here's a free sample:
THe price is FIGHT
its a quiz game where half way through mutants attack and turn the audience into zombies and then the player takes control of the contestants like an RTS, and you have to get them to the helicopter but on the way the coolest one called jayce gets killed who was your buddy and then it becomes a flight sim where you fly to safety and shoot the zombies and mutants from the helicopter
the price is FIGHT: nice to see you, to see you FIGHT!
there's plenty where that came from
PS, have you tried gamedev forums for codemonkies?
You might want to check your enthusiasm. The gold rush is over. If you want to make a million bucks it's about as hard these days as any other platform out there. That means it's not impossible, but it will take a lot of effort from a organized team. You'll need marketing, etc.
Now. . .if you want to make $100, maybe even $1000, then you guys should have no problem.
Someone (a programmer) asked me this same question over a year ago. I shrugged it off. He released a game without me. It's been out for months. Not sure he's broken the $100 mark yet. Needless to say, the floodgates were opened a long time ago. Without any sort of quality standard for these types of indie game opportunities, all you can hope for is to see your crap lost in an enormous sea of other crap.
The money is in Xbox Live Indie games. Look at all the junk there. Any effort at all could put you in top position to bring in some small profit. And you don't have to be an iPhone snob bound to AT$T to play them. Plus DirectX, shaders, 3D, the good stuff...etc.
Suppose you also have to answer Trivia questions to upgrade your zombie slaying weapons? Example;
You answer a question properly, and your chainsaw becomes a flaming whirlwind of intestine splitting wrath (As in it's flaming) or something.
This is awesome!
I've been waiting for Apple to green-light Flash Player for the iPhone, but I guess the Adobe guys got sick of waiting.
This will make game development for the iPhone more available to non-Mac users like myself and I'm far more confident with ActionScript than I am with having to learn a new coding language.
This is awesome!
I've been waiting for Apple to green-light Flash Player for the iPhone, but I guess the Adobe guys got sick of waiting.
This will make game development for the iPhone more available to non-Mac users like myself and I'm far more confident with ActionScript than I am with having to learn a new coding language.
Thanks for the link, snemmy.
I think you will still need a Mac to deploy to the iPhone/Pod. Or make a Hackentosh...
Yeah the FAQ pretty confirms you'll still need a Mac to publish Flash apps to iPhone. At least it compiles a little closer to the hardware than the travesty that was Flash Lite.
Oh well now we have a nice mature editing environment and a scripting language everyone knows. If you thought the first gold rush was bad...
Hai, I heav a great idae for an ep1c rpg with fighting combo elements9ftw!) and it wil be a guaranteed hit on the iphoons! jus need to find a programmers end designars and well make tuns!
The money is in Xbox Live Indie games. Look at all the junk there. Any effort at all could put you in top position to bring in some small profit. And you don't have to be an iPhone snob bound to AT to play them. Plus DirectX, shaders, 3D, the good stuff...etc.
Xbox live, iphone and any service where you are stuck going on through one and only one method of getting your items to your customers, and the "store" gets to choose what is and isn't acceptable while sucking up your profit margins.. sucks.
Sorry dude, but I'm already working on my own. I'm not looking to make a million initially, but I'm hopeing to be paying my own salary before the end of next year. Already got the initial prototype up and running. Just need to polish up the functionality and start putting the actual content in.
I'm currently working on the Zero Punctuation game design contest. But as soon as that's over its right back to the iPhone App. I'm looking to release the first version of my first app before Christmas.
Xbox live, iphone and any service where you are stuck going on through one and only one method of getting your items to your customers, and the "store" gets to choose what is and isn't acceptable while sucking up your profit margins.. sucks.
Yes, but it is a matter of how much it sucks. If you look at it from that perspective, the traditional retail chain is pure crap. (publisher takes most of your profit, distribution takes a cut, retail takes a cut, extra cost per unit for packaging)
On iTunes App Store, Apple takes a 30% cut of your sales. That's a decent chunk, but it is also consistent. Microsoft has clauses where they take a bigger cut if you sell more, and have increased their take so that it is no longer competitive with what Apple is offering. If you sell millions of copies of your app, Apple will still just take 30%. And since Apple is the ONLY middle man in this equation, the remaining 70% is all yours.
70% is a much better take than most major commercial developers get. I guarantee most independent studios who go through the retail distribution system don't get to keep 70% of each sale. Having just one method and outlet for distribution has its advantages, as well as its drawbacks.
I want an iPhone app that uses real world statistical data to create and overlay "hot chick density clouds" over google maps in real time. Storm chasers!
I think the Apple app store is great. It has it's difficulties and frustrations for sure. But what a great opportunity to take your fate into your own hands. Or just make something and offer it to what ...45 million people around the world? That's fucking rad.
We made our game in about a month of full time work each. On the side.
