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The iPad/iPhone/iPod Touch Gaming |OT2| Part II

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Mejilan said:
That said, I bumped into this while browsing Cydia:
http://forums.toucharcade.com/showthread.php?t=68035
Wild guess is that it's doing something similar to FullForce or whatever did before, where it basically marks the app as having support for whatever screen/device. For some stuff where it's obvious the dev is just flipping a switch to render at higher resolution for their HD versions, this may work to provide the same effect. For other stuff it may be buggy as hell.
 
seady said:
lol this is like saying "F You" to the people that they just mass advertised this game to for $1.99 last week. Can't they at least wait a little bit to drop again? know it's only $1 difference, but still.
Yeah, I'm a bit annoyed since I'm one of the people who bought it for $1.99 last week. :/

Still a great game though and worth the price.
 
japtor said:
Wild guess is that it's doing something similar to FullForce or whatever did before, where it basically marks the app as having support for whatever screen/device. For some stuff where it's obvious the dev is just flipping a switch to render at higher resolution for their HD versions, this may work to provide the same effect. For other stuff it may be buggy as hell.
What's FullForce?
I think I might wait until this cooks in the oven a bit longer.
I really want more and easier control over when it comes into play.
Right now it seems like the only options are to either uninstall the app, or manually edit a .PLIST file in the app's folder.
 
seady said:
lol this is like saying "F You" to the people that they just mass advertised this game to for $1.99 last week. Can't they at least wait a little bit to drop again? I know it's only $1 difference, but still.

yeah, oh well..that's just the nature of the app store.. only a dollar difference like you said, so it's not as bad as other cases.

i actually do not like this on the iPhone, either; i haven't been able to beat the first level on accelerometer or touch controls fuuuuck
 
I always wonder what strategy they use to make a totally unknown game like Angry Birds and Cut the Rope suddenly explode in popularity. There are no marketing, no ads, no nothing. Then suddenly one day, it hits #1 in the chart and everyone is playing and talking about it. I wonder if it has something to do with Apple manipulating the chart to get people's attention and to recommend games.
 
seady said:
I always wonder what strategy they use to make a totally unknown game like Angry Birds and Cut the Rope suddenly explode in popularity. There are no marketing, no ads, no nothing. Then suddenly one day, it hits #1 in the chart and everyone is playing and talking about it. I wonder if it has something to do with Apple manipulating the chart to get people's attention and to recommend games.
All you really have to do is make a good game and price it correctly and it sells itself. Get that conspiracy theory crap out of here. Games come and go on the charts all the time.
 
seady said:
I always wonder what strategy they use to make a totally unknown game like Angry Birds and Cut the Rope suddenly explode in popularity. There are no marketing, no ads, no nothing. Then suddenly one day, it hits #1 in the chart and everyone is playing and talking about it. I wonder if it has something to do with Apple manipulating the chart to get people's attention and to recommend games.
It's called word of mouth.
 
Yeah look what happened here in this very thread. All it took for me was that two posters recommended it and suddenly I and a bunch of others had the game :D
 
Mejilan said:
Apple's 'multitasking' is stupidly crippled to the point where it barely deserves the name. Except for a couple of less-than-useful exceptions, their idea of multitasking is the equivalent of picking up your DVD remote, hitting pause, putting the remote down, picking up the bowl of popcorn, grabbing a few mouthfuls, putting the bowl down, picking the remote back up, and hitting play to resume the movie. And repeating this sad exercise every time you want more num-nums.

Except it works great. I can be playing Chaos Rings, and get a notification for a move in Carcassonne, instantly switch to that (no loading), make my move, and then double-tap back to Chaos Rings exactly where I left off, again without a split second of loading.
 
cjelly said:
It's called word of mouth.

But usually these 'word of mouth' starts AFTER the game hits the top spots of the chart. No one was talking about Cut the Rope before it was already very high in the chart.
 
