you’re taking, I’m just trying to offer you some advice that may help with the revenue. And I’m not sure where you are getting all of you’re numbers from, but you may be surprised by the amount of people in the community that are using their game revenue as the primary source of income.
You’re right, they don’t, because most are gamer boys (sorry guys mean no offence!) who don’t cater for the general public and majority of app buyers (women in their 30s-40s!). If you did, you’d make a lot more
I try not to judge but you’re one of those people who really are pig headed. Sometimes that’s good but in this case you’re flying against all accepted wisdom by trying to make a desktop game early in order to dazzle the market.
I get it, I understand it, but it will not work. Because Apple will not allow you to release it for a single device. Their terms will force you to release it for all existing iPads that can/will run iOS7.
Your best bet is to put it in the description and hope for the best, and let it go for free. If it’s really a loss leader.
Has anyone actually made money on this thread, any examples, just curious? Do it for the love of it or don’t do it at all IMHO, otherwise you’d have to be a bit of a loser to be doing this at all, just saying.
I took a look at some of your stuff on Simian Squared Hippocoder, hmmmm, I can see why you think getting games to run on low end graphics devices is easy
We are heavy on special effects. Physynth contains 2048 textures, specular texture shaders, fully 3D transforming UI, heavy user generated physics, a full 3D built in instruction book you can page turn and more. 60fps on any current device. The Other Brothers contains vignetting, post fx distortion on unique objects or the entire screen or part of the screen (water/heat), mosiac rendering and more - and this runs 40fps on an ancient 3GS and 60fps on any current device.
Still screenshots do not do them justice but we do try for a good user experience on any hardware we develop on. We feel we owe our customers that much.
Still, I wish you the best of luck with your title. You will probably need to make users aware that it’s intended only for the latest devices, perhaps this will be good marketing for you.
To me it just looks like you partly attacked many on this forum section. Also it looks that you either went by rushing a desktop game straight to mobile with no effort on optimization or don’t really care about end users or don’t want to use much time in anything but directly productive work
People have been making games for mobile devices long time now and with proper planning and design supporting few latest devices is not a big issue. iPad 2 for example has almost bigger market share than 2-3 newest iPads have combined (IIRC from summer stats).
maybe English isn’t your first language so I’ll forgive your misinterpretation, I included myself in being a loser if I was doing this for money and not the love of it. Hippo is a big guy he can take it
Odd that you should insult people on this forum when all they’re trying to do is help you.
The point is Apple provide no way of just targeting the latest iPad. You’ll have to put a disclaimer in your metadata and if you feel like it, you can detect what model the game is ran on show a pop up stating it’s not compatible and then close the game.
What you’re doing doesn’t make very good business sense, like ignoring the Android platform because it’s too fragmented. Sure it’s a hassle but the sheer number of users can’t be ignored.
And yes, I work full time at game development and earn all my income on mobile games made with Unity but I don’t proclaim to know it all, hence why I visit this forum daily.
Yeah its not but I’m not really sure how many can misinterpret some of your previous statements or now even the line right there where you category some people in to losers.