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  #11  
Old 02-14-2010, 09:34 AM
matt.johnson.mobile matt.johnson.mobile is offline
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Quote:
Originally Posted by Eric5h5 View Post
Apple only applies DRM to the executable itself, making it not compress much anymore after it's on the App Store. The rest of the assets are untouched, so they compress as well (or not as well, depending) as they do normally. Personally I'm not too concerned about the 10MB thing; I was quite happy with how Realmaze3D did at 14MB, thanks mostly to being featured by Touch Arcade and Apple, which beats being less than 10MB any day.

--Eric
Agree with this... being under 10Mb is a +1, but it doesn't give you a pass to success.
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  #12  
Old 02-14-2010, 12:45 PM
EssentialParadox EssentialParadox is offline
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Originally Posted by mehware View Post
I don't know how you squeeze all that fun into 9.5 megs. Our latest game is 49.2 megs! We have a lot of content and knew we couldn't get under the 10 megs.

I think Apple/AT&T needs to raise the limit to 50megs
Just out of curiosity, if a game is over 10MB does it still appear on the App store over the network?
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  #13  
Old 02-14-2010, 12:48 PM
mobile1up mobile1up is offline
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Originally Posted by EssentialParadox View Post
Just out of curiosity, if a game is over 10MB does it still appear on the App store over the network?
an application i just finished for a client had to be over the air - and it ended up at 3.3mb we compressed everything we could; and there was also a lot of artwork to deal with. if you really want to support a version over the air - maybe consider a reduced; lite version which they can get; and buy a full version when they are looking for additional content - from the desktop computers.
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  #14  
Old 02-14-2010, 01:51 PM
Twiddle Twiddle is offline
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I know I will have to learn Xcode, and also a little bit of Objective-C. But what about C++? And which language should I start learning first? If I learn C++ will that help me to learn Objective-C? Would it be easier to learn Objective-C first, or Xcode?

Also, how well will I have to know each of these languages, from minimal, moderate, or advanced?
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Well, I see that Unity is a good program. I understand that a lot of the unity games have great graphics?

I'm really just looking for a program that is friendly toward new users going into Xcode. I plan on making a roguelike with simple graphics. Are roguelikes that have randomly generated dungeons difficult to make for beginners? I don't want to give too much away, as this project is a while away from now, but the graphics are probably going to be 8 to 16 bit inspired, so I don't need any amazing software to handle my game. I plan on the game being under 10mb. Any suggestions on any other programs for creating this sort of game I'm looking for?

I would love advice from people that have made dungeon crawlers and roguelikes.

Last edited by Twiddle; 02-14-2010 at 09:27 PM..
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  #15  
Old 02-14-2010, 02:08 PM
Twiddle Twiddle is offline
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Sorry, double post for the lose. Would love it if an admin could trash this post.
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  #16  
Old 02-15-2010, 02:51 AM
deeetour deeetour is offline
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Quote:
Originally Posted by EssentialParadox View Post
Just out of curiosity, if a game is over 10MB does it still appear on the App store over the network?
Yeah it does. When the user tries to download it they get a popup stating that they will need to download it over a network.

Last edited by deeetour; 02-15-2010 at 02:56 AM..
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  #17  
Old 02-16-2010, 05:25 AM
EFC EFC is offline
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sounds like if you have no knowledge of code, it wont be quicker for you to do a c course...but as it sounds like the sort of game you want to make even though possible in unity, would be done more efficently and smaller ( if you knew what you were doing ) in objective c

or try another bit of middleware like gamesalad thats more 2d focussed.

i can recommend the mac mini, nice bit of kit, if youve 500 spare,
though i dont use mine much anymore, as a non coder, i had to hire code.
factor in my time and every time i make an app, i need to sell 5000 copies at 99c. just to break even. ($3500 costs)
as i sold 60 of my first app. its cheaper for me not to make a game lol.

learning how to code, would get my costs down. but itd take me a year or 2 to be able to do anything useful. ... how saturated will the app store be then.

on the build size issue, in unity i slaved to get my build to 9mb, with a 25mb uncompressed app in xcode.
when released it was 14mb. doh!
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  #18  
Old 02-26-2010, 05:31 PM
Twiddle Twiddle is offline
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Quote:
Originally Posted by EFC View Post
sounds like if you have no knowledge of code, it wont be quicker for you to do a c course...but as it sounds like the sort of game you want to make even though possible in unity, would be done more efficently and smaller ( if you knew what you were doing ) in objective c

or try another bit of middleware like gamesalad thats more 2d focussed.

i can recommend the mac mini, nice bit of kit, if youve 500 spare,
though i dont use mine much anymore, as a non coder, i had to hire code.
factor in my time and every time i make an app, i need to sell 5000 copies at 99c. just to break even. ($3500 costs)
as i sold 60 of my first app. its cheaper for me not to make a game lol.

learning how to code, would get my costs down. but itd take me a year or 2 to be able to do anything useful. ... how saturated will the app store be then.

on the build size issue, in unity i slaved to get my build to 9mb, with a 25mb uncompressed app in xcode.
when released it was 14mb. doh!
Can I create 3d sprites in gamesalad? The sort of game I'm thinking about creating will sort of be like minigore (environment-wise, anways), the character running around will be 3d, but the environment around him will pretty much be 2d. The environment *might* be 3d, but it depends how much work it would be etc, if it's possible to have both 2d and 3d, but I'm not sure.
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  #19  
Old 02-26-2010, 05:52 PM
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mehware mehware is offline
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Probably stated in another thread but Unity related. Apple raised the limit (for AT&T at least) to 20 megs downloading over the 3g network. Which means a lot of Unity made games will make the cut now. Its very exciting.

Too bad Lockdown is 40+ megs.
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  #20  
Old 02-27-2010, 04:11 PM
Potter10 Potter10 is offline
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For me Unity 3d was the only real solution to get a quick game on the app store. With a few textures, sounds and a basic mesh we were able to get a Footy game under 20 Mb, brilliant.

--Potts

http://itunes.com/apps/footyflick
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