Anyone who’s been here before knows that I’m a huge Corona SDK fan, and that it’s the development tool I use to program our iOS (and in the future, Android) games, however, there is one important iOS feature that it doesn’t yet support: In-App Purchases.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality
Anya is LIVE right now
FREE
Free to watch • No registration required • HD streaming
When we speak with friends, share a joke, a quiet word, or a conversation over drinks, there is so much more than words that pass between us. A smile or nod or encouraging gesture – these allow for true connection and understanding. Being really with someone. How can a technology hope to...
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality
Anya is LIVE right now
FREE
Free to watch • No registration required • HD streaming
After reading all these posts, I'm sure you already have a game plan for releasing an app. But will the profit actually cover all the costs? It's safe to assume that creating a game will cost you around 40k if you are using coders and resources in first world countries.(A lot less if you're able to go over seas and higher coders / workers there)
First let's look at the big releases so far, ones that have made in the millions.
Infinity Blade made $10 million in 7 months with 40% coming from in app purchases. Its sequel raised it another 20 mill.
Cut the rope sold 3 million games in 6 weeks @ 1.00 a sell, minus apple's 30% cut, that's not too shabby.
Jetpack Joyride saw 350k downloads in a week, so with ads in place and in app purchasing - it's bound to be making quite a lot.
Order & Chaos made $1 in 20 days with a 6.99 game. Assuming that' all without in app purchases, then they sold about 7k games.
Then we have some indie games:
World of Goo
Released at $10.00 first, then got a price cut of $5.00 to then sell and make more money than the original $10.00 price. It then got featured by apple which got it to sell 125k in its first month.
Tiny Tower
Supported by in app purchases, built by a publisher that already had a successful game (Pocket Frogs) got it to the 1 million download mark in 4 days with 2.6% of their users buying in app purchases.
The Heist
Sold 500k in a week. They had a 500k user database that received a newsletter of the launch which sure enough helped spark that number. Already released an app that had 3 million in sales.
Then we have people that released big with their first release.
Tiny Wings
Sold more than 3 million copies, all build by one man and was first place in the app store for more than 2 weeks.
Trainyard
Made it to first place in the American app store and earned $40 to $50k per day.
Then we have reality.
The average game gets about 300 or so downloads. Teaming up with a publisher can push those numbers a lot higher, but it also requires teaming up with someone that knows what they're doing and has a record that proves it. Yes, there is money to make in the app store. But it'll take more than just luck to get you there.
According to some recently released information, it takes quite a bit of fame and fortune to get your app to the top 25. The data is broken down like this:
For the U.S. App store. (All per day)
38,400 Free iPhone Apps Downloads
3,530 Paid iPhone App Downloads
Per category the numbers drop, but they're still pretty fierce.
25,300 Free Game iPhone App Downloads
2,280 Paid Game iPhone App Downloads
Further rankings for free app categories are like this:
Entertainment 6,700
Social Networking 5,800
Lifestyle 3,900
Music 3,900
These numbers are always changing, but it should give you a general idea of what you'll need to aim for if you want to make it to the top spot.
You can get more information and further updates here.
If it's not for the obvious reason that the world is much bigger than just the English speaking audience, going global can have a huge impact on how much money you can potentially be earning.
According to the charts, the popular apps in the US are generally the popular apps in foreign countries. That can be a good or bad thing. If you have a popular app in the US then it's a lot easier for your app to be a huge success in foreign countries. However, breaking the barrier to get into the top spots will be fierce.
Then there's also the case where your app or game might just be more accepted by people in another country for some reason or another, but without it in their native language it's hard to tell.
Getting your app translated doesn't cost much, so to test the waters it should be a no brainer. If it appears to be doing a lot better than you expected why not try to get some advertising for the areas you are releasing in, or higher some marketers to get your app in front of the people you want it to.
Also, for those of you who are wondering what it'll take to make it to the top spots of the countries and other stats, we highly recommend you checking out this article.