Keyser Soze said:
It is the same base game, but touch control most certainly improves things. Much more useable than the tilt on the Wii.

How can you see what's going when using touch controls? This game is just too intense to have any portion of the screen covered up. There should've been a strip behind the paddle to place your finger on.
 
tetrisgrammaton said:
How can you see what's going when using touch controls? This game is just too intense to have any portion of the screen covered up. There should've been a strip behind the paddle to place your finger on.
This this this this this

I haven't even beaten the first level because I just can't find a decent way to control the damn thing. Tilting is fine but it's too imprecise, and touch is much better but there's no screen space for your thumb which blocks the action. Bit.Trip BEAT is a twitch action arcade game, it needs a D-Pad or something.
 
Apesht Mcfckface said:
the background process where things pause until you return to them, takes up ram, which uses the battery. This was introduces with IOS4.
No it doesn't.

When all computers hibernate and put the contents of active programs into RAM, do they use battery? I'll give you one guess.
 
Liu Kang Baking A Pie said:
No it doesn't.

When all computers hibernate and put the contents of active programs into RAM, do they use battery? I'll give you one guess.

Well, that depends on the type of hibernation. With the type of hibernation where everything is written to disk, or non-volatile storage, power can be more or less completely severed. However, if anything is still resident in RAM, some minimal power is most definitely required. Standby on the iPhone still drains your battery, for example, and programs are definitely able to still reside in RAM as a result. I really don't think it's likely that programs residing in RAM whilst your iPhone is on standby cause any increased battery drain, though.
 
Mejilan said:
What's FullForce?
I think I might wait until this cooks in the oven a bit longer.
I really want more and easier control over when it comes into play.
Right now it seems like the only options are to either uninstall the app, or manually edit a .PLIST file in the app's folder.
It was to run iPhone apps on iPad as native iPad apps. So stuff would display at native size (rather than pixel doubled), just with a lot more space. Granted it leads to vast wastes of space interface wise, but if the only other option is pixel doubling it's not too bad. Doesn't work with everything since some stuff wasn't designed with screen flexibility in mind (or uses custom controls and stuff).
seady said:
But usually these 'word of mouth' starts AFTER the game hits the top spots of the chart. No one was talking about Cut the Rope before it was already very high in the chart.
I think it had a preview a while back on Touch Arcade, being on there is probably worth a lot. And it's published by Chillingo which may help to get the word out (...although from what I've heard from another developer, Chillingo doesn't seem to do that much). Combine that with a polished decent game and more awareness from word of mouth and 99 cents and you tend to get some success, if that's enough to get you to the top apps list then you're probably raking in some dough.

Other than having a decent game, awareness is probably the main thing. A good publisher will help out a lot there, or just working hard on your own to submit to app sites, post around on forums, and perhaps buy ad space here and there.

To stay up there it seems like one trick is to always update the app with extra crap to keep the awareness up, Pocket God and Angry Birds both did this.
Liu Kang Baking A Pie said:
When all computers hibernate and put the contents of active programs into RAM, do they use battery? I'll give you one guess.
Active programs should be in RAM in the first place, and hibernate copies the contents of RAM to the HD. Sleep shuts down everything but the RAM...which does use the battery to keep the contents there.

But yeah it doesn't really matter to keep stuff in RAM, it's always going to be holding something unless you shut off the iPhone.
 
japtor said:
It was to run iPhone apps on iPad as native iPad apps. So stuff would display at native size (rather than pixel doubled), just with a lot more space. Granted it leads to vast wastes of space interface wise, but if the only other option is pixel doubling it's not too bad. Doesn't work with everything since some stuff wasn't designed with screen flexibility in mind (or uses custom controls and stuff).

