Showing posts with label apple. Show all posts
Showing posts with label apple. Show all posts

Tuesday, January 26, 2010

iMoses iTablet


One thing about my long delay has been an expansion of the market. Looking at my positioning from a marketing point of view it is kind of interesting. My app has taken 8 months to get to market. During that time they came out with the 3GS phone, sold millions of iPod Touch devices, opened up in China, and finally made it available on the UK Orange Network. Believe it or not, over 6.5% of adults over 18 have an iPhone in the US. 85% of these people have jobs. 100% want to hit their boss in the face. So I will be coming out with a game where you can take out your anger on the corporate world during a time of double digit unemployment.

The next gold rush has not started yet. When Flash CS5 comes out and with other tools available there are going to be so many apps your head will spin.

Marketing apps is the next frontier, the App Store is going to have to expand their categories and find a way to warehouse the glut that is about to hit. My original goal was 100,000 downloads. I believe that is attainable in the above mentioned atmosphere. If I come out hot and continue to reinvest in advertising I could surpass that number.

Tomorrow Apple will announce their new iMoses device. It is supposed to be a great game player. A question it brings up for me is how will games designed for a mobile phone going to play on a 10" screen?

Will we have to create a tablet version? Will we play small games on a bigger screen?

This should be interesting.

Saturday, January 23, 2010

Is the iTablet the next Segway?


All the talk these days is about Apple's new tablet device. One thing I know, is that I won't buy the first version. Apple is notorious for hyping big and screwing the early adopters. I am typing this post on a laptop that has a physical defect that is well known. Apple fixed it by changing the next model. I am an Apple fan but I didn't drink the Koolaid. Every device they make is supposed to change the world, sometimes it does, sometimes it doesn't. iPod yes, iPhone yes again. Tablet?…we'll see. Remember the Newton?

A number of years ago we were told by an inventor named Dean Kamen that his Segway would revolutionize transportation. I live in a tourist area where there are Segway rentals. I don't see them that much. Dean made a cool device but there are limitations. You can't drive it on the street, it overwhelms the sidewalk, blocks the bike path and you can't carry anything. Dangit!

The new "iTablet" is kind of a computer Segway, somewhere between a laptop and a cellphone I have heard. I am curious to see if the public really likes it or just gets caught in the hype. The answer will be a few months down the road.

In the beginning, most new toys are at the forefront. Kind of like kid's and Christmas presents. What will be interesting to see is if after owning an iTablet for 3 months, will you reach for it, grab your cellphone, use your laptop or sit down at your desktop and peck away. If you are old-fashioned you may turn on TV, ancient read the newspaper. We forget that there is an alternative…silence.

Sometimes I turn off everything and lie back in quiet. Yes, this makes sponsors mad, but soon they will be advertising to us in our dreams.

Are you planning on buying one? How would you use it?

Wednesday, December 23, 2009

Patience - waiting for the New Year



I had no idea when I first started that "Beat the Boss" would take 8 months to develop. But when you think about creation some projects take weeks, some take years. This one will be somewhere in the middle. What has been interesting is that during the last 8 months the mobile world has changed at an amazing rate. I am OK with that. More people have iPhones than ever before and the little guy making a game like me is going to become more rare. I have been watching the App Store looking at what is popular. "Beat the Boss" will be pretty unique. I think the artwork and style of play will set my game apart.

While studying martial arts we would have to always say "Osu!"(Pronounced ohs) meaning "have patience". The game is really close and I don't want to rush it out. Patience is the key. Osu!

Apple is closing down iTunes Connect for re-tooling so we will test it after the New Year and see if an approval happens faster.

We will celebrate the New Year watching a guy named Travis Pastrana jump a Subaru onto a barge in the Long Beach harbor. I will consider 2010 my "Nascar New Year"!

Friday, October 23, 2009

Fuzz boxes and plugs


Overcoming computer difficulties is part of life these days. I have always had a problem that I could never figure out…how to connect a guitar to a Mac and jam. A number of years ago I bought a Monster cable that goes from guitar to computer but could never make it work. I borrowed guitars and pulled my hair out with no sound coming out of the speakers.

Recently I got iLife. It contains an upgraded GarageBand and has built-in guitar lessons. The electric guitar has all kinds of variations with fuzz boxes and amps. The next move I made was to go to YouTube and search for videos on the subject. A number of them showed you everything, a few said go to Radio Shack.

I got a Stereo Male (3.5mm) to 1/4" female adapter. $5. I looked online and went to 3 guitar stores. At Best Buy I bought a Squire (by Fender) $119 guitar and a wall hook. It looks like a Strat. The next thing I need are headphones or my neighbors are going to kill me.

What does this have to do with making iPhone apps?…curiosity and tenacity. What was between me and computer music was a bad cord. A five dollar adapter and a cheap guitar fixed the problem. Once I put my mind to it I was able to overcome a very large frustration. When you are building apps logic is a major factor. Does what you are making make sense to the public? Can a new user click the icon and figure out how to use your creation in a few short seconds? "Beat the Boss'" is pretty straight forward, I hope people like it.

Now I can grow hair again!

Monday, August 10, 2009

Hugh DeMann vs. Don King



I had mentioned in a previous post that Hugh DeMann was the object of affection in my new game. I actually designed him over 25 years ago. As a kid I played and coached little league. Hugh was a mix of all the asshole parents that I had to deal with while coaching. He had a bald head, Hawaiian shirt, plaid shorts, black socks, flip-flops and a huge mouth with a cigar. Later I just used his finger to portray the hand of authority. I have a job for Hugh. It's to get his ass kicked by a lot of different people. I guess this makes me a little like Don King.

Registering as a developer with Apple

Registering as a developer with Apple

Sounds easy, just like the commercials to use the phone. Sometimes that "tweedle-dee" music goes away, it get's frustrating. It all depends, if you register as a company be prepared to show your documentation. It seems to take longer when you are a company rather than individual. After that, they send you an activation code. When I first attempted to register as a developer, I had a partner that wanted the name iPhone's Creation. Bad move. This can add weeks to your approval as a developer. Don't do anything that includes the name iPhone or Apple or use images in your apps that look like iPhones. Sounds basic, but double check yourself. Also watch what you say in your descriptions on the App Store. I had some trouble getting the website to accept my payment. Five phone calls later I get it done, approval code a few minutes later.