About Hsiao Wei Chen

Hsiao Wei Chen 24 years old, female from Taipei, Taiwan A web and gadget geek, poet, painter, writer, blogger, game and web developer, multimedia enthusiast, but more than anything else, a dreamer.

Review: Cocos2d for iPhone 1 Game Development Cookbook


“Cocos2d for iPhone 1 Game Development Cookbook” is written by Nathan Burba (@nathanburba).

According to the description, it has “over 90 recipes for iOS 2D game development using cocos2d”. and just by looking at it’s Table of Contents, you’d see that this book covers a lot of topics (some advanced techniques that other cocos2d books have not covered). It also provides solutions to some common problems that we developers might encounter during Cocos2d iOS development.
Like in Chapter 1, it covers graphics, but unlike other books that would only teach you how to make sprites and spritesheets, this book even teaches you how to use apply mipmapping so that that when you scale up or down a sprite it wouldn’t look pixelated. It also has a recipe for a cool technique by swapping palettes so that even with limited amount of art, you can create various versions of a sprite (a single baseball player texture can have be used to create different baseball players with different colored shirts and pants etc). Chapter 1 also answers some questions that you might encounter while working on your game, such as how to I play a video clip of my company’s logo or my game’s cutscene (playing video files recipe). It also covers how to render 3D objects, drawing OpenGL primitives, particles, etc.
Chapter 2 is all about User Input on iOS devices, including the usual (tap, hold, drag), making virtual buttons (creating an analog stick recipe and directional pad recipe) and using the accelerometer. One really cool (for me) recipe that’s also included is gestures (you’d be able to tell what shape the user drew on the screen)!
Chapter 3 is about Files and Data. In making games, we’d need ways to store data (just us score, or level design, etc) and this chapter covers different ways for us to do this. This chapter has recipes for reading plist, json, xml data files, it also includes recipes about archiving objects, saving data using plist, SQLite, Core Data, etc.
Chapter 4 is about physics. Cocos2d has two physics engines that we can use Box2d and Chipmunk. This book only covers Box2d (which is the engine that Angry Birds used), it includes detailed explanations and recipes on how to set up your Box2d environment and simulating physics properties. it even includes a recipe on how to make a car drive up a bumpy hill road!
Chapter 5 is about Scenes and Menus. It also includes how to create buttons and labels (with fancy shadow effects even)! It also has a recipe for wrapping the UIKIT and using it in our Cocos2d game.
Chapter 6 is all about Audio: how to play background sound effects, play music, using the iPod music library. But the really fun bits about this chapter is it even teaches you how to record audio, create a MIDI synthesizer, and to top it all off, it even covers spech recognition and text to speech! Imagine all the games and apps that you can make with those things.
Chapter 7 covers AI, including waypoints, flocking using boids and A* pathfinding. it also teaches you how to run lua scripts and use lua scripts for dialog trees.
Chapter 8 is called Tips, Tools and Ports, and sure enough it includes information about tools that can be used for our Cocos2d game development. Best part, it also includes detailed step by step instructions of how to put your game on the AppStore!
Overall this is a good book with a lot of useful and varied information that have not been covered in other books (and are often lacking in online tutorials). Also the best thing about this book is it comes with complete working code and detailed explanations on how the code works.
Except some of the topics covered in this book are a bit advanced, so this book is not recommended for beginners, basic Objective C and Cocos2d knowledge is required.
Also the author, Nathan is also very active in the Cocos2d forums, if you have any questions about the book you can just ask him, and he almost always responds immediately.
So if you’re interested to learn new things about Cocos2d iOS development, do check it out! Also if you are interested in this book, I am holding a giveaway contest (where I am giving away 3-4 copies of the book), join now (it’s only until this Wednesday). For more details read my previous blog post (http://purplelilgirl.tumblr.com/post/15713172087/cocos2d-for-iphone-1-game-development-cookbook-giveaway)
Link: http://www.packtpub.com/cocos2d-for-iphone-1-game-development-cookbook/book

How to create a game like Tiny Wings? Links


Tiny Wings is this adorable game by Andreas Illiger that involves this tiny bird who dream of flying.

It is extremely popular on the App store, and that is probably why lots of people wants to know how to make a game like it.

These are some links to tutorials and remake projects.

Sergey Tiknohov (@haqu) is working on a Tiny Wings remake project.

