8 elements to a successful game android 4.2 - App Developer ...
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8 ELEMENTS TO A SUCCESSFUL GAME<br />
APP DEVELOPERS<br />
IN 2013, THE BIG<br />
THREE, AND<br />
SAFTEY BELTS<br />
ANDROID <strong>4.2</strong><br />
JELLY BEAN SDK<br />
AVAILABLE<br />
JUST PEACHY: PEACH<br />
PELLEN’S MUSINGS<br />
ON WINDOWS 8 DEV<br />
DEV INTERVIEW:<br />
ABOUT GLITCH<br />
GAMES<br />
$5.95<br />
OUTSIDE US<br />
$15.95<br />
A Sneak Peak<br />
WINDOWS PHONE STORE<br />
IS GROWING, ADDS 42<br />
NEW MARKETS<br />
iOS 6.1 BETA 3 OUT<br />
FOR DEVELOPERS<br />
APP STATS SNAPSHOT<br />
EASIER TO DO:<br />
FIND BIGFOOT OR DEV A<br />
MILLION DOLLAR APP?<br />
WWW.APPDEVELOPERMAGAZINE.COM
IMAGINE • DEVELOP • LAUNCH<br />
w w w. a p p d e v e l o p e r m a g a z i n e . c o m<br />
INTRODUCING<br />
<strong>App</strong> <strong>Developer</strong> Magazine<br />
Successful app development is a lot more than<br />
writing code. A whole lot more. Now you have a<br />
resource that provides in-depth, relevant, and<br />
knowledgeable information on what you really<br />
need <strong>to</strong> know <strong>to</strong> be <strong>successful</strong>.<br />
• <strong>App</strong> <strong>Developer</strong> Magazine provides a snapshot<br />
of that months highlights within the industry<br />
as well as big picture analysis that you just<br />
won’t find anywhere else.<br />
• Available in print, digital, and mobile the<br />
magazine is a serious publication dealing with<br />
serious issues affecting <strong>App</strong> developers<br />
• Of course the industry changes every day and<br />
<strong>App</strong><strong>Developer</strong>Magazine.com provides the most<br />
comprehensive daily roundup of news, blogs,<br />
and more. The format is smartly and logically<br />
formatted so that you can quickly review the<br />
content that you are interested in reading.
EDITOR’S NOTE<br />
<strong>App</strong> <strong>Developer</strong>s in 2013, The Big<br />
Three, and Safety Belts<br />
By Richard Harris<br />
Isn't it amazing that most people<br />
can't remember the color of the shirt they<br />
put on that morning? It seems like a simple<br />
question but because we do it so routinely<br />
we rarely think about it past the<br />
moment we did it. You just looked down<br />
<strong>to</strong> see what color your shirt was didn't<br />
you? Why did you do that, because you<br />
wanted <strong>to</strong> make sure you knew what shirt<br />
you had on. The funny thing is now that<br />
you've done that you'll likely remember it<br />
the rest of the day.<br />
Being an app developer working day<br />
in and day out <strong>to</strong> bring apps <strong>to</strong> the masses<br />
isn't all that different than trying <strong>to</strong><br />
remember what color of shirt you put on.<br />
We get deluged each day with all sorts of<br />
things and it's hard <strong>to</strong> remember them all,<br />
even though some of them are important<br />
when you read them in ‘that moment’ –<br />
they get lost in the shuffle of doing what<br />
you do. Things like new app s<strong>to</strong>re rules for<br />
developers, the changing monetization<br />
landscape, privacy policies, new devices<br />
<strong>to</strong> support, marketing your apps, and what<br />
are the new developer <strong>to</strong>ols <strong>to</strong> use are just<br />
a few of the things that can pass through<br />
our email or web browsing on a daily<br />
basis.<br />
I am an app developer and I know<br />
how difficult it is <strong>to</strong> keep up with everything<br />
going on around you. Time seems <strong>to</strong><br />
stand still when you put your head down<br />
at 8 am, slave away at the keyboard for<br />
while, then look up <strong>to</strong> see that it's 2<br />
o'clock in the afternoon! You can miss a<br />
lot going on outside of your 'world' in the<br />
span of just a few hours, but when you<br />
multiply that by an entire month you<br />
could be missing mission-critical news<br />
that as a mobile app developer you need<br />
<strong>to</strong> know.<br />
<strong>App</strong> <strong>Developer</strong> Magazine was born<br />
out of a vision I saw <strong>to</strong> bring a snapshot<br />
view of everything that happened that<br />
month in mobile development in<strong>to</strong> focus<br />
for the app developer. That way you can<br />
focus on what you do best – developing<br />
apps and we will do what we do best –<br />
bringing you the information you need.<br />
We will compile each issue with only the<br />
most important information and <strong>to</strong>pics<br />
that affect you as a mobile programmer<br />
and entrepreneur. As the industry<br />
changes, so will we – but we will always<br />
be an advocate for only the best information<br />
<strong>to</strong> provide <strong>to</strong> you.<br />
There will be monthly snapshots of<br />
who's on <strong>to</strong>p in the app s<strong>to</strong>res, one of a<br />
kind interviews, secrets from the pros,<br />
monetization tips, articles <strong>to</strong> help you as a<br />
developer, and so much more. The best<br />
part is it's all going <strong>to</strong> be compiled in a<br />
monthly magazine that you can hold in<br />
your hands and take time away from all of<br />
the electronic distractions that surround<br />
you daily. Also, our website is going <strong>to</strong><br />
provide up <strong>to</strong> the minute news and information<br />
as well, and is a place where you<br />
can read all of our issues online.<br />
One of my favorite all-time quotes<br />
comes from the famous NBA basketball<br />
player Michael Jordan, “Never be afraid <strong>to</strong><br />
fail.” I know as our magazine grows and<br />
many talented mobile developers get their<br />
hands on our publication there might be<br />
some mistakes pointed out, and errors<br />
that need corrected. That is part of our<br />
maturing process and my personal goal<br />
for you the reader, is that we will always<br />
be here <strong>to</strong> take your criticisms and your<br />
praises, and pour them in<strong>to</strong> making <strong>App</strong><br />
<strong>Developer</strong> Magazine the best publication<br />
that a mobile developer can have.<br />
2013 is already looking <strong>to</strong> be a huge<br />
year in the mobile industry. I think it will<br />
be the year iOS, Android, and Windows<br />
phone square off, perhaps the year we will<br />
finally see the “Gold Rush” stabilize, and<br />
possibly even the year that mobile piracy<br />
finally gets squashed. Whatever happens<br />
you can bet that will be right there in the<br />
middle of it, with our pen and paper ready<br />
<strong>to</strong> report back anything we find.<br />
On a final note, I want <strong>to</strong> extend a<br />
warm thank you <strong>to</strong> all of the developers<br />
who have already shown an overwhelming<br />
response of support <strong>to</strong> our announcement<br />
of bringing this magazine <strong>to</strong> fruition.<br />
And <strong>to</strong> our publisher for seeing our vision<br />
and recognizing the importance of the<br />
information we provide <strong>to</strong> the mobile<br />
developer community.<br />
Yours Truly,<br />
Richard Harris<br />
Executive Edi<strong>to</strong>r<br />
Sneak Peak • Volume 1<br />
Get More Online!<br />
<strong>App</strong><strong>Developer</strong>Magazine.com<br />
Daily News<br />
The most complete outlet for news<br />
affecting app developers with breaking<br />
news updated daily.<br />
Mobile Tech<br />
