For quick n' dirty OSX apps I'd go with RubyMotion. I think the right niche app could sell well, see Pixelmator as an example. Just like iOS you'll probably want to integrate with as many of OSX's latest new features to get featured by Apple on the App Store. For games the Mac App Store probably isn't worth the trouble for…
The only limit on Unity VS. Unity Pro is that you cannot earn more than $100,000 in one year, once you exceed that you'd have to purchase a Unity Pro and Unity iOS Pro license. http://unity3d.com/unity/licenses The $99 dollar fee is for Apple to "sign" your apps so that they will run on a iDevice and which you then can…
I don't like their policy of: "mac first" when in fact, their core users are from windows. With Max and other 3d apps you can choose the api. Being stucked with opengl 2.0 is a fail for me. Game models need D3D features imho. And I don't care about multiplatform because for me opengl is meh. The unique device using opengl…
using a cool app that shows me what things are doing. so for the whole life of this new p.c. this has never worked ever since i learned about the new "inner workings" of the installer, i got all the "editing tools", that removes the issues. Got everything else working, the control panel won't load though any ideas? not…
do you know that publishing an app at android cost only 25$ at once for infinite number of apps ? beside, you don't need to post the app at official market :) ps : i can be a beta tester for the android version by the way. pss : other thing : i recently learned that android in world is now 52,5% used than 16,9% for symbian…