Ray Wenderlich wrote a tutorial based on Sergey’s project, which is divided into 2 parts. The tutorial uses Cocos2d and Box2d.

@jpsarda wrote a blog post on how to make the gorgeous hills in Tiny Wings using Cocos2d.

Emanuele Feronato wrote a tutorial on how to make the Tiny Wings terrain using Flash and Box2d.

Packt Celebrates its 50th Oracle Book


Throughout July Packt Publishing will be celebrating the release of its 50th Oracle book – cementing its reputation as one of the leading publishers in Oracle books.

To mark this milestone Packt is offering the following discounts:

  • 20% off all Oracle print books
  • 30% off all Oracle eBooks

Packt first started publishing Oracle books in 2006, and has since published best-sellers such as Getting Started With Oracle SOA Suite 11g R1 – A Hands-On Tutorial, Oracle Coherence 3.5 and Oracle Fusion Middleware Patterns.  And with more than 20 exciting new Oracle titles scheduled for 2011 this current success is only set to increase.

Packt owes much of its success to its print-on-demand mantra which not only allows it to produce books on specialist areas, but enables a quick response to new developments in technology – which was recently demonstrated with Packt publishing the first ever book on GoldenGate, the Oracle GoldenGate 11g Implementer’s guide.

Packt’s entire range of Oracle books is also available via PacktLib, Packt’s Online Library, and as part of Packt’s celebrations it’s offering you the chance to win a year’s subscription to PacktLib worth $220 click here for details: http://www.packtpub.com/article/50th-oracle-book-offer

For further information on this, and other books published by Packt Publishing, please visit www.PacktPub.com

Packt Open Source announce exclusive discount offers on best-selling books


Packt Open Source has this week announced a series of discounts on its selection of best selling Open Source books. Readers will be offered exclusive discounts off the cover price of selected print books and eBooks for a limited period only.

So far in 2011, Packt Open Source announced in March that its donations to Open Source projects has surpassed the $300,000 mark, while in April insight into various projects was offered during the ‘Believe in Open Source’ campaign and July’s series of discounts continue this trend of Packt showing its commitment to the Open Source community.

The Packt Open Source books included in this exclusive discount offer include well known books such as JBoss AS 5 Performance Tuning, PHP jQuery Cookbook, Drupal 7 Module Development and Blender Lighting and Rendering, amongst others.

“This special discount showcases a host of Packt Open Source topics and allows readers to purchase some of our most well renowned books at an exclusive price” said Packt Open Source Marketing Executive Julian Copes. “

To ensure you do not miss this fantastic offer, visit the special discount page now, where you can view the extensive list of books included in the offer and access an array of related articles that were written by the authors.

The exclusive discounts are available from 4th July 2011. To find out more, please visit the Packt website.

This is the song (game) that doesn’t end…


Almost two years ago, I wrote a blog post on Gamasutra, “A Peek into the Mind of a Social Gamer” (excerpt: “A social gamer (a.k.a. me) writes about what we, social gamers, like and look for in social games”). In that blog post, I said that casual gamers want their games cute, simple, and what’s the last one again, oh yeah, easily accessible.

I mentioned: “KISS. Keep it short and simple. The game itself doesn’t have to be short per se, but it has, absolutely, has to be simple. Otherwise, we wouldn’t get it. I’m not saying that social gamers are dumb, because we most definitely are not! But, but, the reason we play games is so that we can relax and rest our brains. So yeah, we don’t really want to spend 30 minutes or so figuring out how a game works.”

I also mentioned easily accessible, back then it meant Alt Tab, and Facebook, “we just have to switch tabs on our Firefox to play games while we’re pretending to be researching stuff.”

And then almost a year ago I wrote another blog post on Gamasutra, “I Want My Games In Bite Sized Chunks!” (excerpt: “Some thoughts on casual gamers having shorter and shorter attention spans, and some ideas on how design games for them”). The solution I came up with then is “games in bite size chunks that I can keep challenging myself over and over again with”.

I mentioned: “Games HAVE to be pick up and play. Games don’t have to be really short, but it should be short enough so that the player doesn’t lose interest, or it has to be really engaging so that the player doesn’t get bored. Like I mentioned before, casual games are played in between, in between classes, checking Facebook messages, or during train rides.”

Now after a year in iPhone game development, I made some new realizations.

