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Messages - BdR

#16
Quote from: erico on 2013-Jul-03
"The golden age of fart apps"  :D :D :D haaa I can´t believe I read that!
Thanks, it's a phrase I'm coining here 8) I remember the whole fart app thing because of an episode of The Daily Show which had a segment called iFued. The creators of "iFart" and "Pull My Finger" had a legal battle over their respective fart apps and even took it to court. Seriously "Your Honour, my clients fart app clearly predates our fart app.." etc :D Can you imagine that?
#17
erico: you mean this forum discussion? I agree with your old posts in large part, although I can believe that Bubble Ball was created by a kid. It's a physics game, developed in Corona which has built-in physics support, and his mom helped out with some app store/licence stuff.

But the Golden Age Of Fart Apps is long gone now. I mean around 2008~2009 some people actually made serious money with "sound board" apps (surely not millions of dollars, but I guess hundreds possibly even thousands?). Just add a button and play a soundfile, not very sophisticated stuff and a kid could do that, sure. But today it's a different thing.
#18
Quote from: matchy on 2013-Jul-02
Is this fake or real?


A kid who claims to have created a really unique and popular (yet mysteriously nameless) app that's sold to Google for 8.5 million dollars when he was about 8, 9 or 10 years old?

Yeah, that sounds totally believable, not made up at all.. ::) just search "12 year old ferrari truth"
#19
But that's just my point, they usually don't inform their readers about the first stages of development. Instead they present the pay off part (i.e. funding, or pay off as in a completed/successful app) as if that's the starting point. Here is another older example, which is a pretty good example I think:

The headline: 9 Year-Old App Developer More Than Just a Feel-Good Story
What is left out: as this article points out Writing an iPhone app not child's play, his father is a software expert who helped out significantly, even creating some BASIC-to-Javascript tools just so his son didn't have to deal with XCode (which back then was on version 3!).

(cross forum post btw)
#20
It seems to me that "the media" has a distorted and romanticised view on app development. :glare:

Stories seem to focus on individual "prodigy" developers with brilliant new ideas that will change the world. While in reality the real success stories seem to come from team efforts putting in a lot of work on usually not-so-unique ideas. Don't get me wrong, I think apps like Wordfeud, Angry Brids, Subway Surfers etc. are great (Wordfeud is based on the age old Scrabble for example) and they deserve all success they get. I'm just saying the media seems to skew these stories by focussing on the wrong things.

The reason I bring it up is this recent example:

The headline: Why Has This College Dropout Been Given $25 Million For His Business?
What is conveniently left out: As you can read here, it's a project onto it's third year, they have lots of employees, university and industry backing, and several professors are also funding and advising the company.

This is just one example but there is a trend of mainly focusing on how young the app developer/startup and leaving out parts that don't fit in this picture of "young prodigy developer". Any thoughts on this..?
#21
There was a £5000 backer ("The hilariously expensive tier") so for now it looks like it might make it after all.. :)
#22
In january 2009 I bought a Mac Mini just for developing iPhone apps, but it seems this hardware is already now obsoleted by Apple. :(

It's a Mac Mini 1.83 GHz Intel Core 2 Duo (2GB RAM) with Mac OS X v10.6.8 and XCode v4.2. Recently I wanted to update an app that I developed (not using GLBasic btw, just in XCode). When I uploaded my app update, initially it is accepted just fine, but after about a minute iTunesConnect displays a "invalid binary" error and I receive an e-mail stating that the app doesn't meet the "iPhone 5 Optimization Requirement".

It seems I'm faced with the following chain of requirements:

  • Starting may 1st, all apps must support iPhone 5 (see here)
  • So you need the iOS 6 SDK, which in turn requires Xcode 4.6.2 or newer (see here)
  • XCode 4.3 or newer requires Mac OS X Mountain Lion or newer (see here)
  • Mac OS X Mountain Lion requires at least a Mac Mini from "begin 2009" (see here, btw what is that, january or february? Why not specify a model nr?).
I tried to buy the newer Mac OS X Mountain Lion using the mac app store, but it just gives this message:
QuoteWe could not complete your purchase. OS X
Mountain Lion is not compatible with this computer.

So my $100 developer licence is now essentially useless to me unless I buy a new mac. :rant: Anyone else here run into this problem with macminis from before 2009? And is there another way around this, I mean without having to buy new hardware?

edit:
just saw this this post on iphonedevsdk, seems I'm not the only one.
#23
I also hope it hits the goal. As of yet though, the stats on kicktraq.com are not looking too good.. :doubt:
#24
If you can't back it, at least repost it on facebook or on other forums, because it sounds like a pretty cool project. :) spread the word
#25
Since we're all into game development here, I though this might be interesting. Someone over at hardcoregaming101 is doing a Kickstarter for a book about Japanese game developers.
http://www.kickstarter.com/projects/1748556728/the-untold-history-of-japanese-game-developers

It's the first kickstarter I'm backing, hopefully it will reach the goal and I'll get the digital copy. :) I though I'd post it here because judging by kicktraq it looks like it might be a close call to reach the goal.
http://www.kicktraq.com/projects/1748556728/the-untold-history-of-japanese-game-developers/

cheers,
Bas
#26
I have a question about the tiles. You said you have one big tiles image, and use POLYVECTOR to draw tiles from this image. For low resolution you have a 1024x1024 tiles image, and the background and walls each take 49 tiles. I was wondering, do you draw whole tiles or halve tiles? See what I mean in images below.



And also, is the font and the direction keys and buttons etc. also in this 1024x1024 image?
#27
Quote from: erico on 2013-Mar-06
I was watching the video there...
Wow, the 3D isometric part in the video looks really cool! You could do a game with just that isometric engine. :good: Like a Marble Madness type game, or Snake Rattle 'n' Roll or Kablooey/Bombing Islands etc.
#28
Cool, that could make a nice mobile game, where you tilt to move left and right and tap the screen to jump. :)
#29
Actually, I didn't know KungPhoo was an alias of Kitty, I just quoted from Ocean's post :D LOL

Anyway thanks kanonet for answering my question. :) I know it's more flexible because with textures you can give one single face more than one color etc. But I don't understand what you mean by "send data on the color channel", other than color data I presume..?

If I understand correctly the main reason is that just colors are unreliable; you can't know for sure that the 3D models will display the same on all mobile devices. Is that what you mean?
#30
And btw, if you forget mobile for a moment.

My real question in this thread is; How can I create a simple animated .ddd object with just colors for pc or mac? This is not possible with the Convert3D tool, but are there other tools to do this?