I see. Stupid shit like this makes the geek in me quiver.
So I went ahead and installed Retinasizer (horrible name), but I only own two of the (so far) supported games. Street Fighter IV is, frankly, a terrible game, so my experience with the un-upscaled version is pretty limited. I always found the game to run in a jittery fashion, and upscaled, the jitter may be slightly more pronounced. Zombie Infection started off decently enough, but in the particular stage I'm in at the moment (playing as the girl in a mine with shit exploding left and right) the framerate dropped to single digits when things got too crazy. This app might be worthwhile at some point, particularly for games that aren't supported any more, but it's definitely got a way to go.

Minsc said:
Except it works great. I can be playing Chaos Rings, and get a notification for a move in Carcassonne, instantly switch to that (no loading), make my move, and then double-tap back to Chaos Rings exactly where I left off, again without a split second of loading.

Yes, it works great in a very limited fashion. It's still a horribly crippled implementation. It's got to be the worst major feature addition in a big-name device since Nintendo's online infrastructure for the Wii. It works. Its viable in some cases. But it still blows in comparison to the competition (and basic consumer expectation, I'd add).

Backgrounder destroys iOS multitasking in every possible sense, and was around long before iOS hit that 4.0 milestone. Marry it with something like Multifl0w (Expose-like app switching) and Remove Recents (keep the multitasking bar clear of icons not currently running in the fore- or background), and you've got a sweet multitasking implementation that rivals the Palm Pre, Android, what-have-you.

On top of that, not long after iOS 4.0 hit, Backgrounder was updated to fully support native iOS multitasking as well, just in case there's an app out there that doesn't play nice with its own backgrounding. So not only does Backgrounder effectively replace iOS multitasking, it also incorporates it. You can set global rules for all apps (backgrounding, native iOS multitasking, close app when switching), and throw in override exceptions on a per-app basis. Best of both worlds. Dead easy to set up.

And if I use my phone like an actual phone and put the thing down for more than 10 minutes, I don't have to worry about what apps I was juggling (and which timed out and closed) before I got distracted by something more important. Everything will be waiting for me exactly how I left it. Particulary excellent for those poorly developed games and apps that don't properly save states when app switching, as well. Way too many of those, sadly.
 
Mejilan said:
Yes, it works great in a very limited fashion. It's still a horribly crippled implementation. It's got to be the worst major feature addition in a big-name device since Nintendo's online infrastructure for the Wii. It works. Its viable in some cases. But it still blows in comparison to the competition (and basic consumer expectation, I'd add).
What competition? Android has the same multitasking implementation.
 
Mejilan said:
blah blah multitasking jailbreak works better blah blah

You do realise that not everyone needs all this shit, or wants to jump through the hoops to get it?

Apple's multitasking solution works perfectly fine for me, and I suspect pretty much everyone else too.
 
Vampire Origins RELOADED claims full Retina support, but really, only the game itself is Retina enhanced. Everything else looks terrible. Nice job Chillingo.
 
Mejilan said:
Yes, it works great in a very limited fashion. It's still a horribly crippled implementation. It's got to be the worst major feature addition in a big-name device since Nintendo's online infrastructure for the Wii. It works. Its viable in some cases. But it still blows in comparison to the competition (and basic consumer expectation, I'd add).

Backgrounder destroys iOS multitasking in every possible sense, and was around long before iOS hit that 4.0 milestone. Marry it with something like Multifl0w (Expose-like app switching) and Remove Recents (keep the multitasking bar clear of icons not currently running in the fore- or background), and you've got a sweet multitasking implementation that rivals the Palm Pre, Android, what-have-you.

On top of that, not long after iOS 4.0 hit, Backgrounder was updated to fully support native iOS multitasking as well, just in case there's an app out there that doesn't play nice with its own backgrounding. So not only does Backgrounder effectively replace iOS multitasking, it also incorporates it. You can set global rules for all apps (backgrounding, native iOS multitasking, close app when switching), and throw in override exceptions on a per-app basis. Best of both worlds. Dead easy to set up.