So we recently released a game (I will stop advertising it here, since my previous blog posts on #AltDevBlogADay already did), and the comment that we got often is the game is too short. Our game is a shoot ‘em up, with 5 levels about 3 minutes each, okay, it does seem short, so in our next update we will have add another level. Although would adding another level really solve the problem? I fear, that we might end up adding levels (repeat ad infinitum).

Our problem is not actually how short, rather how replayable is the game?

So I realized that I don’t want my games simply in bite sized chunks, I want my game in bite sized chunks that I can keep on eating forever (and not get bored or fat). Basically, I want a game that doesn’t end (like the song).

But how do we make a game that is infinitely replayable and not get our players bored? I think Tiny Wings (and the newly released Be The Kiwi) already answers the question in some ways.

Both games offers “a new look every day you play”, “different appearance every time you start the game”. Tiny Wings uses procedural graphics to generate the levels each day. And with procedural generation, it’s almost impossible to end up generating the exact same level. So in a sense, it has infinite possibilities of levels.

But why would we want a game that never ends?

The target audience of iPhone games (Android, etc) are casual and commuter gamers, (people who play with games while they are waiting for the train, etc).
They are the type of people (forgive me for generalizing) who would slide unlock their phones, and then tap on one game and start playing when they get bored on the train, etc. Easily accessible now means that, they would want to be able to play the game as soon as possible, they would not want to have to sign in the GameCenter, etc in order to play the game, they would want a Quick Play button, just on tap and the game would start. Also, when they arrive at their stop, they would want to stop the game at once and then maybe pick up again whenever.

In a way, they are not as invested to the game as people who would play games on their consoles or PCs. They play games to pass the time, to relax.

So once they got the simple mechanics of one game, most likely they would play the game over and over again. I have seen many people (ok, myself included), play Angry Birds to death. Well, with Angry Birds, I play the same levels over and over again in order to get the three stars. And the good thing about Angry Birds is that it has a lot of levels. But of course, a lot of levels is hard work to design, develop and balance.

So it’s either make a lot of levels, or find a way to make your game levels procedural and have an infinite number of levels. Which is a better option? As a developer, I’m not really sure.

But as a gamer, I think I’d like a game that I can play forever, at $0.99, that’s a bargain.

The App Store gamble continues…


My first blog post on #AltDevBlogADay is about the AppStore being a gamble. In this blog post, I will continue where my story left off.The App Store is a gamble, so what should you put your money on? The question continues, and will hopefully find some answers.

So, our company finished a game recently, it’s called “Absolute Instant” and it’s now available on the app store.

I am going to let tweets do the talking:

We are shocked because someone (that’s not us, or our friends) made a thread about our game on TouchArcade and people were talking about it. And then my boss is constantly Google-ing “Absolute Instant”, and all of us get so excited when we hear people writing reviews about it. There were good reviews and bad ones (mostly from the Japanese). There was one review in Japanese that described our game so bad, that one of the readers became intrigued and went to buy our game. So there really is no bad publicity, huh.

More tweets a conversation between me and my friend from the Philippines: (our conversation was mostly in Tagalog, so I will include translations)

31wpm: (My boss said our game has been pirated)

Google “Absolute Instant”, and you will see links to IPA download sites, they are mostly in Chinese, why they even gave our game a Chinese name, “巅峰时刻” (no idea how to read those words).

lendegracia: (that was quick)

And yes, sometimes, piracy can be a form of flattery. Because they liked our game enough to jailbreak it and share it to the world. Er..

31wpm: (they are so nice, they are helping us promote)

And hopefully, if our game is good enough, we will get our fair share. Hopefully.

Our company tweets too:

Most of the comments I received on my previous blog post about marketing. It’s not enough to just make an app, a game, that is good. You have to market it, and you have to market it well. Listed above are some of my bosses marketing efforts. Also our game designer also drops by all the Taiwanese and Chinese iPhone apps forums and starting threads and leaving comments. And one good thing about promoting it locally, the readers would say, “支持國產的遊戲” (which I think translates to, support games produced by your own country…? Okay, my Chinese is terrible), and they would proceed to buy it.

And the most exciting news we heard over the weekend, through luck, effort and divine intervention:

We are featured this week on the New and Noteworthy list for both Apps and Games. More stats:

All Games: #169
Top Arcade: #54
Top Action: #63
Game Center by Popularity: #83

The numbers are changing as we speak.

In our pep talk email from our boss, he mentions one very important thing, “Making the chart is one thing, but staying on the chart is another.” So still more marketing, more updates. Everything we can to keep our game rising on the list.

