I think ive spent almost a month on mine. And I still have half my levels to make. But I just don't have the time in the day to work on it much. And I'm ready to get it out in the App Store! I just hope it's as successful as some of yalls, but I doubt it. My graphics aren't as good as the real successful games.
I probably spent a total of a 2 days making my first app ('Contented Baby Sleep') which is selling about 6 a day...looking to make £600 by the end of the year on that one. So that pays for basic GS membership and Apple developer license.
I was making it each evening whilst on paternity leave looking after our first wee baby, also learning GS at the same time....
Now back at work, and looking after the little one in the evening. Been making my current game for about a month, but only a couple of hours each evening, and maybe 10 hours over the weekends.
Graphics are ok, physics seems to now be working, highscore now working, level select.unlock(thats being tackled tonight). Want to add some more sound effects, maybe some new elements to mix up the gameplay a bit more.
And I've just bought and played 'Angry Birds' as it's number 1 in the app store today, the animation in that is gorgeous, so may need to improve mine in my game.
Then I've got about 25 levels to create, but that will be pretty easy using premade actors, plus that will be fun, fun, fun.
Looking forward to the level making, though I would say the whole process has been pretty fun. I guess I think of GameSalad as a computer game, just need to complete it and win some real cash prizes.
So the plan is to spend 2 months making it in my spare time and then getting it on the app store, and hoping to hit the 100 apps a day mark, if only for a few days.
Both of my games took less than 2 weeks each to make. They have made about 4K each so far. Danger Cats has been up for 8 weeks, Stunt Squirrels has been up for 3 weeks.
Been developing my first game since Dec - yeah 4 months ago, but almost done. Between the graphics, learning the GS, creating music, sound effects and a corresponding website it can take a while. I expect it will get easier form the things I've learned.
Bugzone: About a month - was learning how to use GS at the time!
Singularity Drive Prologue - About a week - though most of it was based off Singularity Drive, which is ongoing...
Scargo! - About a week
Black Cat Halloween - 4 days
Xmas 2097 - 2 weeks for the art - about 6 hours for the actual coding
Unbearably Wonderful - one very, very drunk evening...
I'm proud I *made* these, but not hugely proud of some of them! They could all do with a little work, but every new version of GS seems to break things, so I daren't touch 'em!
Now the initial 'rush' of getting an app out is gone, I'm finding I'm concentrating more on the quality side of things, as opposed to releasing something asap. I'm taking my time and trying to make stuff I can personally be proud of.
I still have about 15 'concepts' in various stages of completion - all of which I think are interesting, but obviously slow me down when trying to complete a game. I seem to lack focus and flit between the apps as and when I feel like it. I'm just in it for the fun, after all, and I'm a lot more relaxed about things now!
Additionally, I'm in 'crunch' mode with my 'main' job - so a lot less time to put towards these games. It feels like I'm working two jobs sometimes!
I've got some iPad ideas, but again, want to make something I'm proud of.
Oh, and while I'm here, we have a new logo, which you can find here:
www.quantum-sheep.com
Right - GS guys - just please please please fix the pause function, eh? EH?
Mother Earth took about 2 months of on and off work. in reality probably only like 3 weeks. So far its been in the app store going on 3 weeks and i'm looking at nearly 100 downloads mixed between promo codes and paid downloads.
Just a side question what tactics do you guys use to promote your games I know of toucharcade and 148 apps, but does not seem to be very reliable unless you lurk the forums making sure your post does not disappear
Already working on our next app and have a few in line for upcoming and just want some "pro" tips
I spent 3 weeks in my spare time to make Traffic Ninja (while learning Gamesalad) which made $500 so far. I've put a week into the current iPad version of Doodle Cannon HD, and 2 weeks into the current iPhone version of Doodle Cannon which has a free version just released today.
i'm at about 1 month on mine alot of real late hours but i'm learning GS, photoshop, pixen, making sound fx all on my own plus working and family but all that aside it's all most done just have to do a high score screen and make graphics for the init page so hopefully i'll have it ready in about a week or less
Comments
Are you serious??? I thought i would make about $2000!
well, better work on my app, the better the more cash!
I was making it each evening whilst on paternity leave looking after our first wee baby, also learning GS at the same time....
Now back at work, and looking after the little one in the evening. Been making my current game for about a month, but only a couple of hours each evening, and maybe 10 hours over the weekends.
Graphics are ok, physics seems to now be working, highscore now working, level select.unlock(thats being tackled tonight). Want to add some more sound effects, maybe some new elements to mix up the gameplay a bit more.
And I've just bought and played 'Angry Birds' as it's number 1 in the app store today, the animation in that is gorgeous, so may need to improve mine in my game.
Then I've got about 25 levels to create, but that will be pretty easy using premade actors, plus that will be fun, fun, fun.
Looking forward to the level making, though I would say the whole process has been pretty fun. I guess I think of GameSalad as a computer game, just need to complete it and win some real cash prizes.
So the plan is to spend 2 months making it in my spare time and then getting it on the app store, and hoping to hit the 100 apps a day mark, if only for a few days.
Here a sneak screen from the game:
http://www.singlesparq.com/id218384.png
Bugzone: About a month - was learning how to use GS at the time!
Singularity Drive Prologue - About a week - though most of it was based off Singularity Drive, which is ongoing...
Scargo! - About a week
Black Cat Halloween - 4 days
Xmas 2097 - 2 weeks for the art - about 6 hours for the actual coding
Unbearably Wonderful - one very, very drunk evening...
I'm proud I *made* these, but not hugely proud of some of them! They could all do with a little work, but every new version of GS seems to break things, so I daren't touch 'em!
Now the initial 'rush' of getting an app out is gone, I'm finding I'm concentrating more on the quality side of things, as opposed to releasing something asap. I'm taking my time and trying to make stuff I can personally be proud of.
I still have about 15 'concepts' in various stages of completion - all of which I think are interesting, but obviously slow me down when trying to complete a game. I seem to lack focus and flit between the apps as and when I feel like it. I'm just in it for the fun, after all, and I'm a lot more relaxed about things now!
Additionally, I'm in 'crunch' mode with my 'main' job - so a lot less time to put towards these games. It feels like I'm working two jobs sometimes!
I've got some iPad ideas, but again, want to make something I'm proud of.
Oh, and while I'm here, we have a new logo, which you can find here:
www.quantum-sheep.com
Right - GS guys - just please please please fix the pause function, eh? EH?
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Mother Earth took about 2 months of on and off work. in reality probably only like 3 weeks.
So far its been in the app store going on 3 weeks and i'm looking at nearly 100 downloads mixed between promo codes and paid downloads.
Just a side question what tactics do you guys use to promote your games I know of toucharcade and 148 apps, but does not seem to be very reliable unless you lurk the forums making sure your post does not disappear
Already working on our next app and have a few in line for upcoming and just want some "pro" tips
DCfree http://itunes.apple.com/us/app/doodle-cannon-free/id367503649?mt=8