Outrageous AppMobi limitation

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  • mammoth thanks. I'm not sure the max size chrome will take, but it is at least 17.1MB I think that was the largest version I had on there.

  • I'm not even arguing this because we are adding appMobi features, I genuinely think the prices are reasonable. It is directly comparable to paying for the server you'd need to host other HTML5 games - and appMobi host the app, distribute updates and can do analytics too, and in future hopefully directCanvas and playMobi.

    Apple's fee is only to give you permission to publish games. And why should anyone lower their prices because of what Apple charge? :S If it's that big a problem, publish to Android - or use the "less costly option", PhoneGap!

  • mammoth thanks. I'm not sure the max size chrome will take, but it is at least 17.1MB I think that was the largest version I had on there.

    That's good. Honestly for casual games 20 MB is more than enough. The only time I have had a problem with space is when I make rhythm games. Sounds can be big. Luckily C2 has solved this problem.

    And yes Appmobi's fees are completely reasonable IMO

  • Ashley, A bit of a sidetrack but are you going to implement AppMobi's other API's? Like camera access? Geolocation etc.

  • I'm not even arguing this because we are adding appMobi features, I genuinely think the prices are reasonable. It is directly comparable to paying for the server you'd need to host other HTML5 games - and appMobi host the app, distribute updates and can do analytics too, and in future hopefully directCanvas and playMobi.

    Apple's fee is only to give you permission to publish games. And why should anyone lower their prices because of what Apple charge? :S If it's that big a problem, publish to Android - or use the "less costly option", PhoneGap!

    Again, the focus of my points is not the price/s. It's on the 5 apps/games per year limitation.

    Your hosting comparison is a good one. I own a server hosting account which has no limit. It's a solid server which hosts around 30-40 sites I and my clients) own.

    C2 has a fair pricing plan. Pay X and if you make money pay X*Y. This makes sense and I'll be more than happy to purchase one day the business package.

    appMobi chose the not-so fair approach and I have no idea why this approach should be encouraged/promoted.

    Developing cool features is great but If PhoneGap will get the same attention appMobi is getting than it's a fair road to take. If appMobi (with its 5 apps/games limitation) is the only path C2 will take than (in my mind) it's a too-pricey road for most C2 embers.

    C2 represents the fair approach while appMobi is not. There's a difference between these two paths and I really don't understand why should the bad one be promoted.

    Again, this is how I see things. Maybe we should hear what appMobi people have to say. I'm sure they are reading this interesting thread.

  • I agree with this limit, I don't want 2 or 3 people using appMobi to release 100 games with low quality, with the only purpose of spam the site.

  • I love how elitist some people are. It's a laughable stance, actually. Who cares if the games are low quality and spam the market? The good ones are at the top, anyway. The time where anyone can develop and use the world as a test is now, but still, I read these kind of "protectionist" comments.

    Funny, really.

    The problem is that now there are a lot of indie developers out there, from wich YOU are part of and opted to sell their work DIRT CHEAP.

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  • If you have a problem with the 5 apps limitation, maybe you should complain to appMobi about it instead of complaining to scirra about working with them. It's not a problem for many more than 2 people.

    eyeliner great games being buried by a mountain of crap is a real problem on the app store. Good games do not always rise to the top like some scientific principle. There are half a million apps on the store already, and hundreds more are released per day! I've read about developers who put a lot of time and effort into their apps and some didn't even make back the cost of the iphone to develop it on.

    TELLES0808 I'm not sure charging more is the best solution though - I think better ways to find content should be tried first. Fortunately, apple just bought chomp, a provider of tools to find apps, so it sounds like they're taking steps to fix that.

  • I have to agree with Ashley, this price is actually quite reasonable.

    Game in the android/iOS mobile market are extremely popular today, mainly because users are *spending huge amounts of money* on it. So, in a publishing environment where the paradigm is "games make money", it is expected that companies are trying to profit from it.

    When you think about it, it is more like AppMobi ONLY EXISTS because of their payment model (I mean, their technology was created so they can make money from it).

  • Wrong. Since there's a way to users to review apps posted on each store, you will be safe in your choosing. There's youtube and review sites for almost anything that exists, so... yeah.