 

At the end of the day, there is not definitive answer that Arcade Shooters are the way to go, but for one thing, they were much more easy to market than our previous travel app.

Well, this is the story so far.

P.S. To all the nice people who have left comments and good advices on my previous post, thank you.

P.P.S. Game spiel:

Mobili Studio presents a new breed of shooting game designed base on iPhone’s unparalleled controls.

DRAG the circular region to move the fighting jets.
TAP anywhere to teleport out of enemies’ attacks.
SHAKE to drop a black hole bomb that sucks in all enemies’ bullets, even the smaller enemies!

Features:
•Unique teleporting gameplay (only possible on touchscreen!)
•3 difficulty levels
•2 characters with different attacks
•5 stages with bullet hell bosses
•Over 30 different enemy types
•Various magical attacks from special enemies and bosses
•Compatible with Game Center
•Built-in tutorial
•Awesome HD graphics
•Fast paced and adrenaline rushed music

Enter the war zone and conquer the Celestians using the breakthrough technology Terrestrians discovered – Absolute Instant (A.i.)! With this newfound power, the oppressed gained the ability to TELEPORT in the sky, and swore to end the centuries long battle…

P.P.P.S. Please support our game 🙂 We also have a Lite version available. Please and thank you.

Links:

http://itunes.apple.com/us/app/absolute-instant/id426074497?mt=8#

http://itunes.apple.com/us/app/absolute-instant-lite/id439190029?mt=8

Build fun games even if you’ve never coded before


“Start developing games straight away. Build your first game in the first chapter.” “Fun and fast paced. Ideal for readers with no game programming experience.” “A cool guide to get into the game industry quickly.”

Doesn’t that sound like an advertisement for weight loss, except for well, making games. Those are the lines on the “back cover” (if eBooks have back covers) of game development beginner’s guides. But can you really make a game after reading the book? That’s what I want to find out.

So I grab a copy of Unity 3D Game Development by Example Beginner’s Guide (written by Ryan Henson Creighton aka Cassie the 5 yr old game developer’s dad) and I will write this blog post as I read through the book and make that game. There also Beginner’s Guide books for Cocos2d (Cocos2d for iPhone 0.99 Beginner’s Guide written by Pablo Ruiz), XNA (XNA 4.0 Game Development by Example: Beginner’s Guide written by Kurt Jaegers) and Flash (Flash Game Development by Example written by Emanuele Feronato).

Some disclaimer, I am not a complete beginner at Unity. I spent maybe a year (two years ago) making technical demos using Unity, for a game art outsourcing company in the Philippines that wants to break out from outsourcing to creating their own games. But I left that company, and country and well, to come to a tiny studio in Taiwan to make iPhone games. So here I am, reacquainting myself with Unity. Hi Unity, I’m Hsiao Wei Chen, nice to meet you (okay, that was lame).

So here we go, first chapter. Chapter 1: That’s One Fancy Hammer. (You can read the first chapter on the PacktPub website) Basically, a little intro about Unity. I don’t think I need to tell you guys what Unity is. And he starts telling us about what type of games you can build with Unity, and he shows us Fusion Fall (an MMORPG game by Cartoon Network)…  “You can make an MMORPG with Unity? That is awesome! I wanna make my own MMO!” screams the excited reader. And then he slams that thought by telling the readers to check the credits. You need to clone yourself 79 times, according to the author, and send yourself to school to study various disciplines.

Okay, so no MMO, so what game are we gonna make, Mr. Author sir? Then he points us to games on Blurst and Wooglie. Casual games? I don’t know about you, but I love casual games, I mean that how I got into this business in the first place (read about how I stumbled into this whole game making business on Gamasutra, in case you’re interested, but you’re probably not, anyway, moving on). Okay, casual games it is then, because we need to “Walk before you can run (or double jump)”. And then it’s hammer time, head on over to the Unity website and download well, Unity, and then install install, and then launch!

And then he starts explaining the interface. I took down some notes:

(my “notes”, forgive my terrible handwriting)

And then we move on to the next chapter! Chapter 2: Let’s Start with the Sky. Are we going to be making skies? Read on, the author asks us, “It’s time to build a game, right? But how do you start? Where do you start?” Um, I don’t know, you tell me. He tells us, that every game starts with an idea. But the number of ideas you come up with doesn’t matter. “The one thing that separates you from success is not the number of ideas you’ve had or the number of projects you’ve started and abandoned, it’s the games you’ve finished that count.” Is that directed at me? I have a tendency to have a lot of ideas, starting a lot of projects, but never finishing them. That line really struck me, sir. Yes, sir, I will try to finish my games, okay not try, I WILL finish my games.

