An interesting announcement was made from Google at GDC Europe earlier this week. Games sold through the Chrome Web Store will result in developers getting 95% of the revenue, as opposed to Apple’s 70%. Keep in mind there are a lot of questions still surrounding this announcement, so don’t take anything as absolute.
Archive for the ‘iPhone’ Category
95% > 70%. Ready for 25% more?
Saturday, August 28th, 2010Farewell, App Store
Monday, May 24th, 2010Over the weekend my Apple iPhone Developer’s license expired. The experience was valuable, but wasn’t as successful as I originally expected. I think eventually I’ll get the license again and push out some more games to the iTunes store, but that time will require that the games be completed prior to renewing.
A lot of the license time was spent working on Waddlefield, which is still available for sale. After Waddlefield, my interested turned toward Facebook. I have a couple games, The World is Flat and The Forgotten Isles, which both run on the iPhone but aren’t at a released state yet.
For the next few months I’ll be focusing on getting these games, and others, on Facebook and then in more of a marketing effort, rather than sales effort, port them to iPhone.
Forgotten Isles on iPhone?
Tuesday, April 27th, 2010One hour. That’s all it took to convert my Ludum Dare game to an iPhone build.
Optimization is the word of the week. I got the game running, but it isn’t smooth. Sadly, the shader I used doesn’t work, so I’ll have to write a new one, or bake in some basic lightning. I implemented the joystick from a previous project and used that instead of the arrow keys.
Functionally, it all works. Performance needs a lot of help. I’ll keep you updated. The goal is submit it to Apple this weekend.
Don’t Panic: Why dimeRocker is the Future for Unity Developers
Friday, April 9th, 2010
Yesterday was a real world clash of the titans, and Apple has released one hell of a kraken.
A lot of developers are still shaken, because there haven’t been official statements from Apple or Unity in regards to whether Unity games will be allowed on Apple’s OS4. I offer the following insight to Unity developers to encourage a more stable future, and the self-publishing solution to achieve it.