It's not over yet and there are other great places to share your indy games that are easy to get into. Android is 20/80 I believe. Better than Apple.
That is indeed very informative. But I'm still going to carry forward with development. Largely because I haven't quit my day job, and am just doing it on the side. And partially because I'm not stupid enough to sink six figures into something that may or may not tank. I'm developing my app on a borrowed Intel Mac laptop, using open-source graphics tools, an open-source graphics engine, and haven't even purchased a testing rig yet.
My financial investment at the moment is zero, and will likely never go over $400. (the cost to buy an iPod touch for testing, and the cost of releasing free and for-pay versions of the app)
At the same time, I am more than willing to start looking into Google's android platform as well.
Replies
I've been dieing to find someone to do this with, DIEING!
sorry for my enthusiasm.
Spark
here's a free sample:
THe price is FIGHT
its a quiz game where half way through mutants attack and turn the audience into zombies and then the player takes control of the contestants like an RTS, and you have to get them to the helicopter but on the way the coolest one called jayce gets killed who was your buddy and then it becomes a flight sim where you fly to safety and shoot the zombies and mutants from the helicopter
the price is FIGHT: nice to see you, to see you FIGHT!
there's plenty where that came from
PS, have you tried gamedev forums for codemonkies?
edit: for coders, look no further than the excellent tigsource.com forums. Lots of talented indie-guys there, many of who know how to dev for iPhone.
Now. . .if you want to make $100, maybe even $1000, then you guys should have no problem.
Been slaving away for acouple months, $1M here I come.
Flash is coming to the iPhone soon, so I hope you guys can code fast.
What is the boob to pixel ratio for this game?
2.3 boobs per pixel or it won't sell
http://labs.adobe.com/technologies/flashcs5/appsfor_iphone/
The money is in Xbox Live Indie games. Look at all the junk there. Any effort at all could put you in top position to bring in some small profit. And you don't have to be an iPhone snob bound to AT$T to play them. Plus DirectX, shaders, 3D, the good stuff...etc.
ps. where can I get a cheap mac?
You answer a question properly, and your chainsaw becomes a flaming whirlwind of intestine splitting wrath (As in it's flaming) or something.
I've been waiting for Apple to green-light Flash Player for the iPhone, but I guess the Adobe guys got sick of waiting.
This will make game development for the iPhone more available to non-Mac users like myself and I'm far more confident with ActionScript than I am with having to learn a new coding language.
Thanks for the link, snemmy.
Oh well now we have a nice mature editing environment and a scripting language everyone knows. If you thought the first gold rush was bad...
And I'm totally down for an iPhone game.
But my ideas are better than all of B1ll's best ideas, and those might be way too good and awesome for an iphone to handle.
Please give me your e-mail and a donation of $5 so we can support development costs.
Thank you, I look forward to working with you soon!
the bitcount forums.
This. Yes.
Nope. Not there either.
See this.
http://www.reactor3d.com/
Xbox live, iphone and any service where you are stuck going on through one and only one method of getting your items to your customers, and the "store" gets to choose what is and isn't acceptable while sucking up your profit margins.. sucks.
I'm currently working on the Zero Punctuation game design contest. But as soon as that's over its right back to the iPhone App. I'm looking to release the first version of my first app before Christmas.
Yes, but it is a matter of how much it sucks. If you look at it from that perspective, the traditional retail chain is pure crap. (publisher takes most of your profit, distribution takes a cut, retail takes a cut, extra cost per unit for packaging)
On iTunes App Store, Apple takes a 30% cut of your sales. That's a decent chunk, but it is also consistent. Microsoft has clauses where they take a bigger cut if you sell more, and have increased their take so that it is no longer competitive with what Apple is offering. If you sell millions of copies of your app, Apple will still just take 30%. And since Apple is the ONLY middle man in this equation, the remaining 70% is all yours.
70% is a much better take than most major commercial developers get. I guarantee most independent studios who go through the retail distribution system don't get to keep 70% of each sale. Having just one method and outlet for distribution has its advantages, as well as its drawbacks.
http://www.newsweek.com/id/216788/page/2
We made our game in about a month of full time work each. On the side.
It's not over yet and there are other great places to share your indy games that are easy to get into. Android is 20/80 I believe. Better than Apple.
Do it ...on the side.
That is indeed very informative. But I'm still going to carry forward with development. Largely because I haven't quit my day job, and am just doing it on the side. And partially because I'm not stupid enough to sink six figures into something that may or may not tank. I'm developing my app on a borrowed Intel Mac laptop, using open-source graphics tools, an open-source graphics engine, and haven't even purchased a testing rig yet.
My financial investment at the moment is zero, and will likely never go over $400. (the cost to buy an iPod touch for testing, and the cost of releasing free and for-pay versions of the app)
At the same time, I am more than willing to start looking into Google's android platform as well.