And then he talks about “The Siren Song of 3D” (how beautifully put). He says that before we even begin, the odds are already stacked against us! That’s a mean thing to say. He points out that games like GTA, Mario or Fall Out 3 is they have “an animated character or first-person camera moving around in a physics-based environment; a rich and detailed 3D world with maps… teams of hundreds of people burning through multimillion dollar budgets…” Okay, we get it, we can’t make MMOs and AAA quality games.

And then he starts talking about features vs content, and giving a lot of examples of games along the way. The summary: “By cutting features from your game ideas, you can whittle your design down to a more manageable size than by cutting content”. Okay, got it. Can we get started now? I want to make some games! (or at least one game, before the night is over).

Chapter 3: Game #1 Ticker Taker. Yeah, finally! So what game are we going to make? Volleyball. He wants us to make a volleyball game, I hate volleyball (or rather, I suck at vollyeball). But he did ask nicely for us to pretend that we are totally pumped about volleyball. Fyeahvollyeball!

*takes a break to do the laundry*

Okay, now where were we? Oh yeah, game, and volleyball. I love volleyball. Read, read, read. The author Is explaining the rules and the complexities of volleyball and he came to conclude: “You + volleyball game = badIdea.” I know right, really bad idea. But then he insists that volleyball is my dream, my passion, that is why we must strip volleyball down to it’s bear essentials and start from there. Okay, he instructs me to get “a red pen and/or machete”, gotcha. Okay, I have my machete, who do we kill? -Sets, teams, multiple players, net, referee, spectators, and then the player. Wait, what? We’re even killing the player? What’s left? A ball. A ball floating in midair. A ball that cannot touch the floor. And something to bounce the ball on. Okay, I can work with a ball (in fact, I think I can even make a 3D model of a ball in Blender).

So let’s go to Unity. Create new project and then add a new object to the scene, a sphere, which will serve as our ball. So we name him, Ball!

(more “notes”, before and after)

He says that our ball right now is between the ground (half above ground, half below ground). And we must move the ball up to the sky. We change the Y position of the ball to 2 (in the Inspector panel). Okay, that was easy. Next, he complains that our ball is too big, so we scale it to 0.4 for X, Y and Z. Okay. Next step? Save the scene.

Now, we have our ball, next is our paddle (the thing that we are going to have our ball bounce on). We create a cube (Game Object > Create Other > Cube), and we name him Paddle, and then we scale him, so he’ll look less like a cube and more like a paddle. Alright then.

And then we add a light to our scene.

(our ball and paddle used to be dark an dreary, now it is all lighted up. like a make up commercial)

And then we test our game! We hit Play. *those black crows from Japanese animes fly by* Nothing happens.

The author is pulling our leg, he wants us “to test your game at this point, even though nothing happened, to pinpoint that magic moment when Unity becomes awesome.” Okay, well, I can’t wait for things to become awesome.

Add physics to our game! Click on Ball in the Hierarchy panel, and then go to Component > Physics > Rigidbody, to add a Rigidbody to our Ball. And make sure that Gravity is checked in the Inspector panel. And we could hit play again (at least he is telling us to hit play again). Our ball fell down and hit the paddle! Whee! It was “especially cool” (he says I can get ten points, if I said that that was especially cool).

Next, we want our ball to bounce. Because, in real life, ball bounce, right? At least volleyballs bounce (I know that much about volleyballs). So we set the Material property of the Sphere Collider of our ball to Bouncy. And press play again, and it is magically bouncy! “Especially cool”! And that’s the end of chapter 3.

But the ball just keeps bouncing and we can’t do anything. So we have to move on to the next chapter, Chapter 4: Code Comfort. So it’s time for some coding. Nervous? But the advertisement says that: “Build fun games even if you’ve never coded before”. I guess this is the part that will decide whether a book can really teach someone to make a game. Well, it’s 37 pages of condensed lesson in scripting.

The question at the back of my head: do I really want to read about scripting?

*will rest a bit tonight, will take on that chapter tomorrow*

Next day, a new chapter. Chapter 4:  Code Comfort. Here we go! I’m just gonna read it through for and give you guys a short review of what I read.