Find out emerging trends and new introductions<br />
of smart phones, tablets, and<br />
other technology utilizing apps.<br />
<strong>App</strong> Markets<br />
Coverage of <strong>to</strong>p app development markets<br />
including <strong>App</strong>le, Android, Windows as<br />
well as coverage of HTML5, Amazon and<br />
emerging third party markets.<br />
Monetization<br />
Find tips, tricks and other strategies <strong>to</strong><br />
maximize the revenue potential for your<br />
apps.<br />
And Much More!<br />
<strong>App</strong> <strong>Developer</strong> Magazine is published monthly by <strong>App</strong> <strong>Developer</strong><br />
Magazine, LLC. Bulk rate postage paid at Dallas, Texas, and additional<br />
mailing offices. ©<strong>App</strong> <strong>Developer</strong> Magazine, LLC, all rights reserved. No<br />
part of this publication or its Website may be reproduced without written<br />
permission of <strong>App</strong> <strong>Developer</strong> Magazine, LLC. <strong>App</strong> <strong>Developer</strong><br />
Magazine assumes no responsibility for the content of the articles,<br />
advertisements, or messages reproduced therein, and makes no representation<br />
or warranty whatsoever as <strong>to</strong> the completeness, accuracy,<br />
currency, or adequacy of any facts, views, opinions, statements, and<br />
recommendations it reproduces. Reference <strong>to</strong> any product, process,<br />
publication, or service of any third party by trade name, trademark, manufacturer,<br />
or otherwise does not constitute or imply the endorsement or<br />
recommendation of <strong>App</strong> <strong>Developer</strong> Magazine. The publication welcomes<br />
and encourages contributions; however is not responsible for the<br />
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of the publisher, reserves the right <strong>to</strong> accept or reject any advertising<br />
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<strong>App</strong> <strong>Developer</strong> Magazine, 2754 East Division Street, Springfield,<br />
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Imagine • Develop • Launch <strong>App</strong> <strong>Developer</strong> Magazine | 3
APP STORE<br />
NEWS, NOTES, AND MORE<br />
APPLE REQUIRES SOME DEVELOPERS<br />
TO RENAME THEIR APPS<br />
<strong>App</strong>le has asked developers <strong>to</strong> be<br />
careful how they are titling their apps as<br />
copyrights can and will be enforced<br />
throughout the app s<strong>to</strong>re. In a recent<br />
example, a <strong>game</strong> company in Germany<br />
who owns the copyright on a kids memory<br />
board <strong>game</strong> titled “Memory” worked<br />
with <strong>App</strong>le have iOS developers abroad <strong>to</strong><br />
Closer To New iOS 6.1<br />
Attention apple developers, <strong>App</strong>le<br />
is getting closer <strong>to</strong> the full version of<br />
the new iOS 6.1 operating system<br />
with the announcement that 6.1 Beta<br />
3 is available for registered developers<br />
<strong>to</strong> download.<br />
The iDevices that are compatible<br />
with iOS 6.1 Beta 3 include the iPad 4,<br />
iPad mini, iPad 3, iPad 2, iPhone 5,<br />
iPhone 4S, iPhone 4, iPhone 3GS, and<br />
the fourth and fifth generation iPod<br />
<strong>to</strong>uch models. So far digging through<br />
the 6.1 release notes we don't see<br />
anything that has changed since the<br />
last beta announcement <strong>to</strong> developers<br />
but there are a number of changes in<br />
the 6.1 OS release overall set <strong>to</strong> come.<br />
The release notes are available on the<br />
<strong>App</strong>le developer website.<br />
OUR TAKE<br />
In the Google Play s<strong>to</strong>re<br />
apps can be named<br />
exactly the same thing<br />
even if from different<br />
developers because they<br />
use the package name <strong>to</strong><br />
distinguish the app. It’s<br />
interesting that a simple<br />
word like “memory” can<br />
be restricted from being<br />
used because it’s so<br />
common and describes<br />
more of a function than<br />
a title. But developers<br />
always need <strong>to</strong> be careful<br />
of infringing on copy<br />
written material.<br />
change any app name with the word<br />
“memory” in it <strong>to</strong> something else, and<br />
developers are no longer allowed <strong>to</strong> use<br />
the term in any app title. The owners of<br />
the copyright do not have own the rights<br />
in the US but this comes as a stark<br />
reminder that the app s<strong>to</strong>re is becoming<br />
more competitive as it matures.<br />
BETA 3<br />
PUSH<br />
NOTIFICATIONS<br />
FROM AZURE<br />
SERVICES FOR IOS<br />
<strong>App</strong>le developers now have<br />
another choice for push<br />
notification services from<br />
within their app via a new<br />
Microsoft offering called<br />
Azure. The service uses a<br />
Microsoft cloud server in<br />
the back-end <strong>to</strong> communicate<br />
with iOS apps for<br />
authentication, notification,<br />
and saving data <strong>to</strong> the<br />
cloud. The service is free<br />
for the first 10 services registered.<br />
Microsoft says<br />
Azure is the easiest way <strong>to</strong><br />
fire notification <strong>to</strong> your<br />
users. Get more info at<br />
windowsazure.com<br />
HOT ON THE WEB!<br />
www.appdevelopermagazine.com<br />
Angry Birds The Movie?<br />
<strong>Developer</strong>s bring the characters<br />
<strong>to</strong> the big screen.<br />
Windows 8 Hacks<br />
New exploits can<br />
jeopardize developer<br />
revenue streams.<br />
Android In-<strong>App</strong> Billing 3.0<br />
Google has released the<br />
latest billing API version<br />
3.0.<br />
FTC Hitting <strong>Developer</strong>s<br />
Mobile Privacy is a<br />
Concern.<br />
Android Getting Too<br />
Complex?<br />
Updates <strong>to</strong> OS Too Much?<br />
Amazon <strong>App</strong> S<strong>to</strong>re<br />
Downloads Grow<br />
More devices and more<br />
users <strong>to</strong> thank.<br />
Windows Phone Market<br />
Grows<br />
Microsoft added 42 new<br />
markets.<br />
4 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch
It takes more than a bright idea.<br />
So you launched your app and so far you’re not a millionaire or even a thousandaire. So<br />
what went wrong or maybe the better question is what didn’t you do? Find the answers<br />
in each monthly issue of <strong>App</strong> Develper Magazine and at <strong>App</strong><strong>Developer</strong>Magazine.com<br />
Imagine • Develop • Launch
ANDROID<br />
NEWS, NOTES, AND MORE<br />
ANDROID <strong>4.2</strong> JELLY<br />
BEAN SDK AVAILABLE<br />
Google has officially<br />
released Android <strong>4.2</strong><br />
“Jellybean.” It has performanceoptimizations,<br />
a refreshed system<br />
UI, and new features<br />
for users and<br />
developers. Here is a<br />
glimpse of what's new<br />
for developers.<br />
There are some OS<br />
behavior changes that<br />
could affect how your<br />
app functions.<br />
<strong>Developer</strong>s can also<br />
use the new Daydream<br />
API, which lets you create<br />
interactive<br />
“dreams” on the<br />
Android screen when<br />
in screensaver mode.<br />
Secondary screens<br />
can be used from within<br />
your app, which<br />
allows users <strong>to</strong> display<br />
different content on<br />
external screens while<br />
using an app. You can<br />
now create lock screen<br />
widgets which appear<br />
on a users’ device<br />
when their Android<br />
screen in locked.<br />
Also available is<br />
