vancouver's Forum Posts

  • OK! You just gave me a GREAT idea!

    The free version features lout annoying not-in-tune trumpet sounds and the 99 cents version replaces sounds at random with little audio hints like "go watch TV now" or "you must be really tired so take a rest".

    WHO in their right mind would want to use the free version?

  • I can see kids loving this. I pity the parents though ;p

    no worries ... i will include a volume control!

  • HZGaming

    you should start with finding inspiration.

    Why not type "logo" into the website of all websites and then click "images".

    Watch the magic unfold.

    Try to look for logos that use initials and see what others have come up with.

    Or, you can go for something completely different and attach it above or to the left of H Z Gaming.

    Have you tried to write the H and Z like a fraction and then Gaming beside it in a larger font?

    I am just suggesting this because sometimes it is good to have "something" because when you have something, something else might come along unlike when you have nothing. LOL (sounds kind of weird but that's how it is)

  • My apps function now on all major browsers ....

    Today, I needed to tweak something on the server and when I opened the .htaccess file, I noticed that the following lines have been added:

    AddType application/manifest+json .manifest

    AddType application/font-woff .woff

    AddType application/x-web-app-manifest+json .webapp

    AddType audio/mp4 .m4a

    AddType audio/mp4 m4a

    AddType text/cache-manifest .appcache

    AddType text/xml .xml

    Maybe this helps someone (it was a mess to get this going).

    Cheers,

    V

  • A few years ago, I made an an iPad app called "Little Composers Trumpet 3" and it became my most downloaded app.

    Since then, I have improved the 3D model, shader and lighting plus, for the first time, (and thanks to C2) it will be available online at the Little Composers website.

    Link: http://littlecomposers.com:8080/apps/html5/online-trumpet/

    It is midnight and if I test this puppynow, my neighbours will call 911 soooooo,

    tomorrow is a new day.

    When I am especially glad about is that C2 is not restricting me to 2D artwork.

    The resizing is beautiful and much better than Flash "was".

    There are still a few things to do ....

    Most likely, I will make the whole app smaller because I want to keep the download under one MEG.

    The notes and composition screen hasn't been implemented yet but .... it's just a matter of time.

    Life is good,

    V

  • pixeldotgames

    I asked the same question in late 2009 ....

    My actual experience was very different from when everyone told me.

    Instead of just one app, I developed 10 (6 iPad, 4 iPhone) and four years later, they are still in iTunes and still selling although, now the sales are very small but steady (I track sales and a ton of other data with Prismo).

    So far, I had close to 60000 downloads (all 10 apps combined) and I expect that the new series of Little Composers educational apps will do much better because back then, I just got started.

    If you are serious about what you do, establish a name. A brand (so to speak) and develop under that name.

    If (another "if") you can afford it, copyright each app and trademark your brand! Copyrights are cheap (I have six and each was $50 Canadian). Trademarks are a different story (I have one pending and am about to file two more). You can get one for a little under $1000 (depending on how many classes you file for and assuming you are in the USA).

    Speaking of the good old USA.

    82% of all my sales came and are still coming from the US followed by the EU, Great Britain and Australia. The rest is all over the globe.

    iTunes can be a good way to supplement your income but don't expect to hit it big with your first app.

    Those days, are over.

    I think that hitting ALL the app stores and catering to all platforms should make it worth your time.

  • Rony,

    If I understand you correctly, you are asking about how much to charge for an app and naming the price at the point of sale (to moment you actually sell the app)?

    It doesn't work that way.

    Usually, you would meet with the client and get the requirements of "what" the client wants.

    Once that is done, you then go home and put a quote together.

    Then you meet again to discuss specifics (usually the requirements grow during the development process)

    Then you ask for half the money up front and sign a contract.

    Then it is time to actually develop the app.

    At this stage, the client will ask for and get prototype builds to follow the development process.

    When you are done, you show the finished app on your laptop (NOT on the internet)

    You take the money (usually via pay pal because businesses pay by Visa)

    Once that transaction clears, the customer gets the app.

    One last thing.

    If a customer doesn't have the budget for buying the source code/files, you can ask for less and only give away the app.

    But depending on the contract, you might have to pass on everything as soon as you get payed.