  • I personally love appMobi. I feel that there pricing is a very good deal for what you all get. Not to mention there support is impeccable just the other day I saw one of the appMobi guys here helping out answering a support question.

    I was so happy to read Ashley's blog post about Scirra, AppMobi and Spring-time roadmap. This is everything Iv been waiting for with playMobi coming out it is the perfect solution for making social real time games.

    I am looking forward to becoming an appMobi customer <img src="smileys/smiley4.gif" border="0" align="middle">

  • I agree with this limit, I don't want 2 or 3 people using appMobi to release 100 games with low quality, with the only purpose of spam the site.

    Spam which site? What are you talking about?

    I found great and free apps on the app-store each day. Believe it or not it's not just about money.

    The current system of tons of apps and good ones float to the top is a much better situation that few and expansive apps.

    If you're worried about quality than how about raising C2 price tag? Base on your golden rule we should prevent C2 from buying purchased by many people. Let's add an app creation limit to C2 users. If one should produce more than 10 apps the a environment will be locked and the user will be asked to pay more.

    People do things for fun too. This is why I love C2 approach much better than appMobi's one. Pay us and if you make money pay us more is much better than the 5 apps limit.

    As for the none forces you to chose appMobi remark. I didn't think otherwise. This is why I chose not to pay. If enough people will understand this rip-off the limit will be removed.

    With the 5 apps limitation the app-store won't be cleaned. This is a strange way of looking at reality. Apple doesn't have this limitation. They do have quality check but in general let the market be free of such limitation.

    Let's clean wikipedia. We should enforce a 5 terms limitation on each writer and if someone wishes to write more we'll charge for it.

    It's not just about the money you know. The "fun" factor is much more important. At least to me it is.

  • eyeliner It's not that simple. First, that doesn't stop the crowding problem. "CrApps" can still make money and shove other apps out of the way.

    Some games use content that isn't theirs to trick people, and a lot of people don't think twice and buy it. Not to mention stuff that could still sell well gets hidden and pushed off the charts by new GOOD content as well! Apple really has needed to improve their ways to find new content - finding an app in an ocean of hundreds of millions is difficult.

    Another problem is ratings manipulation. I've read about companies that would get all their employees to rate their apps highly, or hire companies to rate their apps higher, and read about others who have slammed competing apps in the reviews to get and edge on them. At least apple is finally trying to do something about it though: industrygamers.com/news/apple-warns-against-manipulating-app-store-reviews

    And again, half a billion already and hundreds more per day. Youtube and the review sites can only do so much, and they can't be relied on to do it automatically for you. There are probably cases where someone was discovered without any effort, but generally it takes good marketing from the developer to stand out from the crowd.

    You can argue that if you want, but that's what I've read from developers who've tried. Even heads of industry have talked about how the app store is very difficult for indies and smaller companies.

  • I'll be honest, I purchased C2 knowing it would not do for me what I needed at the time. I know html5 is a horrible way to go currently for many reasons and it takes something like Appmobi to make it usable on mobile phones.

    What I need is not there yet looking at the release notes, but if Appmobile gets in to advertising with us developers then their prices should some down to entice more people to sign up making them even more money.

    I researched many many engines, almost went with Corona, but they want $399 a year for PRO and they don't really have a IDE for crying out loud, no visual editor no text editor, really...

    I am using Shiva right now because it supports, PC's,Mac's, BlackBerry's, IOS devices, Android, web via their plugin and they are add Stage 3d (new flash support) and Google Native

    I say this not to down Construct 2, I really want it to grow in to an mature game making environment for mobile and during that growth I hope Appmobi realigns how it does business with us.

    C2 is possible one of the easiest ways to make games, Shiva is not but I went for the device support for now and hoping one day to see C2 as one of my main dev environments for 2d games.

  • I think the limit is a good idea to keep things off the marketplace that don't belong there. A marketplace is a public gathering held for buying and selling merchandise. That's the definition not my opinion. The so called free games you found and love have ways of making money with in app ads or thing to buy in app(they are not free). Finding popular games with reviews is easy, but when there are millions of apps that are crap, most people don't look, they buy whatever is in the top list(which are all big developer games), large developers have money for ads so they can rise above the crap pile. Just because you go and read reviews before you pick your next free game to exploit, doesn't mean the people that small time developers need to buy there app do the same thing.

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