multiple user support,<br />
which allows separate<br />
accounts on any<br />
Jellybean device. The<br />
system settings have<br />
been updated <strong>to</strong> support<br />
multiple users as<br />
well.<br />
RTL (right-<strong>to</strong>-left)<br />
allows you <strong>to</strong> build user<br />
interfaces that gracefully<br />
transform layout orientation<br />
<strong>to</strong> support languages<br />
that use right<strong>to</strong>-left<br />
(RTL) UIs and<br />
reading direction, such<br />
as Arabic and Hebrew.<br />
You can now<br />
embed fragments<br />
inside fragments. This<br />
is useful for a variety of<br />
situations in which you<br />
want <strong>to</strong> place dynamic<br />
and re-usable UI components<br />
in<strong>to</strong> a UI component<br />
that is itself<br />
dynamic and re-usable.<br />
Renderscript computation<br />
functionality has<br />
also been enhanced.<br />
Android <strong>App</strong> Revenue<br />
Gaining Ground<br />
The revenue from apps in the Google<br />
play s<strong>to</strong>re is growing. As a matter of fact<br />
an official <strong>android</strong> report from <strong>App</strong> Annie<br />
states that it grew by 311% between<br />
Oc<strong>to</strong>ber 2011 and Oc<strong>to</strong>ber 2012.<br />
Despite that growth, in Oc<strong>to</strong>ber 2012<br />
global revenue from the iOS <strong>App</strong> S<strong>to</strong>re<br />
was four times larger than Google Play’s.<br />
<strong>App</strong> Annie was unable <strong>to</strong> disclose any<br />
actual financial number in the report.<br />
Amazon <strong>App</strong>s<strong>to</strong>re<br />
Comes <strong>to</strong> Japan<br />
Japan welcomes the arrival of Amazon<br />
as a new choice for an Android tablet portal.<br />
The giant online retailer announced<br />
that cus<strong>to</strong>mers in Japan can now access<br />
content for their Android devices and<br />
Kindle Fire products.<br />
Google has updates it’s maps<br />
API and the Android developer<br />
community applauds it’s approval.<br />
The maps API update includes a<br />
number of enhancements that will<br />
help developers bring map based<br />
apps <strong>to</strong> life. Included is the ability<br />
<strong>to</strong> create multiple layers on <strong>to</strong>p of<br />
screen, including satellite, hybrid,<br />
HOT ON THE WEB!<br />
www.appdevelopermagazine.com<br />
Android Wins in Australia<br />
Study shows more Android<br />
smartphones being used<br />
down under.<br />
AnDevCon Talks Monetization<br />
Amazon tells developers<br />
how <strong>to</strong> earn more money.<br />
Private Play S<strong>to</strong>res<br />
Businesses can now distribute<br />
apps among<br />
employees.<br />
Amazon A/B Testing for<br />
Android <strong>Developer</strong>s<br />
The service is built on<br />
Amazon Web Services<br />
Google Wants Tablet <strong>App</strong><br />
Focus<br />
Encourages developers <strong>to</strong><br />
create apps for large screen<br />
Androids.<br />
OUR TAKE<br />
This API update<br />
has been a long<br />
time coming but it<br />
looks <strong>to</strong> be worth<br />
the wait, with the<br />
multi-layering<br />
feature and inside<br />
maps I'm sure<br />
developers will find<br />
creative ways <strong>to</strong><br />
utilize.<br />
AN UPDATE TO THE GOOGLE MAPS<br />
API IS HERE<br />
terrain, and even traffic data.<br />
As if that wasn’t enough there<br />
are indoor maps available for many<br />
major airports and shopping centers<br />
across the globe. The apps<br />
Trulia, Expedia Hotels and<br />
FlightTrack are already using the<br />
new maps API if you want a sneak<br />
peek of what it’s capable of.<br />
6 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch
Imagine • Develop • Launch<br />
www.appdevelopermagazine.com
WINDOWS<br />
NEWS, NOTES, AND MORE<br />
WINDOWS PHONE STORE IS GROWING,<br />
ADDS 42 NEW MARKETS<br />
Despite the late arrival in<strong>to</strong> the mobile<br />
World, Windows phone is not going down<br />
without a fight! Microsoft just put the<br />
Windows phone market in front of a<br />
whole lot more people adding 42 new<br />
markets.<br />
Now, any one the following countries<br />
can get <strong>to</strong> the Windows phone app s<strong>to</strong>re:<br />
Angola, Armenia, Bahrain, Bangladesh,<br />
Benin, Bolivia, Burkina Faso, Burundi,<br />
Cameroon, Chad,Congo (DRC), Dominican<br />
Republic, El Salvador, Guinea, Haiti,<br />
Windows Phone SDK<br />
Version 8.0 Arrives<br />
If you want <strong>to</strong> develop apps for the<br />
new Windows 8 platform you’ll need the<br />
latest SDK from Microsoft now available<br />
for developers. It includes everything you’ll<br />
need <strong>to</strong> develop apps and <strong>game</strong>s for<br />
Windows 8. It’s a vast improvement over<br />
their older 7.1 SDK including “Windows<br />
S<strong>to</strong>re <strong>App</strong>s”, Integrated DirectX, and a<br />
smaller file size of roughly 300 MB<br />
Honduras, Kenya, Liechtenstein,<br />
Madagascar, Malawi, Malaysia, Mali,<br />
Mozambique, Nicaragua, Niger, Pakistan,<br />
Paraguay, Qatar, Rwanda, Saudi Arabia,<br />
Senegal, Sierra Leone, Somalia, Tajikistan,<br />
Tanzania, Togo, Turkmenistan, United Arab<br />
Emirates, Uganda, Yemen, Zambia, and<br />
Zimbabwe.<br />
The added exposure is great news for<br />
developers outside of the US especially<br />
because developing for just a few markets<br />
didn't have nearly the appeal.<br />
Microsoft Says <strong>App</strong><br />
Downloads and<br />
Revenue is Climbing<br />
Microsoft recently announced that app<br />
downloads and revenue all <strong>to</strong>gether have<br />
more than doubled since the release of<br />
Windows Version 8 which is mobile ready<br />
and is designed <strong>to</strong> be universal across desk<strong>to</strong>ps<br />
and tablet style devices. Specific numbers<br />
were not provided as of press time.<br />
HOT ON THE WEB!<br />
www.appdevelopermagazine.com<br />
Windows 8 Hacks<br />
Could jeopardize developer<br />
revenue streams.<br />
Visual Studio 2012<br />
Microsoft has released<br />
Visual Studio 2012<br />
Update 1.<br />
Surface <strong>App</strong> Development<br />
Microsoft should encourage<br />
app development.<br />
Rubicon Mobile<br />
Shares dev tips for<br />
Windows app s<strong>to</strong>re<br />
SURFACE PHONES<br />
BY MICROSOFT<br />
RUMORED<br />
It looks like Microsoft is<br />
out <strong>to</strong> extend its Surface<br />
brand<br />
in<strong>to</strong><br />
mobiles<br />
and start<br />
selling<br />
handsets<br />
under its<br />
own<br />
brand.<br />
Rumor has it that the<br />
software giant has signed<br />
a contract with Chinese<br />
manufacturer Foxconn,<br />
which is also the manufacturer<br />
of iPhone. The making<br />
of the new Microsoft<br />
Surface handsets is set for<br />
next year.<br />
Also rumored is<br />
information that ‘upstream<br />
suppliers’ are also going<br />
<strong>to</strong> provide part of a new<br />
Amazon phone, which<br />
could mean that next year<br />
could be really interesting<br />
for mobile tech.<br />
8 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch
You Wouldn’t Search For Treasure<br />
Without a Map Would You?<br />
<strong>App</strong> <strong>Developer</strong> Magazine and <strong>App</strong><strong>Developer</strong>Magazine.com<br />
are your roadmap <strong>to</strong> success. You’ll be lost without us!<br />
Imagine • Develop • Launch
APP STATS<br />
TOP TEN U.S. APP STATS<br />
TOP FREE GOOGLE PLAY APPS BY DOWNLOADS<br />
Rank <strong>App</strong><br />