*reads*

Okay, done. This chapter starts from the basics, in an easy to read and easy to understand way for the readers, whom the author assumes has no background at all in coding. For one thing, he compares functions to a hoagie, the curly brackets being the buns, and the scripts inside as well, the tomato, the salami, the mayo. And a variable to a bucket, which contains things, you know. He also teaches the readers how to access the Unity Manual and Scripting guide and how to make sense of it. He also lets the readers try out code every step of the way. All in all, the author is actually quite a fun read, because of his wit and humor, and it is nothing like my Computer Programming 1 professor, who tends to drone. So, I’m done with Chapter 4.

I do realize that this book has 380 something pages and 12 chapters. And this blog post will go on like forever If I continue in this fashion. So um, I’m going to stop here.

Overall, I think this book is easy read, it’s not intimidating in such a way that it bombards you with information, code bits that you can’t even begin to grasp. I think that beginners, even those who have “never coded before” would find this book easy to digest, and might even be able to “build fun games”. For those who are interested in the book, you can check it here. The book actual offers samples codes and projects that you can download even if you haven’t bought the book, here.

By the way, you can also read my review of Cocos2d for iPhone 0.99 Beginner’s Guide here. But my conclusion after reading that books is: “Overall, I think this book is a very comprehensive guide to anyone, who has a bit of background in programming, and wants to start making games using Cocos2D.” Note, I said that it will be a good guide to anyone with a bit of background in programming.

So can someone who has never coded before learn how to make games by reading a book? That was the question at the beginning of this blog post. I guess it’s hard to tell, I’ll have to say it’s:

( sign from Mythbusters)

By the way, Packt Publishing gave me these books for free to review. Why? It’ because I’m a blogger and I occasionally blog about Cocos2d stuff. You can get free books too, if you are a blogger/ webmaster/ reviewer for a magazine or a popular and relevant website / educator in an academic institution, just email you details to reviewrequest@packtpub.com. If you’re not those, you can also exchange an original article that you wrote of course, for a free book. More details on the Packt website.

The App Store is a gamble – so what should you put your money on?


Do you know that the App Store has 350,000+ apps?  With more than 10 billion apps downloaded (how many zeros are in a billion again? Oh yah, 9). So 10,000,000,000 divided by 350,000 gets us 28,571 and some decimal points.  So if the downloads are divided equally among apps, your app would have made 28k, but that is obviously not the case. There is no way for us to find out how many downloads each app actually gets, unless they tell us. According to the people behind Angry Birds, their franchise reached 200 million downloads, their original game has somewhere over 100 million, while Angry Birds Rio has over 10 million.  Words with Friends, over 10 million; Fruit Ninja, over 6 million; Cut the Rope, over 6 million. According to Matt Rix’s blog, his Trainyard Express has over 2 million. While Outfit7 announced recently that their Talking friends reached the 100 million downloads.

But there are also apps that just sit there, unnoticed in the App Store. And the developer just waits, waits until someone discovers that it’s there, and hopefully downloads it and likes it.

So our company (a tiny studio with 2 bosses, 1 project manager, 1 designer, 3 programmers and 3 artists) released our first app two months ago (forgive me, but please let me plug a bit, it’s called Visual Travel Checklist (VTC), and it’s a travel essential application that helps you prepare and pack for your trips. VTC provides an intuitive user interface with vibrant icons as the TO-DOs and TO-BRINGs. Who says getting ready for a trip has to be bothersome and wordiness? No longer is the process of writing on notepad then crossing tasks and items out needed! VTC is a brand new way to prep and pack!). View in App Store.

From the development to the QA, to the submission to the App Store, I have this “let’s do this first app heck yeah” chant going on in my head. I will let my tweet speak for me:

Waiting for our app to be approved and be on the App Store, was like watching water boil. There was literally days when I would press F5 over and over again on my iTunes Connect page. And when it finally was approved and has this cute little green bullet that says “Ready for Sale”, I was like (more tweets):

I am an over enthusiastic fan girl, forgive me.

And then… what then? Then that’s it. Just because it’s on the App Store it doesn’t mean that people know that it’s in there. There are 350,000+ apps in there. Relax though, there are only around 600+ travel apps that start with the letter V (I counted). So how can you possibly stand out among that crowd? Well, since the release, my two bosses have been working hard marketing our app (review sites, promotional videos and all), and it should help us a little.

