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Lite version 'How to' questions

05-29-2009, 02:09 PM
#1
Joined: Sep 2008
Location: Birmingham, UK, dull corner of the world
Posts: 2,367
Lite version 'How to' questions

I didn't feel the need to have a lite version while my app was $.99. However I am upping the price when the next update is out, and then I shall like to release a Lite version of the game so people can try it for free.

This is my first app released, and I would like to know how I go about releasing a Lite version. I assume I can just use a copy of the same code, but just change certain values, such as the Bundle Identifier to "PunkLite" for example, right? If that's the case, which values exactly do I need to change to make the lite version a seperate app from the full version?
Also, if I want to add a UIButton to the main menu which links to the full version in the app store, how do I do that?

Thanks for any help.
05-29-2009, 02:57 PM
#2
Joined: May 2009
Location: Austin, TX
Posts: 199
Quote:
Originally Posted by wastedyuthe View Post
This is my first app released, and I would like to know how I go about releasing a Lite version. I assume I can just use a copy of the same code, but just change certain values, such as the Bundle Identifier to "PunkLite" for example, right? If that's the case, which values exactly do I need to change to make the lite version a seperate app from the full version?
Also, if I want to add a UIButton to the main menu which links to the full version in the app store, how do I do that?

Thanks for any help.
What we do is (from memory, so I may be forgetting a step or two):
1) Create a new build target for the Lite version
a) duplicate an existing target and change 'copy' to 'Lite' in the target name
c) get info on the lite target and append "Lite" to the Product Name. While you are here, notice the name of your Info.plist File, it should be <dir>/<appName> copy.plist
d) Find the copy.plist that was created and change its name to <appName> Lite.plist (now verify the name change in the get info for your lite target)

2) Modify your <appName> Lite.plist
a) Change your CFBundleIconFile to point to your new icon
b) Change your version number to 1.0.0
c) Change your CFBundleIdentifier

3) Update your code to remove full-version features
a) You can set a compile flag and use it to conditionally compile your full vs lite features. What you do here probably depends on how different the two versions will be.

Regarding the button that links to your full version, just copy your iTunes URL and do an openURL request on that link. If you can't find out how to do this, I can dig up my code.

Developer at IMAK Creations, creator of ColorTilt and other lesser known apps, like That Ain't It!
Blog, twitter

05-29-2009, 03:49 PM
#3
As a consumer, not developer, I have a suggestion
Many comapnies continue to introduce lite versions that seem to either boost or lower sales. These versions offer nothing to paid-version buyers and leave a big impression on new buyers. CJS and other companies are making "lite versions" that i hope becomes the future of the app store

Instead of offering a demo to the game, these developers are creating new games that teach the player basic controls and offer a new gaming experience for paid version consumers. (i dont own your game and i am just guessing) Maybe you could create an app in which you train by hitting speed bags and heavy bags or training robots. Devs have found ways to link between their apps on one ipod. For instance, if you complete this version, in the paid version you can get golden gloves (that might have been a bad example, but i dont know ur game). This adds playability for both types of consumers and adds respect for the developer.
I truely believe that this is a great choice and hope you can honor my opinion.

Well, thats IMO
05-29-2009, 03:49 PM
#4
Thanks for the help, we were wondering this ourselves should we choose to have a Lite version in the future.

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05-29-2009, 03:56 PM
#5
Quote:
Originally Posted by Touchsmiths View Post
Thanks for the help, we were wondering this ourselves should we choose to have a Lite version in the future.
who was that regarding?
my comment?
if so, i hope u make this descion
05-29-2009, 04:07 PM
#6
Joined: Mar 2009
Location: Oslo, Norway
Posts: 731
Quote:
Originally Posted by MetroGnome217 View Post
As a consumer, not developer, I have a suggestion
Many comapnies continue to introduce lite versions that seem to either boost or lower sales. These versions offer nothing to paid-version buyers and leave a big impression on new buyers...

Instead of offering a demo to the game, these developers are creating new games that teach the player basic controls and offer a new gaming experience for paid version consumers...
You bring up some interesting ideas MetroGnome but there are a few points to keep in mind. I believe most developers see the Lite-version as a piece of advertising plain and simple. (I know I do). If they (we) could issue a time-limited version instead they probably would, but at the moment this is not possible. The idea is to have enough of a game to give the player a lust for more. I have a hard time seeing why owners of the full version should have any interest in the Lite version.

Making an "alternate" version to show of the game would make it more interesting but would also mean having to create more artwork which costs money/takes time. This could be a brilliant way to advertise a new API, making a free prologue to a new adventure game for instance, but in many ways this is akin to the developer actually making a whole new app, just not charging for it. In many cases this would simply not be worth it financially I guess...
05-29-2009, 04:14 PM
#7
I actually found this good article last week. He explains everything with the help of pictures.

http://www.bit-101.com/blog/?p=2098
05-29-2009, 04:42 PM
#8
I can agree with NickFalk, I have no concept of the time and money put into a game. As I said, I am a consumer not a producer. I understand that making an alternate version would be difficult and time consuming compared to making a lite version.
It all boils down to the fact that the App Store is expanding by the second. I have seen many Devs being taken advantage of by competitors and consumers alike. For me, I base my purchases off several points (this is specifically for games):
Fun
Graphics
Dev Reliability
Replayability
Interface/ Controls

One point that I mention, Dev reliability, refers to apps made in the past, and ability to update. I feel that by providing your fanbase with free content, the money will be paid back tenfold if all these checkpoints are met. I have seen many apps and experienced changes in the Store since its opening and I feel that Devs with commitment tend to triumph the most. Many apps have been successful, but one of the only apps to meet these guidelines is... (i know im gonna be flamed for this) Pocket God. I know, I know it is not really a game and some may feel there is not a lot of replay ability. You are correct about that and that is were this app falls short. It is fun, nice graphics, is somewhat repayable, has a nice interface, nice controls, and most importantly, has committed devs. Look at the following this "game" has created. As TA members, I am sure you are aware of the weekly threads.
Back on topic. To earn a crowd and make a name for yourselves as devs you must be innovative, creative and willing to perfect your creations. Creating an alternate app is a way of pleasing the entire crowd and becoming successful. Period.

Last edited by MetroGnome217; 05-29-2009 at 05:39 PM.
05-29-2009, 06:58 PM
#9
this is a good topic and id like to see it continue
05-30-2009, 03:17 AM
#10
Joined: Sep 2008
Location: Birmingham, UK, dull corner of the world
Posts: 2,367
Thanks very much to M of IMAK, and Moleki (welcome to the forums both of you) for the instructions- appreciated.
There is some very interesting discussion here on Lite versions, which has made me think a little on what I want in mine. Good stuff.