1 Facebook<br />
2 Pandora<br />
3 Instagram<br />
4 Angry Birds<br />
5 Skype<br />
6 Facebook Messenger<br />
7 Zedge<br />
8 Netflix<br />
9 Twitter<br />
10 Hill Climb Racing<br />
TOP FREE IPHONE APPS BY DOWNLOADS<br />
Rank <strong>App</strong><br />
1 YouTube<br />
2 SnapChat<br />
3 Flick Golf!<br />
4 Gangnam DanceBooth<br />
5 Hill Climb Racing<br />
6 Fun Run<br />
7 Ski Safari<br />
8 Gmail<br />
9 Doors&Rooms<br />
10 Instagram<br />
TOP FREE WINDOWS APPS<br />
RANK APP<br />
1 Facebook<br />
2 Youtube<br />
3 Skype<br />
4 Flashlght-X<br />
5 AE Skee Ball<br />
6 Skydrive<br />
7 Flixter<br />
8 Tunin Radio<br />
9 Facebook Touch<br />
10 Free Ring<strong>to</strong>nes<br />
AMAZON'S TOP FREE APPS<br />
RANK APP<br />
1 Slots Journey<br />
2 Mind Games<br />
3 Farkle Live<br />
4 Skyburger<br />
5 Netflix<br />
6 Temple Run<br />
7 Angry Birds Free<br />
8 Rocket Space: Universe Adventure<br />
9 Facebook<br />
10 Family Fued & Friends<br />
SOURCE: Includes <strong>App</strong> Annie S<strong>to</strong>re Stats • Date as of press time.<br />
OP GOOGLE PLAY APPS BY REVENUE<br />
Rank <strong>App</strong><br />
1 Rage of Bahamut<br />
2 Dark Summoner<br />
3 Blood Brothers<br />
4 Slo<strong>to</strong>mania<br />
5 Slot City<br />
6 Zynga Poker<br />
7 MARVEL War of Heroes<br />
8 Live Hold’em Poker Pro<br />
9 Shipwrecked<br />
10 FoxFi<br />
TOP iPHONE APPS BY REVENUE<br />
Rank <strong>App</strong><br />
1 Clash of Clans<br />
2 The Simpsons:Tapped Out<br />
3 Kindoms of Camelet: Battle..<br />
4 Pandora Radio<br />
5 Hay Day<br />
6 Legend of Cryptids<br />
7 Slo<strong>to</strong>mania<br />
8 Angry Birds Star Wars<br />
9 Poker By Zynga<br />
10 Candy Crush Saga<br />
TOP PAID WINDOWS APPS<br />
RANK APP<br />
1 S<strong>to</strong>p the Music<br />
2 Mens Health<br />
3 Human Japanese<br />
4 Battery Level for Windows 8<br />
5 Baconit - Donate<br />
6 Grapher Calcula<strong>to</strong>r<br />
7 Catholic's Campanion<br />
8 Now Playing<br />
9 Alpha Memory<br />
10 Outsider<br />
AMAZON'S TOP PAID APPS<br />
RANK APP<br />
1 Angry Birds Star Wars Premium<br />
2 Minecraft Pocket Edition<br />
3 HD Camera<br />
4 Cut the Rope<br />
5 Skylanders Cloud Patrol<br />
6 Where's my Water?<br />
7 The Game of Life<br />
8 Santa Salon<br />
9 Where's my Perry?<br />
10 Plants vs. Zombies<br />
TOP APP<br />
MOVERS AND<br />
SHAKERS<br />
Each issue we will <strong>to</strong> provide a<br />
snapshot of the <strong>to</strong>p apps in each<br />
market. While rankings change<br />
daily it’s nice <strong>to</strong> see something that<br />
stamps out a “who’s who” in the<br />
app s<strong>to</strong>res that you will be able <strong>to</strong><br />
compare month <strong>to</strong> month.<br />
What surprises us most this<br />
month is that we don’t see more<br />
Holiday themed apps in the <strong>to</strong>p<br />
rankings, usually developers can<br />
ride the wave of the season, but I<br />
think developers are starting <strong>to</strong><br />
think more long-term success<br />
rather than bursts of seasonal<br />
revenue.<br />
In the iOS s<strong>to</strong>re for this issue<br />
we’ve seen little movement in the<br />
paid realm with the giants like<br />
Facebook, Pandora, and Angry<br />
Birds ruling there. It’s no surprise <strong>to</strong><br />
see Gmail is in the <strong>to</strong>p 10 free<br />
apps, with the release of their new<br />
client for iOS (partially HTML5<br />
based).<br />
Google Play <strong>to</strong>p 10 paid is<br />
dominated mostly by <strong>game</strong>s, as is<br />
the <strong>to</strong>p Free. But apps like Foxfi<br />
that turn your Android in<strong>to</strong> a<br />
Blue<strong>to</strong>oth or Wifi hotspot have also<br />
made their mark this month.<br />
The Amazon app s<strong>to</strong>re is a<br />
mixed bag ranging from utility apps<br />
<strong>to</strong> <strong>game</strong>s – all of which play nicely<br />
on the Kindle Fire of course, we’ll<br />
keep our eye on movers for our<br />
premier issue that use the new<br />
Amazon map API.<br />
And in the Windows market it’s<br />
no surprise <strong>to</strong> see Facebook,<br />
YouTube, and Skype in the <strong>to</strong>p free<br />
because they were missing on the<br />
initial release of Windows 8. In the<br />
<strong>to</strong>p paid it’s interesting <strong>to</strong> see more<br />
utility apps than <strong>game</strong>s being<br />
downloaded.<br />
10 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch
“Everything that<br />
can be invented<br />
has been invented.”<br />
Charles H. Duell, U.S. Commissioner of Patents, 1899<br />
Yeah Right!<br />
Yes there are now over half a million apps, yes 1% of<br />
apps make 90% of the revenues, so what’s the use right?<br />
Wrong! Yes, it’s not easy and yes, there is still money <strong>to</strong><br />
be made. Work smart with real world information at <strong>App</strong><br />
<strong>Developer</strong> Magazine and <strong>App</strong><strong>Developer</strong>Magazine.com.<br />
IMAGINE • DEVELOP • LAUNCH<br />
www.appdevelopermagazine.com
JUST | PEACHY<br />
My Thoughts on the<br />
Windows Phone 8<br />
Marketplace<br />
By Peach Pellen<br />
With the recent launch of<br />
Windows Phone 8 I've had developers<br />
start asking me whether or<br />
not I think it's worth trying <strong>to</strong> port<br />
some of their more<br />
<strong>successful</strong><br />
apps <strong>to</strong> the<br />
mar-<br />
ketplace,questioning<br />
whether<br />
or not they<br />
might benefit from<br />
the added visibility<br />
that goes with having a fraction of<br />
the apps <strong>to</strong> compete with compared<br />
<strong>to</strong> the <strong>App</strong> S<strong>to</strong>re or Google<br />
Play.<br />
Honestly, it's a <strong>to</strong>ugh call. On<br />
the one hand Microsoft just doesn't<br />
have the audience <strong>App</strong>le or Google<br />
do. Gartner Inc. reported back in<br />
November that Microsoft's current<br />
(global smartphone) market share<br />
was only 2.4% - ouch.<br />
There's also the fact that with<br />
120,000 apps in the s<strong>to</strong>re as of<br />
Oc<strong>to</strong>ber increased visibility for your<br />
app isn't a sure thing. Statistically it<br />
may be around 7 times less crowded<br />
the iOS or Android marketplaces<br />
but bloated / 7 doesn't exactly<br />
equate <strong>to</strong> empty.<br />
On the plus side a developer's<br />
license is only $99, (the same as<br />
<strong>App</strong>le charges,) and you get <strong>to</strong><br />
keep 100% of your revenue until<br />
you hit the $25,000 mark, at which<br />
point Microsoft will start taking<br />
20% instead of the 30%<br />
which has become industry<br />
standard.<br />
At the unveiling of the first<br />
Nokia Windows 8 phone, (the<br />
Lumia,) Steve Ballmer said "The<br />
next app developer <strong>to</strong> hit it really,<br />
really big will be a developer on<br />
Windows." and <strong>to</strong> be honest I'm<br />
pretty skeptical about<br />
that; I think the next<br />
app developer <strong>to</strong> hit<br />
it big will be, as we<br />
so often see, someone<br />
developing<br />
cross-platform for<br />
iOS and Android.<br />
Like RIM,<br />
Microsoft seems <strong>to</strong><br />
be trying <strong>to</strong> sell<br />
developers the same gold rush<br />
dream but without the same his<strong>to</strong>ry<br />
of huge payday s<strong>to</strong>ries we see<br />
coming from iOS and Android. It's<br />
a nice gesture but without the market<br />
share <strong>to</strong> really back it up.<br />