And if I use my phone like an actual phone and put the thing down for more than 10 minutes, I don't have to worry about what apps I was juggling (and which timed out and closed) before I got distracted by something more important. Everything will be waiting for me exactly how I left it. Particulary excellent for those poorly developed games and apps that don't properly save states when app switching, as well. Way too many of those, sadly.

Fair enough, things clearly could be better, but I must say, your tag is starting to make sense now ;)

I just hate apps that don't support iOS 4's background states, especially if they have a long intro like scrabble. Carcassonne takes me like 3 seconds to take a move, and scrabble takes me like 30, even if I just pick the very first word I think of, because scrabble has about 20 seconds worth of BS logo screens and slow resuming. I'd love it if it used the multi-tasking, because it'd load so much faster, like Carcassonne. So it's hardly worthless was the point I was making.
 
thewesker said:
All you really have to do is make a good game and price it correctly and it sells itself. Get that conspiracy theory crap out of here. Games come and go on the charts all the time.

Getting to the top of the charts takes a lot more than just making a good game and pricing it correctly these days. You almost always need to have something that helps you get up there whether it be leveraging the install base of other apps via cross-sell/promotion, getting featured by Apple, PR/marketing/editorials, leveraging licenses/events/brands, advertising etc. It takes effort on top of quality development to chart, and word of mouth to stay there.
 
Headspin: Storybook is a beautiful (Retina!) and fun game.

33y48rq.jpg
 
japtor said:
I think it had a preview a while back on Touch Arcade, being on there is probably worth a lot. And it's published by Chillingo which may help to get the word out (...although from what I've heard from another developer, Chillingo doesn't seem to do that much). Combine that with a polished decent game and more awareness from word of mouth and 99 cents and you tend to get some success, if that's enough to get you to the top apps list then you're probably raking in some dough.

Other than having a decent game, awareness is probably the main thing. A good publisher will help out a lot there, or just working hard on your own to submit to app sites, post around on forums, and perhaps buy ad space here and there.

To stay up there it seems like one trick is to always update the app with extra crap to keep the awareness up, Pocket God and Angry Birds both did this.

Games like Angry Birds and Cut the Rope definitely got some help somewhere from Apple to shoot it up to #1 immediately. Cut the Rope was released on October 5 (if the iTunes store's date is correct). For an unknown quantity like this to shoot up to #1 in just 2 days (it was #1 since Oct 7th) - when there are soooo many games released every day on the Apps store and games being previewed at sites like Touch Arcade / Slide to Play - is just impossible. Even word of mouth can't travel that fast. It's not like it's a highly anticipated blockbuster like Halo or Call of Duty where everyone can't wait to buy it Day 1.

Call me suspicious of whatever, I just don't buy into this.
And this has nothing to do with the quality of those games, because I enjoy those games A LOT. I just think this is shady, but genius set up by Apple to promote iPhone games that have potential. Without manually 'putting' those games onto the #1 of the chart, barely anyone would ever notice them. I believe in word of mouth, but not as fast as this. When you consider this is a new IP, and then the time for the first group of people to play it, then the time it takes to spread the words, etc etc.. all in two days?

I think it is a smart move though. On one hand it helps a selected few publishers, but on the other hand, it helps Apple too because these are the new IPs that will help the iDevices to establish a 'Game Machine" image.
 
seady said:
Games like Angry Birds and Cut the Rope definitely got some help somewhere from Apple to shoot it up to #1 immediately. Cut the Rope was released on October 5 (if the iTunes store's date is correct). For an unknown quantity like this to shoot up to #1 in just 2 days (it was #1 since Oct 7th) - when there are soooo many games released every day on the Apps store and games being previewed at sites like Touch Arcade / Slide to Play - is just impossible. Even word of mouth can't travel that fast. It's not like it's a highly anticipated blockbuster like Halo or Call of Duty where everyone can't wait to buy it Day 1.