So here I am, waiting. The whole thing just feels so anti climatic.

Moving on, our company’s second app is a shooter game (code name: A.i.), sneak preview from our company’s Facebook page:

 

Well, there are 3000+ games on the App Store that starts with the letter A (I know, I know, I should be counting the total number of games on the App Store). So that means more competition, boo.

You may note that our two apps are very very different. That’s because we are a new studio, and our bosses thinks that we should try making all kinds of apps, and then see which succeeds. Yeah, remember what the title of this post, the App Store is a gamble (after that really long intro and plug, I’m finally getting to it). I am actually very lucky, in our company, anyone can come up with an app idea, and if the rest of us feel that it’s good, we’ll do it, we’ll make it. It can be a game, a lifestyle app, a utility app, anything, as long as it’s a good idea.

So what kind of idea should I come up with? What kind of app should we be putting our money on?

It is worth noting, that on Apple’s list of All Time Top Paid iPhone Apps, Doodle Jump, a game, is number 1, followed by Tap Tap Revenge 3, also a game, and then Pocket God , game, and then Angry Birds, obviously game. In fact, only AppBox Pro Alarm, is not a game on the Top 10 All Time Top Paid iPhone Apps. In the Free section however, the non game apps fare just fine. But we are in it to make money, so let’s just ignore the Free section for now, it’s not as if we can compete with Facebook anyway.

So are people willing to spend more on games than lifestyle apps, utility apps or travel apps (I didn’t count Social Networking apps, because they get a lot of downloads too, but they’re mostly free)?

But in terms of development, that travel app is cake compared to that hell of a shooter. Time is also of value here. We can make more apps in a year, if the development time for each one is shorter. But if we take more time, we might be able to make an app that has a bigger chance of kicking ass and charge more 🙂 (like Infinity Blade- that kicks ass, and I don’t think anyone, so far, can compete with them). Jon Jordan from pocketgamer.biz estimated that Inifinity Blade sales reached at least 3 million dollars within three weeks, with more than 600k downloads at $5.99 per download.

Although it’s really hard to tell, because Talking apps by Outfit7 reached 100 million downloads, and their apps (have you guys tried them? Talking Tom Cat is absolutely adorable) basically what those apps do is, you say something, and then the animal will repeat it, in this chipmunk like voice. They have other functions too, like you can feed the cat milk, or play with it, but most of the additional functions are In App Purchases. In terms of development, it’s a simple app.  But maybe it sells because it’s a simple app. Just a cute (how can something with chipmunk voices not be cute?) little app, but it sells (In App Purchases anyway, most of their apps are actually free, or priced at a dollar).

And of course, there are the miracles that happen in the App Store. I think Andreas Illiger really hit the jackpot with Tiny Wings. It’s a very beautiful game and it’s fun, and people really like it (my officemates are addicted). Why, it can even compete with Angry Birds.

So, how would you know, really, what kind of app, what kind of game will do well in the App Store? Please comment 🙂

Sources:

Packt announces exclusive discount offers on selection of Graphic Application books


Discounts! For this April, Packt is running a series of discounts on graphic design and multimedia development books.

Such as:

  • Buy any graphic printbook and get 20% off
  • Buy any graphic eBook and get 30% off
  • From Packt Press Release:

    Open Source Graphic Applications and Libraries Month

    Packt has this week announced a series of discounts and promotions on its selection of Open Source Graphic Applications and Library books. The Open Source Graphic Applications and Libraries Month will offer readers exclusive discounts of 20% and 30% off the cover price of selected Graphic print books and eBooks for a limited period.

    The Open Source Graphic Applications and Libraries Month discounts refer to books written on software used for graphic design, multimedia development, specialized image development, general image editing, or modeling.

    “There are so many exciting Open Source projects for people who want to work with graphics, animation, or do some modeling. While some of them are easier to use than others, we’re committed to making it easy for anyone to use them, and unleash their creative potential. So far this year we’ve already published over 10 titles in this area, and we’ve got plenty more to come!” said Packt Open Source Publisher Doug Paterson.

    To ensure you do not miss this fantastic offer, visit the special offer page now, where you can view the extensive list of books included in the offer and access an array of related articles that were written by authors.

    For more information on the Open Source Graphic Applications and Libraries Month and the discounts being offered throughout April, please visit: www.packtpub.com/article/graphic-open-source