On a personal level I'd like <strong>to</strong><br />
see Windows Phone 8 take off; not<br />
because I'm a Microsoft fan, (I'm<br />
I'm a firm<br />
believer in<br />
giving every<br />
marketplace<br />
a fair go<br />
not,) but because I'm a Nokia fan. I<br />
haven't tried a Lumia yet, I'm reluctant<br />
<strong>to</strong> spend money on it knowing<br />
I won't be developing anything for<br />
it until <strong>App</strong>celera<strong>to</strong>r supports it,<br />
however I admit my soft spot for<br />
Nokia does give me an urge <strong>to</strong> see<br />
an app of mine running on there.<br />
(Although <strong>to</strong> be fair this could just<br />
be me being somewhat nostalgic<br />
for Symbian, a mobile OS I must<br />
have spent upwards of 10,000<br />
hours using in my teen years.)<br />
Of course, there's always the<br />
fear that using a Nokia running<br />
Windows may scar the name forever<br />
for me - although<br />
maybe that would be a<br />
good thing, my hands<br />
are pretty full dealing<br />
with Android fragmentation<br />
as it is!<br />
Seriously though, if<br />
you're already using an<br />
SDK that supports or<br />
will soon support the<br />
platform I'd say go for it; if it's not<br />
a huge time sink I'm a firm believer<br />
in giving every marketplace a fair<br />
go, if only <strong>to</strong> be able <strong>to</strong> blast it as<br />
an informed individual at a later<br />
date and not be called a "hater".<br />
Maybe you'll be that first Windows<br />
Phone 8 developer <strong>to</strong> "hit it really,<br />
really big."<br />
Peach Pellen has been involved in mobile app development for iOS and Android devices since<br />
2009 and has over 60 published apps in the mobile market. She is also a support engineer for<br />
Ansca Mobile, and operates PeachPellen.com and Techority.com in her spare time.<br />
12 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch
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“We have a simple<br />
system implemented. We<br />
work on one large app,<br />
which at the moment is the<br />
episodic adventure <strong>game</strong><br />
Forever Lost, and during<br />
this process we take<br />
temporary breaks <strong>to</strong> work<br />
on smaller projects<br />
which take around one<br />
week <strong>to</strong> create.<br />
Ideas come <strong>to</strong> you at<br />
the strangest of times and<br />
it is important, especially<br />
with the increasing number<br />
of apps available now, <strong>to</strong> be<br />
as innovative and creative<br />
as possible. It is not simply<br />
a case of sitting down and<br />
thinking of an app idea.<br />
During the development<br />
process of the larger <strong>game</strong><br />
our minds are constantly<br />
flowing and creating new<br />
ideas for apps. As soon as<br />
we think of an idea, no<br />
matter how basic, we write<br />
it down and when we feel<br />
like a break we put <strong>to</strong>gether<br />
pro<strong>to</strong>types of the ideas<br />
we like the most.”<br />
About<br />
Glitch Games<br />
We recently sat down with Graham Ranson, co-founder of Glitch<br />
Games based in the United Kingdom. They are the developers of<br />
“Forever Lost” an app for iOS and Android that has been gaining<br />
popularity<br />
Tell us about<br />
Glitch Games<br />
Glitch<br />
Games consists<br />
of one artist, Simon, and one<br />
coder, Graham (shown above),<br />
and we have been developing<br />
<strong>to</strong>gether as a company since<br />
January 2012. We currently have<br />
eight released apps but have<br />
countless pro<strong>to</strong>types in various<br />
stages of development. We both<br />
work full-time at Glitch, however<br />
mostly this turns in<strong>to</strong> much longer<br />
than full-time with regular 14 plus<br />
hour days in 7 day weeks. We are<br />
both in our mid-twenties.<br />
What apps have you published<br />
and what is the most popular?<br />
At present we have eight pub-<br />
14 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch
lished apps, each very different<br />
from the last ranging from an<br />
interactive book for kids <strong>to</strong> an<br />
old-school point’n’click adventure<br />
<strong>game</strong>. Our two most popular<br />
apps are Blox, a fast paced multi<strong>to</strong>uch<br />
arcade <strong>game</strong>, that was at<br />
one point receiving over 100,000<br />
free downloads a week and our<br />
most recent <strong>game</strong>, Forever Lost,<br />
an episodic adventure <strong>game</strong> that<br />
has received our highest volume<br />
of paid downloads <strong>to</strong> date.<br />
Let’s talk revenue, Which<br />
market is most profitable<br />
for you?<br />
Our most popular paid app is<br />
not yet available on <strong>android</strong><br />
devices so iOS has been far more<br />
profitable for obvious reasons.<br />
We have released some of our<br />
apps on both s<strong>to</strong>res, but we have<br />
not had much success with<br />
Android <strong>to</strong> date.<br />
What is your most <strong>successful</strong><br />
way of earning revenue with<br />
your apps (in-app, free/paid,<br />
etc)?<br />
We have experimented with<br />
in-app, free and paid releases<br />
over the last year and a set price<br />
suits us best. The set price allows<br />
us <strong>to</strong> do sales whenever we wish<br />
and generally helps decrease any<br />
of the complications associated<br />
Tired of being packed<br />
in the app s<strong>to</strong>re with<br />
everyone else?<br />
DISCOVER SECRETS TO BEING NOTICED WITH TIPS<br />
FROM APP DEVELOPER MAGAZINE.<br />
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DEV | INTERVIEW<br />
with the in-app structure.<br />
From our experience, if a<br />
cus<strong>to</strong>mer expects <strong>to</strong> receive<br />
an app for free and then is<br />
required <strong>to</strong> pay for content<br />
from within the app, then<br />
many feel like they have been<br />
conned.<br />
We used the in-app function<br />
for our first few apps so<br />
that the cus<strong>to</strong>mer could get<br />
a feel for the <strong>game</strong> before<br />
they had <strong>to</strong> fork out any<br />
money. We thought this<br />
would be a bonus for our<br />
cus<strong>to</strong>mers, but in the end it<br />
was more hassle than it’s<br />
worth. Our two most recent<br />
paid apps were released for a<br />
set price and these have<br />
brought in around 90% of<br />
our <strong>to</strong>tal revenue for the year<br />
alone.<br />
Which mobile ad networks<br />
do you prefer?<br />
We haven’t had much<br />
success with monetizing<br />
from adverts however that<br />
may be less <strong>to</strong> do with the<br />
networks themselves and<br />
more <strong>to</strong> do with our apps. So<br />
far we have tried both<br />
Inneractive and InMobi and<br />
although we’re not really the<br />
right people <strong>to</strong> talk about<br />
which one is better in<br />
regards <strong>to</strong> monetization we<br />
can say that they both have<br />
great cus<strong>to</strong>mer support from<br />
our experience with the few<br />
times we needed any help. If<br />
we try adverts again we are<br />
going <strong>to</strong> test RevMob.<br />
Share some general<br />
revenue numbers on a<br />
monthly or yearly basis.<br />
Our revenue for the first<br />
eight months made us question<br />
whether we would ever be<br />
able <strong>to</strong> make a living in app<br />
development. Although our<br />
first six apps taking an average<br />
of one week development<br />
