Is a warning about IAP in freemium games on iOS required?

| | August 4, 2015

When I launch the successful iOS game “Clash of Clans”, right in the beginning I get the following message in an iOS info pop-up:

“Clash of Clans is free to play, but you can speed up your progress with in-app purchases. If desired, purchases can be disabled in the general settings of your device.”

What’s the reason the developer shows this message right in the beginning? Is there any legal obligation to do so?

difference between cocos2d-x vs cocos2d-js

| | August 4, 2015

I’m just moving towards native apps… A friend of mine told me to start with cocos2d, I’m good in javascript. while searching google for cocos2d, and within cocos2d-x.org i found

  1. cocos2d-x
  2. cocos2d-JSB
  3. cocos2d-html5
  4. cocos2d-Javascript

I know what cocos2d-x is for.. and what cocos2d-html5 is for.. but what is cocos2d-JSB and cocos2d-Javascript..
Can somebody please tell me.. what exactly these 2 things are..
My questions are..

  1. Can we developer 100%pure native apps/games in cocos2d-JSB and or cocos2d-javascrpoit.
  2. I also know cocos2d-JSB is javascript bindings.. but what does that exactly mean?..
  3. Last but not least question.. what is cocos2d-Javascript for?.. does that work alone or we need cocos2d-html5 to make it previewable in IOS/Anroid/windowsPhone..

Please give me Details.. because i’m so confused… I want to develop native apps for IOS/Android and Windows.

Thank you

Unity animations in iOS

| | August 4, 2015

I’m an iOS developer and I’m trying to make 2d animations with Unity 4.3 + RageTools Pro + RageSpline. I want to integrate the animations into a native iOS application.
In Unity I have different kind of animations, different characters, and I want to control these separately in Xcode.

I know how to build unity project to Xcode and I know how to customize the Unity view in Xcode, my problem is that I can’t access individually the animations, I can’t loop them and I can’t switch them in a specific view.
My another problem is that the built Xcode project from Unity is too large (more than 300 MB).

So the question is if I continue to develop the character animation within unity is it possible to handle separately the animations in Xcode? Or do I have to find a another solution (use another animation tool, or export from unity into some different file format like FBX).
In summary I want to make a simple iOS app with simple animations and i’m looking for the simplest solution.

Thanks in advance for your help.

iOS Workflow for Importing Animations Into XCode

| | August 4, 2015

I am working with an illustrator to add animation to my iOS app. She is using Adobe After Effects on the illustration side and I am using SpriteKit on the developer side. However, the specifics don’t matter here. Going from Keynote to Cocoas2d has a similar process.

The process is something like this:

  1. Asset creator makes animation.
  2. Asset creator breaks animation into its various frames.
  3. Developer imports those frames.
  4. Developer uses animation library to animate through those frames, trying to make it look as similar to original animation as possible.

Personally, I feel like this process is a bit inefficient. What is a more streamlined process to put animation assets into an iOS app?

Other Resources

Story for an iPhone Game from a book?

| | August 4, 2015

I’m making a story-intensive game (RPG) for the iPhone and want to distribute it over the AppStore. But AppStore Apps have the potential to be distributed internationally, so I need kind of legal advice – maybe someone of the independent developers here was already in a similiar situation.

I’m planning to use an book (i.e. classic literature, world literature or fairytales) as foundation for the storyline of my game: So what are the basic conditions, if I dont want to run into big problems? I heard about 70 years after first publishing (or after death of the author?) a book would be “out of copyright” – but is that true for every country? Could I get problems in the App Store?

My Background: It doesn’t seem economical to pay a scenario writer for my game (no budget) – and myself isn’t “talented” so much in this field. But there are already tons of great stories out there, which never get a game release so far. Because of that, I was thinking: “Why not use this, instead of making a crap story by myself”…

I know that I can’t get here a reply from a lawyer – but I hope for tips from other independent developers with experience in such cases…)

Currently developing a game with Android SDK, should I switch to a game engine in future projects?

| | August 4, 2015

I am an android developer, and I’ve made several apps on the Google Play Store. I’m currently working on my first game, which is just a simple RPG for android, that I’m coding in java with the android SDK. I went to an indie game conference recently, and one of the veterans, asked why I didn’t use Unity or another game engine to build my game, so it could be easily ported later on. Which got me to wonder if I should use a game engine, since I do want to port this game to other platforms.
So, my question is, should I try to adapt to a game engine to make my future projects, if so, which game engines should I look into?
Thanks!

