Friday, 25 April 2014

why am i making games for ios










  1. Heya!

    So, I know bad hotel isn't nearly as focused as say 868, but it is certainly small. On steam alone, it did better money than on iOS. Across all the sales of the pc (which is complex, because we included the android version in some bundles), we did 3x money than on iOS.

    I would happily speculate why, but it would just be speculation.

    1. yeah 868 is way bigger than anything else i've been making recently so it's probably above that threshold (though it's still "small" as PC games go), the rest though..
      but yeah i'm not super worried about money now that 868's sold decently on ios and is getting on steam too, i'm more thinking about what i want to be spending my time on now

  2. Hey Brog,

    Please don't stop making games for--or, at the very least, porting them to--iOS. Your games' insane aesthetics and play mechanics translate so well to that medium, and it's great to have something interesting to play in a sea of shovelware. iOS doesn't have to be the joke of a platform it's often made out to be. Anyway, your work is much appreciated. Thanks.


    1. I fully agree! I love the iOS games, especially 868-HACK!

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  4. Yeah, I get why this is a dilemma for you. I feel like just the fact that we're making videogames is a bit exclusionary by nature. Not everybody has access to a computer or the internet. Sure it's cheap (probably even free in many cases) to get an old computer now. But I think the same is probably already true for old smartphones/tablets now that there have been a few generations of them. It does suck that a lot of these devices have short lifetimes with planned obsolescence, i.e. Apple dropping support for OS updates. One good thing about Android is that Google tries to give developers the option to be backwards- and forwards- compatible, although it can be a pain sometimes.

    How are you programming the games? You probably know this, but there are are a number of free or relatively cheap frameworks/engines out there that let you develop for iOS and Android, and in some cases also for PC. Multi-resolution is definitely a pain, but if you write or use a good GUI framework you can at least get OK support across a wide range of aspect ratios and DPIs - pixel/vector art also makes multiple DPI support a lot easier. Cocos2d-x isn't bad if you don't mind writing C++. The rendering pipeline is inefficient but it's pretty adequate for simple 2D games. I'm learning Unity also, it's pretty nice although a bit pricy to support Android and iOS. There are also some other engines I haven't tried yet that seem pretty active like Corona SDK and libgdx.

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