time; we had hoped for far<br />
more income than we had<br />
actually received.<br />
Despite the popularity of<br />
Blox, it only seemed <strong>to</strong> do well<br />
during the temporary free sale<br />
periods so we were unsure<br />
whether the big adventure<br />
<strong>game</strong> ( Forever Lost ) which<br />
we had been working on for<br />
six months would fall <strong>to</strong> the<br />
same fate. To our fortune,<br />
Forever Lost was an instant<br />
hit, with five star reviews pouring<br />
in from every country giving<br />
us a promising opening<br />
week. We hit just under the<br />
$5000 mark in the first week<br />
of sales and despite dropping<br />
slightly, it has been pretty constant<br />
since.<br />
What is your development<br />
process (from idea <strong>to</strong><br />
release)?<br />
We have a simple system<br />
implemented. We work on one<br />
large app, which at the<br />
moment is the episodic adventure<br />
<strong>game</strong> Forever Lost, and<br />
during this process we take<br />
temporary breaks <strong>to</strong> work on<br />
smaller projects which take<br />
around one week <strong>to</strong> create.<br />
Ideas come <strong>to</strong> you at the<br />
strangest of times and it is<br />
important, especially with the<br />
increasing number of apps<br />
available now, <strong>to</strong> be as innovative<br />
and creative as possible. It<br />
is not simply a case of sitting<br />
down and thinking of an app<br />
idea. During the development<br />
16 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch
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ers and offers big picture analysis on the <strong>App</strong> development industry.<br />
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DEV | INTERVIEW<br />
process of the larger <strong>game</strong> our<br />
minds are constantly flowing and<br />
creating new ideas for apps. As<br />
soon as we think of an idea, no<br />
matter how basic, we write it<br />
down and when we feel like a<br />
break we put <strong>to</strong>gether pro<strong>to</strong>types<br />
of the ideas we like the most.<br />
Which development platform<br />
do you use most, any favorites?<br />
We have been using the<br />
Corona SDK since the early days<br />
of its life and even though it has<br />
its issues and limitations, just like<br />
any other framework, we have<br />
stuck with it because it allows us<br />
<strong>to</strong> build pro<strong>to</strong>types very quickly<br />
which, more times than not, we<br />
can then use the same code <strong>to</strong><br />
actually create the non-pro<strong>to</strong>type<br />
builds.<br />
Corona also makes cross platform<br />
development across iOS and<br />
Android very easy, even though<br />
Android hasn’t really made us any<br />
money yet we’re hoping that the<br />
Android version of Forever Lost<br />
will do better.<br />
Biggest challenges in mobile<br />
development for you?<br />
For us the biggest challenge<br />
has been in marketing, before<br />
starting out we had no experience<br />
with this side of things and essentially<br />
we were naive. We simply<br />
assumed that if we make something<br />
good then people will buy it,<br />
which <strong>to</strong> the most part is actually<br />
true, but the phrase should really<br />
be that if you make something<br />
good, and people know about it,<br />
they will buy it.<br />
We have been getting better<br />
at marketing with each successive<br />
app and one of the things we<br />
have learned the hard way is that<br />
marketing starts from day one.<br />
The minute you have something<br />
interesting <strong>to</strong> show people make<br />
sure you do. Chances are it will go<br />
unnoticed but just keep showing<br />
people stuff and eventually people<br />
will see it which makes it much<br />
easier for them <strong>to</strong> find your product<br />
once it’s finally released as<br />
they will already know about it.<br />
How do you market your apps<br />
(youtube, cross-promotion, etc)<br />
We use all the usual methods<br />
that we can afford, i.e. are free,<br />
such as our Facebook and Twitter<br />
pages as well as YouTube and the<br />
traditional guilting of our friends<br />
and families. We also have a<br />
newsletter and a blog but not<br />
many followers of each yet. We<br />
have found that so far the best<br />
method, for us at least, has been<br />
word of mouth between friends<br />
and on the TouchArcade forums.<br />
We could do more, which may<br />
explain why our apps haven’t sold<br />
as well as we hoped they would.<br />
As mentioned, for us marketing is<br />
by far the hardest part of this<br />
business and up until starting this<br />
adventure we had zero experience<br />
with it so were completely lost.<br />
The single most important fac<strong>to</strong>r<br />
in app development?<br />
Passion. If you don’t love what<br />
you’re doing and what you’re<br />
making than you’ll make a substandard<br />
product and if you’re not<br />
having fun when you’re making it<br />
then what’s the point?<br />
Do you have any great developer<br />
tips from things you've<br />
learned in regards <strong>to</strong> any of the<br />
above?<br />
If you are going <strong>to</strong> make apps<br />
then make sure you do it well. We<br />
may not have the best artist or the<br />
best programmer in the world, but<br />
the key is that we have both. So<br />
many programmers/artists try <strong>to</strong><br />
make apps alone, but it takes a<br />
collaboration of both <strong>to</strong> make a<br />
good app and make sure you play<br />
<strong>to</strong> your strengths.<br />
If you’d like <strong>to</strong> talk <strong>to</strong> Simon or<br />
Graham you can contact them at<br />
hey@glitch<strong>game</strong>s.co.uk.<br />
<strong>App</strong>s From Glitch Games<br />
18 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch
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DEV | ADVICE<br />
A lot of you<br />
send me your<br />
<strong>game</strong>s <strong>to</strong> figure<br />
out a problem<br />
here and<br />
there, or ask<br />
me questions<br />
about how <strong>to</strong><br />
do XYZ or thisand-that.<br />
Some<br />
of you send me assets without<br />
blinking; other of you are reluctant<br />
<strong>to</strong> send me your assets<br />
because your <strong>game</strong> is the next<br />
Angry Birds and you don’t want<br />
anyone <strong>to</strong> see your creation.<br />
Some of you are reluctant <strong>to</strong><br />
send me the code because the<br />
“code” is not pretty. Trust me,<br />
Elements<br />
To A Successful Game<br />
By Carlos Icaza<br />
I’ve heard and seen just about<br />
every type of <strong>game</strong>, code design,<br />
and killer app — I’ve been working<br />
knee-deep in the mobile<br />
space since 2004, when it was<br />
“pre-his<strong>to</strong>ric.” I’ve seen the<br />
whole gamut!<br />
So, I see a lot of <strong>game</strong>s and<br />
apps. Of course, I see a lot of<br />
Corona-made apps, but I also get<br />
<strong>to</strong> see a lot of non-Corona apps<br />
— and I get the same question<br />
asked over and over again.<br />
What makes a <strong>game</strong> <strong>successful</strong>?<br />
And with apologies <strong>to</strong><br />
Cookie Monster, here we go…<br />
While there is no magic elixir<br />
as <strong>to</strong> what makes a <strong>game</strong> a success.<br />
I have seen a series of ele-<br />
One of the<br />
most exciting<br />
parts of being<br />
at Ansca, is<br />