    So in closing. The price is negotiated once you know how much work will be required to complete the app.

    Quoting is complex and no one will be able to help you because there are so many variables, it's impossible.

    If it is a simple app, and you trust the person, you can just do it and get payed when you deliver ... but nothing in life is ever simple.

    Have fun,

    V

  • katzin

    thanks. I will (keep working).

    The really amazing thing is that when I started to learn C2, I figured that I need to say good bye to my 3D rendered gfx artwork because C2 won't be able to scale it.

    But, I was wrong. No matter how I resize, the keyboard doesn't "break" (for the lack of a better word).

    Flash is much less forgiving. If you magnify the images, you will get pixelation and the other way around is a mess too.

    I am very motivated to work on my trumpet next.

    So much to do ... so little time. I need happy helpers .... like Santa! ha ha ha

  • fluke939

    I love the same thing that I hated which was that after 20 minutes, I was still clicking away.

    Most such games "fill up" and when things pile up the game gets hectic until one can no longer manage.

    Your game is different. The further one plays, the slower it gets and the more thinking is needed until the ultimate idea pops up which is to start another round.

    Really great concept.

    You think different (and different is good).

    Cheers,

    V

  • eski

    The reason why things appear very different on iPhone and iPad is that the iPhone can display 16 x 9 content but the iPad is still based on the 4 x 3 layout (like to old monitors used to be ....)

    Don't give up because app development is a lot easier and faster now that it used to be.

    16 x 9 works for a lot of devices but until Apple unifies their screens (especially on the iPad) you/we will also have to deal with the standard screen resolution of 4 x 3 in both, retina and non retina 1024 by 768 pixels.

    If you have put a lot of work in your game then go the extra mile because the iPad crowd buys a lot of app$

  • UPDATE!

    The X C V B N and M keyboard keys can now play the songs which are generated when the black dots are touched / clicked.

    .... already working on the trumpet

  • Now that the medication has kicked in and the dancing stars have faded,

    here is an image of which "Custom MIME Types" I have added to make it work in IE.

    Hopefully, this saves someone else the headaches I had with this.

    Thanks to everyone who pointed out the obvious!

    REMEMBER! If you add the custom MIME types, you still need/should re-create the apps in new directories because of server caching issues. Creating a new dir for your games (and updating the links to it) will bypass the expiry/waiting time and you will have sound right away.

  • Today, July 6, 2014, at the 10th minute, of the 10th hour, Little Composers, for the first time in history, functioned as expected, for those earthlings who, for what ever reason, use Internet Explorer! CNN, Global TV and SHAW Cable will broadcast the event on the evening news tonight. But remember. You read it here first! Life is good!

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  • Ashley

    Thank you for posting that link!

    I have become VERY familiar with it because somewhere in there lingers that one little word which just might fix my problem.

    To have others look at what might be the issue, I am posting the "relevant" lines here BUT I am checking each line which you have written in the Manual (MIME types for HTML5 games)

    System MIME Types

    01 text/html : .shtml .shtml .shtml .shtml html htm shtml

    02 application/javascript : js

    03 audio/ogg : oga ogg spx

    04 video/webm : webm ?? > C2 manual states ".webm"

    05 video/mp4 : mp4 mp4v mpg4 (no dot!)

    06 text/csv : csv (no dot)

    07 application/json : json (no dot)

    08 image/svg+xml : svg svgz

    09 application/pdf : pds (no dot)

    10 application/octet-stream : bin dms lha lrf lzh so iso dmg dist distz pkg bpk dump elc deploy

    User Defined MIME Types

    21 audio/mp4 : .m4a m4a (with and without dot)

    22 text/cache-manifest : .appcache

    23 application/font-woff : .woffe

    24 application/x-web-app-manifest+json : .webapp

    25 application/manifest+json : .manifest

    26 text/xml : .xml

    NOT added:

    video/ogv

    Upon closer examination, I see the some extensions have missing dots.

    What I will do now:

    Change the URL for a game (make a new dir/subdir and see if it works????)

    It would be awesome to get sound working in IE but if the new directory/upload doesn't fix it I will talk to a new host, and ask if they can give me a 24 hr test account.

    Sound in IE is the last hurdle to be fixed before school starts again.

    Thank you,

    V

  • Absolutely loved it!