Call me suspicious of whatever, I just don't buy into this.
And this has nothing to do with the quality of those games, because I enjoy those games A LOT. I just think this is shady, but genius set up by Apple to promote iPhone games that have potential. Without manually 'putting' those games onto the #1 of the chart, barely anyone would ever notice them. One one hand it helps a selected few publishers, but on the other hand, it helps Apple too because these are the new IPs that will help the iDevices to establish a 'Game Machine" image.
Jesus Fucking Christ.
 
seady said:
Games like Angry Birds and Cut the Rope definitely got some help somewhere from Apple to shoot it up to #1 immediately. Cut the Rope was released on October 5 (if the iTunes store's date is correct). For an unknown quantity like this to shoot up to #1 in just 2 days (it was #1 since Oct 7th) - when there are soooo many games released every day on the Apps store and games being previewed at sites like Touch Arcade / Slide to Play - is just impossible. Even word of mouth can't travel that fast. It's not like it's a highly anticipated blockbuster like Halo or Call of Duty where everyone can't wait to buy it Day 1.

Call me suspicious of whatever, I just don't buy into this.
And this has nothing to do with the quality of those games, because I enjoy those games A LOT. I just think this is shady, but genius set up by Apple to promote iPhone games that have potential. Without manually 'putting' those games onto the #1 of the chart, barely anyone would ever notice them. I believe in word of mouth, but not as fast as this. When you consider this is a new IP, and then the time for the first group of people to play it, then the time it takes to spread the words, etc etc.. all in two days?

I think it is a smart move though. On one hand it helps a selected few publishers, but on the other hand, it helps Apple too because these are the new IPs that will help the iDevices to establish a 'Game Machine" image.
Dude, there are featured sections for every category in the app store. Apple picks the games that are featured. :lol

It's not rocket science. Featured games tend to sell a lot.
 
Are there any good Missile Command games for the iPhone? That game concept should work pretty good and would be a nice time waster.
 
Synless said:
I bought a new touch today and was looking for some game center friends. GC = Synless.
CHeck out the thread in the online section, lots of people :D

You know, I'd love game center more if it had more of a reason to be there, I like achievements and they usually make me play the game to 100% or at least try things out I would never do, but game center is just "another achievement hub" where what you earn does nothing and is hard to show off, it's no xbox live that's for sure.

Plus+ to me died when their games all became freemium titles which are clones of themselves, crystal never really took off for me outside of angry birds, namco have started pushing their own network system in pacman and soon most likely to be in their other titles, gameloft's feels the best so far because they have ingame friends lists and in MC2 I heard it's actually integrated into the game instead of being something linked on the side.

Game center needs more of a reason to be there.
 
seady said:
Games like Angry Birds and Cut the Rope definitely got some help somewhere from Apple to shoot it up to #1 immediately. Cut the Rope was released on October 5 (if the iTunes store's date is correct). For an unknown quantity like this to shoot up to #1 in just 2 days (it was #1 since Oct 7th) - when there are soooo many games released every day on the Apps store and games being previewed at sites like Touch Arcade / Slide to Play - is just impossible. Even word of mouth can't travel that fast. It's not like it's a highly anticipated blockbuster like Halo or Call of Duty where everyone can't wait to buy it Day 1.

Call me suspicious of whatever, I just don't buy into this.
And this has nothing to do with the quality of those games, because I enjoy those games A LOT. I just think this is shady, but genius set up by Apple to promote iPhone games that have potential. Without manually 'putting' those games onto the #1 of the chart, barely anyone would ever notice them. I believe in word of mouth, but not as fast as this. When you consider this is a new IP, and then the time for the first group of people to play it, then the time it takes to spread the words, etc etc.. all in two days?

I think it is a smart move though. On one hand it helps a selected few publishers, but on the other hand, it helps Apple too because these are the new IPs that will help the iDevices to establish a 'Game Machine" image.
What the fuck.

Can I have your brain? I want to be able to think like this and not feel embarrassed for myself.
 
