Success stories
by Eaymon Latif · in iTorque 2D · 12/23/2008 (6:43 am) · 160 replies
Hey Guys,
With so many people evaluating the iTGB and having trouble ( like myself :-P) it would be nice to hear of people who have successfully submitted an application to the app store.
please feel free to list your games and brief descriptions of them here.
With so many people evaluating the iTGB and having trouble ( like myself :-P) it would be nice to hear of people who have successfully submitted an application to the app store.
please feel free to list your games and brief descriptions of them here.
#42
05/13/2009 (9:27 am)
@Michael I guess I should clarify what I was meant. What exactly do you mean porting their game if it's all script based? Do you mean to iTGB 1.2?
#43
@Bret: Porting to C++ from script is what he means.
05/13/2009 (10:15 am)
I haven't found a non-iTorque game which doesn't run yet. I'll have to buy a couple of games and try them out.@Bret: Porting to C++ from script is what he means.
#44
05/13/2009 (10:31 am)
I cant even compile using 1.2 jeez....
#45
05/13/2009 (10:37 am)
What I meant was recompiling the App to distribute and upload it to the App store as an update.
#46
I have our app load down to 16 seconds on 2nd gen iPhone devices...I sure hope upgrading to 3.0 doesn't increase the loading time more!!
*Note: the majority of our game is in C++.
05/13/2009 (10:46 am)
Mich, can you tell what the crash log is from the games that never get past the loading screen? if it is 8xbadf00d that most likely means the app is taking too long to load.I have our app load down to 16 seconds on 2nd gen iPhone devices...I sure hope upgrading to 3.0 doesn't increase the loading time more!!
*Note: the majority of our game is in C++.
#47
05/13/2009 (10:48 am)
i have been trying to two months.... to submit my game... to no avail. its killing me a long with all the iTGB issues
#48
05/13/2009 (11:06 am)
@Geoff - These are apps I've gotten directly from the store, so I'm not aware of how to get a crash log on those. Any tips?
#49
05/13/2009 (12:42 pm)
You can see the crash log for any app on your device, just hook it up to your mac and launch Xcode, then open up Organizer and select the device..then look at the Crash Log list...it should list the crash logs for every app on your phone that has crashed.
#50
The game is called Squished, its a 2D puzzle game where you have to get the green guy into the blue bin.
http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=309133876&mt=8
feedback would be greatly appreciated
05/23/2009 (6:20 am)
Finally... Apple approved the game and it has been re- released into the store (after a month of fighting with them.) The game is called Squished, its a 2D puzzle game where you have to get the green guy into the blue bin.
http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=309133876&mt=8
feedback would be greatly appreciated
#51
05/23/2009 (4:43 pm)
Gratz Eaymon :)
#52
could you describe how you proceed to make the game ? and levels ?
05/24/2009 (3:52 am)
Hi Eaymon ! could you describe how you proceed to make the game ? and levels ?
#53
care to expand on that?
05/24/2009 (6:10 am)
with great difficulty and more headache and frustration then i was looking for. :Pcare to expand on that?
#54
So you have succesfully done the game and if you can expand more your dev process ? and how much time to complete it ?
regards...
PS : sorry for my poor english :-(
05/24/2009 (6:57 am)
I was asking you that because it looks like Crazy Machine (on appstore) and in first time i wished to make a game like that with torque.So you have succesfully done the game and if you can expand more your dev process ? and how much time to complete it ?
regards...
PS : sorry for my poor english :-(
#55
Actual development time was very short, 2 weeks in total. What took the most time is the nuances of iTGB and that took most of the time.
The game was ready at the end of feb/march and I'm guessing that release time would of helped it greatly.
05/24/2009 (7:15 am)
That would explain why they kept on refusing the application even though there wasn't anything wrong with it.Actual development time was very short, 2 weeks in total. What took the most time is the nuances of iTGB and that took most of the time.
The game was ready at the end of feb/march and I'm guessing that release time would of helped it greatly.
#56
Do you know your average number of download/days since you published it on the appstore ?
Did you use only TorqueScript ?
05/25/2009 (1:30 pm)
so you mean 2 weeks including Development & Arts ?Do you know your average number of download/days since you published it on the appstore ?
Did you use only TorqueScript ?
#57
05/26/2009 (1:02 pm)
I would suggest a program called AppViz (http://www.ideaswarm.com/products/appviz/) or Sales Report (http://www.dolejsky.com/sales-report/), as they will both help track sales figures of your own apps.
#58
Also Review Scraper (also free and open source) is a handy program if you want to download all of your app reviews onto your device.
05/26/2009 (1:19 pm)
Or as an open source alternative that you can install on your device, I'd recommend App Sales MobileAlso Review Scraper (also free and open source) is a handy program if you want to download all of your app reviews onto your device.
#59
05/26/2009 (5:51 pm)
There's also AppRanking. This can be used to keep an eye on your competitors :)
#60
06/04/2009 (7:11 pm)
Third success story: Mini Chess is finally up. A couple more chess variants to go... then a tile game... then secret plans unfold. ;)
Employee Michael Perry
ZombieShortbus
The games that are crashing used to load on my pre-3.0 device.