Alpine Crawler World earned USD 270.000 since release (1st of march 2010) The free version was downloaded over 2 million times until now. It was made in xcode. No tool was used.
Assault Commando earned USD 9.000 since 1st of september 2010 It was made with unity That was a really big disappointment for us. Now we will try to make it free with iAd, because it was downloaded 70.000 times in one day, while free.
Angry Zombie Launch has been selling around $70 (that's after apple's cut) a day since it was approved 5 days ago with no apple love (N&N, what's hot, etc.)
Hunnenkoenig said: Alpine Crawler World earned USD 270.000 since release (1st of march 2010) The free version was downloaded over 2 million times until now. It was made in xcode. No tool was used.
Assault Commando earned USD 9.000 since 1st of september 2010 It was made with unity That was a really big disappointment for us. Now we will try to make it free with iAd, because it was downloaded 70.000 times in one day, while free.
wow, how many ways do you and your team have to split up the $270k ?
ive made almost 100$ from my first two apps, no where near as much as i wanted but, each game has there share of bugs, which is why im spending so much more time on my third game.
It was a bit difficult to make. It was the first xcode project we've done. I had to learn objective-c, xcode, and all the different APIs from iOS to opengl and others, and then of course scour the net for algorithms and improvise our own as well.
ORBZ said: wow, how many ways do you and your team have to split up the $270k ?
We were just the publishers for the apps. For our marketing, translating and managing efforts we take 10% of the net revenue + 2% for expenses (like banking costs, book keeping etc.)
Beside that all the money goes to the developers. In case of Alpine Crawler World they are two guys.
I really like the look of Tank War.... definately my kind of game.
I like the visual style. Not sure if its meant to have that tabletop model/diorama kind of look, but thats what it makes me think of, and its a style that I think you should really play on.
If you have footsoldiers and civilians, you should do them with moulded bases around their feet, to really play up the model style.
Its looking good... and is a game I'll be watching out for
$130 so far in 5 days with Toddler Fun HD, Waiting in review is 1.1 version with a way better Icon, few graphic additions, sounds, and randomized shapes game so every game is different as well as adjusted my keywords .. So, really hoping i get some better traction when it hits hopefully this weekend. Stinks when you submit a version update it still takes 5-7 days of waiting to be reviewed
Currently I make nothing. Really fun and cheap hobby if nothing else. If you're in it entirely for the money, then you're probably in the wrong place. That's my take on it.
GamersRejoice said: Currently I make nothing. Really fun and cheap hobby if nothing else. If you're in it entirely for the money, then you're probably in the wrong place. That's my take on it.
that's not necessarily true. many developers do it for money but you should still have fun tho (which is most important). I don't think anyone can say they don't care about having a profitable game. I'm def trying to get some money lol
Comments
Can only be one
Very interesting to know , also leave the link so people can view and stuff
Thanks !
The free version was downloaded over 2 million times until now.
It was made in xcode. No tool was used.
Assault Commando earned USD 9.000 since 1st of september 2010
It was made with unity
That was a really big disappointment for us.
Now we will try to make it free with iAd, because it was downloaded 70.000 times in one day, while free.
That's my best so far...
Cheers, Weswog
Written in xcode in a few hours back in early 2008.
>300k and still going over 2 years later.
Next up, angry santa????
Here is the link
http://itunes.apple.com/app/id390530940
If anyone download it please rate it 5 star and good review . Thanks
How difficult was it to make it?
It was a bit difficult to make. It was the first xcode project we've done. I had to learn objective-c, xcode, and all the different APIs from iOS to opengl and others, and then of course scour the net for algorithms and improvise our own as well.
All in all, it was a blast. A real big one
For our marketing, translating and managing efforts we take 10% of the net revenue + 2% for expenses (like banking costs, book keeping etc.)
Beside that all the money goes to the developers.
In case of Alpine Crawler World they are two guys.
btw: our new ipad game in development:
I really like the look of Tank War.... definately my kind of game.
I like the visual style. Not sure if its meant to have that tabletop model/diorama kind of look, but thats what it makes me think of, and its a style that I think you should really play on.
If you have footsoldiers and civilians, you should do them with moulded bases around their feet, to really play up the model style.
Its looking good... and is a game I'll be watching out for
It is really an engine test. We threw some things onto the plane, so we can see, how much the ipad can handle.
It will look more dirty and more war like.
There will be no soldiers or civilians in the game. :-(
But I like your idea.
The tabletop feeling comes probably because of the hard edges of the plane. It will have a skybox and you won't see the edges.
btw: every building is destructible in 3 phases. You can shoot and destroy them. You see it on the church.
and now back on topic. I didn't want to highjack. I just wanted to show it, before somebody accuses us not to have any own games :-P
I am hoping for better with Santa's Christmas Dash! (just released) as i spent around 3>4 weeks on it.
Fingers crossed
That comes out to about $14 dollars :P
Last month I made 8k.
Ace
Ace