Xater said:
Are there any good Missile Command games for the iPhone? That game concept should work pretty good and would be a nice time waster.

I picked up Earth Defender while it was free, and it turned out to be a pretty nicely developed package.
 
seady said:
I believe in word of mouth, but not as fast as this. When you consider this is a new IP, and then the time for the first group of people to play it, then the time it takes to spread the words, etc etc.. all in two days?

This game doesn't take very long to play and I doubt everyone waits till they have 100% completion to rate/post reviews. You only have to get so far into the Cardboard Box to know that your playing something special. Most of the main iPhone gaming review sites had their reviews posted by the morning after release.


for me it's: Cut the Rope > Helsing's Fire(Game Center please) > Angry Bird's

though there's no reason all 3 shouldn't be on your front page
 
seady said:
Games like Angry Birds and Cut the Rope definitely got some help somewhere from Apple to shoot it up to #1 immediately. Cut the Rope was released on October 5 (if the iTunes store's date is correct). For an unknown quantity like this to shoot up to #1 in just 2 days (it was #1 since Oct 7th) - when there are soooo many games released every day on the Apps store and games being previewed at sites like Touch Arcade / Slide to Play - is just impossible. Even word of mouth can't travel that fast. It's not like it's a highly anticipated blockbuster like Halo or Call of Duty where everyone can't wait to buy it Day 1.

Call me suspicious of whatever, I just don't buy into this.
And this has nothing to do with the quality of those games, because I enjoy those games A LOT. I just think this is shady, but genius set up by Apple to promote iPhone games that have potential. Without manually 'putting' those games onto the #1 of the chart, barely anyone would ever notice them. I believe in word of mouth, but not as fast as this. When you consider this is a new IP, and then the time for the first group of people to play it, then the time it takes to spread the words, etc etc.. all in two days?

I think it is a smart move though. On one hand it helps a selected few publishers, but on the other hand, it helps Apple too because these are the new IPs that will help the iDevices to establish a 'Game Machine" image.

I don't see what's so hard to believe. Cut the Rope is kinda short/easy and you can tell within the first few levels that it's a good game (music, artwork, etc). And at 99c (with a lite version) it's easy to convince your buddies to try it out. Word of mouth spread quickly.

If Apple were to fuck around with the top charts, developers would no doubt notice and make a big shit storm about it. Apple has other ways to promote iOS apps (iTunes newsletters, featured apps/app of the week/staff favorites lists on the app store homepage, etc) rather than doing shady shit like manipulating the top 10 list.
 
Sean said:
I don't see what's so hard to believe. Cut the Rope is kinda short/easy and you can tell within the first few levels that it's a good game (music, artwork, etc). And at 99c (with a lite version) it's easy to convince your buddies to try it out. Word of mouth spread quickly.

If Apple were to fuck around with the top charts, developers would no doubt notice and make a big shit storm about it. Apple has other ways to promote iOS apps (iTunes newsletters, featured apps/app of the week/staff favorites lists on the app store homepage, etc) rather than doing shady shit like manipulating the top 10 list.

Exactly. The most popular games are the ones that usually sell for 1 buck. Its 1 fucking buck. Add some word of mouth and its pretty easily to see how it sells so well.
 
Here's some screens of Sonic 4 running at retina resolution thanks to that Cydia app someone posted earlier. Too bad (or is it) the game isn't really playable because it runs slowly and several layers of the levels don't seem to appear.

a36fe

df791

a91a4
 
Kind of off topic, but if I bought a tv episode on itunes on my computer then went and tried to download it on my phone, I wouldn't be re charged for it would I? I've never bought a single movie/TV show before and I couldn't find the new season of Built to Shred on torrents, so I bought it on itunes, can I put that on my phone, no problem. Also I don't normally synce up my phone, and don't really want to because I have some games from a different account and he changed his password and won't tell me his new one, so when it goes to sync, they get lost.
 
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