How to bundle a HTML5 JavaScript game as native Windows application?

| | August 4, 2015

As the web browsers evolve, HTML5 game development with JavaScript, Canvas, webgl is increasingly becoming popular. The advantage of web-based games compared to native apps is that they run on multiple platforms, and you don’t have to fiddle with OS-specific libraries or programming environments.

You can already sell your web games via the chrome web store, but I think it’s too unpopular yet for being profitable for indie game developers.

I think you may reach a larger crowd by selling your games at the Mac App Store or Steam, but therefore you have to bundle it as standalone application.

For mac, you can easily bundle your HTML5 games as native app by using the Apple’s WebView component. Here is an example on how to do that.

Now I wonder: is there an equivalent way for Windows platform?

App Store: Profitability for Game Developers

| | August 4, 2015

Recent days, I’ve been spending significant time in discovering chances of profitability of AppStore for developers.

I have found many articles. Some of them are highly optimistic, while other are extremely skeptical. This article is extremely skeptical. It even claims to have backed its conclusions by objective sales numbers. This is another pesimistic article saying that games developed by single individuals get 20 downloads a day.

Can I kindly ask to clarify from business viewpoint whether average developers publishing games and software on AppStore can cover their living expenses, even, whether they can become profitable?

Is it achievable to generate revenues of 50.000 USD yearly on AppStore for a single developer?

I would like to stay as realistic as possible. Despite the question might look subjective, a good business man will be able to esitmate chances for profitability and prosperity within AppStore.

Setting up Payout on the Microsoft App Hub

| | August 4, 2015

I am a Windows Phone 7 developer from India. I want to set up the Payout option on the App Hub for the Paid apps I release.

What’s the procedure? Do I have to physically mail the W-8 form to Microsoft? Any other things I should know about?

Can I release a paid app now and set up the payout later, in a month or so?

Can an application break the graphics card?

| | August 4, 2015

Quick note: I know this is a game development Q&A site but I guess you guys most of all know and have experience with graphics cards so I address this question to you. If you think this is completely off-topic, please refer me to a proper site/forum. Edit: Actually, it is gamedev-related: if a bad code can result in card overheating or breaking then game developers should be aware of that and make sure their applications don’t do that.

This might seem like a weird or stupid question but is it actually possible to write such a graphics rendering application that can break the graphics card (in any way)?

The immediate reason that made me ask this question was (no surprise) my own broken graphics card. After having it repaired the serviceman said that they tested various apps (games) on it and it worked fine. But when I launched my own app (deferred shading demo) it heated it to over 100 degrees Celsius. So my card didn’t turn out to be fixed after all but what’s important here is that the problem seemed to only occur when running my own app.

I’ve played various GPU-demanding games on it (like Crysis) and often pushed it to the limit and more (had settings so high that the games ran at 5 FPS), some benchmarks as well… So I’ve given my card, many times, so much work-load that it couldn’t catch up (hence low FPS) but it never reached dangerous temperatures. But my own application managed to achieve that (at least when the v-sync was off). :P Since it was only my own app, I don’t think a bad cooling system was the culprit.

So I ask – do you think (or maybe know) whether or not it is possible to break the graphics card (in any way, not just by overheating) by some vicious code?

Update:

Joe Swindell said that overheating may be the problem (well, it definitely can break the card). But shouldn’t a proper cooling system prevent that from happening (under any circumstances)?

Boreal pointed out another problem. If I understand correctly, FPS is bound by both CPU and GPU (is that right?). So low FPS might signal either high CPU load or high GPU load. But again – shouldn’t a proper cooling system prevent GPU from overheating even if the card is “used at 100% all the time”?

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