that I get <strong>to</strong><br />
see a lot of<br />
your great<br />
<strong>game</strong>s all the<br />
way from<br />
inception <strong>to</strong><br />
being released<br />
on the <strong>App</strong><br />
S<strong>to</strong>re and/or<br />
Android<br />
Market.<br />
ments that most <strong>successful</strong><br />
<strong>game</strong>s have and in Cookie<br />
Monster lingo, here is the Letter<br />
What makes a<br />
<strong>game</strong> <strong>successful</strong>?<br />
And with apologies<br />
<strong>to</strong> Cookie Monster,<br />
here we go…<br />
20 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch
Tired of climbing the<br />
mountain of apps<br />
Let <strong>App</strong> <strong>Developer</strong> Magazine and website help guide you!<br />
IMAGINE • DEVELOP • LAUNCH<br />
www.appdevelopermagazine.com
DEV | ADVICE<br />
E for the key <strong>elements</strong> <strong>to</strong> a <strong>successful</strong><br />
<strong>game</strong><br />
1. The <strong>game</strong> must be<br />
engaging.<br />
2. The <strong>game</strong> must be<br />
entertaining.<br />
3. The <strong>game</strong> must be<br />
enjoyable.<br />
4. The <strong>game</strong> must be elastic.<br />
5. The <strong>game</strong> must be<br />
expandable.<br />
6. You must <strong>game</strong> must<br />
expose the user <strong>to</strong> other<br />
players.<br />
7. A <strong>game</strong> starts in an<br />
endemic area.<br />
8. A <strong>game</strong>, once it reaches<br />
mass appeal, it becomes<br />
an epidemic. It is viral and<br />
at this point uns<strong>to</strong>ppable.<br />
While it is difficult <strong>to</strong> articulate<br />
everything in detail, I will do my<br />
best <strong>to</strong> see if I can make sense for<br />
each of the <strong>elements</strong> I mentioned<br />
for a <strong>successful</strong> <strong>game</strong>.<br />
A <strong>game</strong> must be engaging!<br />
Think of having an engaging conversation<br />
— the conversation can<br />
be enjoyable or entertaining. Not<br />
all conversations are enjoyable, nor<br />
all conversations are entertaining.<br />
But if it has one or the other, you<br />
at least have three items from the<br />
list: engaging, entertaining, and<br />
enjoyable.<br />
Now, think of a movie that is<br />
entertaining — not all the movies<br />
that you consider <strong>to</strong> be entertainment<br />
may be enjoyable, but they<br />
could be engaging. The movie can<br />
have a plausible s<strong>to</strong>ry that makes it<br />
entertaining, but may not be<br />
engaging. But certainly a movie<br />
that is enjoyable can be quite<br />
entertaining and engaging at the<br />
same time. Think of it this way:<br />
Entertaining = mass appeal.<br />
Simple.!<br />
Now on<strong>to</strong> the rest! A <strong>game</strong><br />
must also be expandable, some-<br />
thing that you can keep growing.<br />
In the case of the Angry Birds franchise,<br />
there is Angry Birds<br />
Seasons, Angry Birds St. Patrick’s,<br />
Angry Birds Valentine’s Day…<br />
Again, using a movie metaphor,<br />
think of a movie sequel. Although<br />
not always as good as the original,<br />
you can still continue the franchise.<br />
Lastly, the <strong>game</strong> must be elastic.<br />
You have <strong>to</strong> take the <strong>game</strong>play<br />
<strong>to</strong> the breaking point. For me, this<br />
is the one of the <strong>to</strong>p <strong>elements</strong> here<br />
(the key ingredient!). One has <strong>to</strong><br />
pick up a <strong>game</strong> and be able <strong>to</strong><br />
grasp it in matter of seconds. You<br />
must “fool” the player in<strong>to</strong> thinking<br />
that it is easy, and have them go <strong>to</strong><br />
the next level, continuing as the<br />
<strong>game</strong> gets progressively harder.<br />
That’s the elasticity of a <strong>game</strong>:<br />
stretch it is as far as you can while<br />
letting the player think that it’s still<br />
as easy as the first level.<br />
If the <strong>game</strong> is elastic, it is also<br />
entertaining, enjoyable, and/or<br />
engaging. At this point, the player<br />
will want <strong>to</strong> share the <strong>game</strong> with<br />
other <strong>game</strong> players — then, you<br />
have <strong>successful</strong>ly created an<br />
endemic <strong>game</strong> and the goal is <strong>to</strong><br />
make it an epidemic!<br />
And how do you expose your<br />
<strong>game</strong> <strong>to</strong> the masses? Create a<br />
Facebook Fan Page and a Twitter<br />
account for your company or<br />
<strong>game</strong>. Create a video demo of your<br />
<strong>game</strong>. If you can afford it, try <strong>to</strong><br />
get someone <strong>to</strong> write a press<br />
release for you and get the word<br />
out. Partner with a company that<br />
can get you the exposure.<br />
And remember: all apps and<br />
<strong>game</strong>s — no matter how<br />
<strong>successful</strong> — are ephemeral.<br />
Don’t fall in<strong>to</strong> the mental trap that<br />
your <strong>game</strong> will be on <strong>to</strong>p of the<br />
charts for months on end, or a year<br />
or two. Today, we live in an ADD<br />
world and <strong>to</strong>day’s headline is<br />
<strong>to</strong>morrow’s old news. Your job is<br />
<strong>to</strong> always keep your <strong>game</strong> fresh,<br />
introduce new levels, build trust<br />
with your players, award them with<br />
coupon codes, etc. Making a <strong>game</strong><br />
is not just about making pretty pixels<br />
move around the screen, it is a<br />
business. And part of that business<br />
is also the ability <strong>to</strong> market (evangelize!)<br />
your <strong>game</strong>.<br />
A little disclaimer: the s<strong>to</strong>ck<br />
inclusion of all the <strong>elements</strong> I men-<br />
And remember:<br />
all apps and <strong>game</strong>s<br />
— no matter how<br />
<strong>successful</strong> — are<br />
ephemeral.<br />
tion is no elixir. It doesn’t guarantee<br />
your <strong>game</strong> <strong>to</strong> become a 40 million<br />
download juggernaut.<br />
Nevertheless, having some of<br />
these key <strong>elements</strong> in your <strong>game</strong><br />
will make your <strong>game</strong> that much<br />
more enjoyable, entertaining,<br />
and/or engaging <strong>to</strong> play — and if<br />
you get <strong>to</strong> that, you will au<strong>to</strong>matically<br />
get more exposure.<br />
After that, you could become<br />
endemic, and turn out <strong>to</strong> be the<br />
next big gaming “epidemic!”<br />
Carlos Izaca has been shipping industry standard software since 1991 shipped software titles<br />
such as Adobe Illustra<strong>to</strong>r, Flash Authoring, Mobile Flash-Lite, Deneba Canvas and a others. He<br />
started a mobile framework company in 2007 called Ansca, Inc. and <strong>game</strong>s/apps created with<br />
the Corona SDK have been played by over 55 million users. Currently he is a technical advisor <strong>to</strong><br />
several startups.<br />
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Easier <strong>to</strong> Do:<br />
Find Bigfoot<br />
or Develop<br />
the Next<br />
Million<br />
Dollar <strong>App</strong>?<br />
By Richard Harris<br />
I was talking with our Publisher<br />
about a developer he knows that is a<br />
genuine, dyed in the wool Bigfoot<br />
hunter. If there is a sighting within<br />
500 miles, he’s off <strong>to</strong> check it out.<br />
Of course he’s never seen Bigfoot,<br />
but he’s been close (he thinks) plenty<br />
of times!<br />
It's exciting as a developer <strong>to</strong><br />
think of the prospect of making a<br />
piece of software that can be distributed<br />
over millions of devices and<br />
turn you in<strong>to</strong> a millionaire. But for<br />
every <strong>successful</strong> app that has generated<br />
a million dollars, there are at<br />
least thousands underneath it that<br />
have never gotten close (still better<br />
odds than finding Bigfoot though).<br />
Let me prefix this by saying I've<br />
never created a million dollar app<br />
though I have had some very <strong>successful</strong><br />
apps. But in the 200 published<br />
apps my company has developed,<br />
no single app has ever generated<br />
me a million dollars.<br />
But like Thomas Edison once<br />
said, “If I find 10,000 ways something<br />
won't work, I haven't failed. I<br />
am not discouraged, because every<br />
wrong attempt discarded is another<br />
step forward.”<br />
So based on my varying levels of<br />
success and contacts in the industry<br />
that have <strong>successful</strong>ly created million<br />
dollar apps, let me highlight for<br />
you a few points that I believe those<br />
apps have in common, ordered by<br />
priority.<br />
It's an <strong>App</strong> People are<br />
Curious About<br />
Most popular apps seem <strong>to</strong> be<br />
driven by a couple of fac<strong>to</strong>rs. One is<br />
that the app itself makes people<br />
curious. Curiosity gets people think-<br />
ing, after all isn't that why we write<br />
our app descriptions?<br />
Another fac<strong>to</strong>r is that some<br />
apps are popular just because<br />
they're being driven by expensive<br />
marketing tactics. That doesn't<br />
mean they are necessarily good<br />
apps, it just means there's a lot of<br />
money behind them that is driving<br />
these apps in<strong>to</strong> the market.<br />
The point I'd like <strong>to</strong> make is that<br />
an app needs <strong>to</strong> be interesting and<br />
make the user curious. If it's a<br />
<strong>game</strong>, people want <strong>to</strong> know how<br />
many levels are in it, how many different<br />
types of characters are in it, is<br />
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actually work, find ways <strong>to</strong> promote and<br />
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it hard <strong>to</strong> play, is it easy <strong>to</strong><br />
play, etc. If it's a utility app, does it<br />
do something that I will use every<br />
day or is it a real niche type of<br />
app that I'll only use once in a while<br />
and thus probably wouldn't be<br />
curious <strong>to</strong> know if it worked in the<br />
first place.<br />
It's a Buzz<br />
This one is obvious. Does everyone<br />
have this app? Is every<br />
one talking about this app? If you<br />
can get a social buzz working about<br />
an app, your chances have more<br />
than tripled <strong>to</strong> be <strong>successful</strong> in the<br />
market.<br />
Looks Are Everything<br />
As developers I think the general<br />
consensus is that it's easier <strong>to</strong> program<br />
the app itself and then <strong>to</strong> try <strong>to</strong><br />
make it look good. Be careful here<br />
because while programming has <strong>to</strong><br />
take a front seat, a close second is<br />
making the app look outstanding, I<br />
mean really good. <strong>App</strong>s that are popular<br />
are that way because they look<br />
amazing, are easy on the eyes, and<br />
have interesting things inside them<br />
that keep people curious. You should<br />
be spending as much time developing<br />
the look and feel of your app as<br />
you are programming it.<br />
The Free/ Paid/ Freemium Conundrum<br />
I won't get in<strong>to</strong> the specifics of<br />
each one of these marketing tactics<br />
because I think it's pretty common<br />
knowledge. You either give your app<br />
away for free, you charge people for<br />
your app, or you have a free version<br />
with paid features inside of it. It's a<br />
fairly mixed bag of success when<br />
using these three types of marketing.<br />
But of the three types, I think<br />
the apps that are million-dollar sellers<br />
are the ones using the free version<br />
pushing the paid version or a<br />
version where it's a free app with-in<br />
app purchases <strong>to</strong> upgrade or add<br />
additional features inside the app<br />
itself. That doesn't say that a free<br />
app running banner or interstitial<br />
advertisements can't generate $1<br />
million, but it's going <strong>to</strong> be a harder<br />
road than the others.<br />
The <strong>App</strong> Uses the Device’s<br />
Functionally <strong>to</strong> It's Max<br />
Most <strong>successful</strong> apps engage<br />
the user in a way that makes the<br />
app fundamentally different than<br />
apps that are not <strong>successful</strong>.<br />
Leveraging on device capabilities<br />
such as multi-<strong>to</strong>uch screens,<br />
accelerometer movements, HD<br />
graphics, and other<br />
types of functionality<br />
are what sets<br />
<strong>successful</strong> apps<br />
apart from their<br />
competi<strong>to</strong>rs.<br />
Developed for Multiple Devices<br />
and Platforms<br />
Million dollar apps are everywhere.<br />
They are on the iOS platform,<br />
the Android platform, they are<br />
available through Amazon, they are<br />
on small screens, large screens,<br />
medium screens! I think you get the<br />
point that it's important <strong>to</strong> make<br />
your app cross platform and available<br />
on most if not<br />
all screen sizes.<br />
You Don't Have <strong>to</strong> Be a Big Company<br />
I think it's a bit of a misconcep-<br />
tion <strong>to</strong> think that a $1 million app<br />
has <strong>to</strong> be something that has a lot of<br />
marketing and big money behind it.<br />
On the contrary, there are many<br />
apps that were created either in<br />
someone’s home office or basement<br />
and have become <strong>successful</strong> by<br />
accident.<br />
Know Your Audience<br />
Knowing who your app is targeted<br />
<strong>to</strong> is half the battle because million<br />
dollar app developers know who<br />
they are trying <strong>to</strong> reach and they do<br />
it well through marketing, rankings,<br />
and social media.<br />
Named Well<br />
Million dollar apps also have<br />
catchy names. When you think<br />
of a <strong>successful</strong> app such as<br />
Angry Birds you immediately<br />
know what the app is, what<br />
the app does, and what it<br />
looks like.<br />
Just<br />
imagine if Angry Birds had been<br />
named something like Throw The<br />
Bird!<br />
Of course there are many other<br />
<strong>elements</strong> <strong>to</strong> consider. Check out the<br />
article “8 Elements for a Successful<br />
Game” in this issue by Carlos Icaza.<br />
And while you’re coding in the<br />
warm environs of your office, living<br />
room, or wherever, consider that it<br />
could be worse. You could be standing<br />
in the middle of the woods in<br />
the freezing rain, looking for the<br />
washed out trail of the elusive<br />
Bigfoot.<br />
Richard Harris has worked in mobile development since 2003, and has been in IT administration<br />
for 15 years. He is the CEO of Moonbeam Development with over 200 apps published in<br />
the market. He is also the founder of LunarAds mobile cross promotion and mediation platform.<br />
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