After reading the Pros and Cons of HTML5 you decided you wanted to go native for development. Some would salut you, some not. But we're not here to judge you. We're here to support. So with that in mind, here are some of the languages you should look into learning for your future coding endeavours:
For Android Games
C
C++
Java
For iOS Games
C
C++
Objective-C
(Anything below this is subject to Apple's approval so be ware~)
Objective-C++
Java
Python with PyGame or Pyglet
You can also use things like Corona, Edgelib, Scoreloop and Unity to make publishing a game easier. They can help with either providing you the engine to run the game, or making the processes in the game a lot easier to implement (adding friends, in game purchases, score boards etc)
All in all, there are lots of ways you can go about creating a game. Check out the languages, use the sites available for learning, and most importantly, try not to bite off more than you can chew. Build up small games at the start, then work to building larger ones once you are used to it. The bigger, harder, and time consuming your creation gets the less likely you'll be to finish it.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality
Anya is LIVE right now
FREE
Free to watch • No registration required • HD streaming
Now that you know that HTML5 is something you can use to build apps into native ones, you should start learning how to code. Of course, you could go the traditional route and go to the book store and buy a teach yourself how to code book. Or go to some school and learn from a teacher.
But in this day and age, you have the whole world and limitless amounts of information out there that, with the right style, you can learn all you need to know - for free!
Here are some great resources for you to learn from to start your new app / game creating life!
HTML / Java Script / Css + More all the time!
CodeAcademy
Probably one of the most inspiring learning sites I've seen out there. Earn points, trophies, compete with friends - you name it. It's an amazing community with lots of high quality and fun lessons.
Java, C++, PHP, Android, IOS(objective c)etc - more advanced languages
Programr
Similar to code academy but without all the polish. You can get down and dirty, learn to code, code, and even release and share your creations with the community. If you'd rather go native in whatever app you plan to build then you'd be best to check this site out.
Java Script, HTML, CSS
Code Hero
While still not quite in the beta stage (said to be released at the end of August) Code hero lets you learn how to code a game using Unity inside a game. You can also learn how to code in HTML and Javascript. I personally have been supporting it since the Kickstarter project was still going on and really look forward to what this game can do.
Java Script, HTML, CSS
Code Avengers
Learn Javascript lessons with HTML and CSS coming this month as well. The site looks well done, and the lessons look to be solid - however they're not as interactive with the community as the first two sites I've mentioned are. Never the less, perhaps their style will match yours better.
Pros and Cons of Using Html5 for Coding Instead of Native Code
After reading the previous post, you've decided to go with HTML5 to develop your next big hit. Great for you. But just to be sure, here is what you're dealing with:
First, the Pros:
Multi-platform & Channel - You code once and you're able to release for many devices with maintenance and further development a snap
Open source technology
You can release anywhere
HTML5 has device like capabilities: Offline caching, data storage, video & audio streaming, Geolocation API and 2D animation and services that can convert it into native apps
Then, your Cons:
Has yet to be standardised
Fragmentation - Not all devices fully support it (That is if you don't convert it to a native app)
Need to be careful with the UI (different rules for different OSes)
Not native UI - Bound to not be as great as a native app's coding (though services like appmobi are helping things get better
If you're a beginner developer, then developing for one OS alone can be a daunting task. But should you dare to try for all the famous OSes out there then you're looking at a task that will take more time than we're pretty sure you can spare.
Don't worry, there is a way. A shortcut, if you will. By developing your app using html5 you'll be able to export it into native code for iOS, Android and even Windows phone amongst others.
We'll get into the Pros and Cons of using html5 for coding instead of native code in a future article, but for now let us list up how you can go about releasing these kinds of apps, and what famous apps are releasing their apps using html5.
Services that allow you to use html5 to release:
Application Craft:
Application Craft makes mobile, tablet and desktop app development easy with its 100% cloud-based mobile development platform. Using Application Craft developers can create their apps once, and deploy them easily on the web and native platforms including iOS and Android.
Price: Free, Cheapest plan: $35 / user / month
Note: In order to make your apps native, you need the pro account.
Trigger.io:
Using Trigger.io's bridge technology is 5 times faster than the competition. Forge is a development framework which enables you to create native apps for multiple platforms from a single HTML5 codebase.
It consists of a common JavaScript API that exposes native functionality such as the Camera, SMS, Contacts, along with a set of tools and cloud build service to build your app for each platform that you want to support.
Price: Free, Cheapest plan: $299 / user / month
Note: Their free service covers most of what you'd need so upgrading is optional other than Application craft which requires you to upgrade to release native apps.
PhoneGap
PhoneGap is a standards-based, open-source development framework for building cross-platform mobile apps with HTML, CSS and JavaScript for iPhone/iPad, Google Android, Windows Phone 7, Palm, Symbian, BlackBerry and more.
Write a PhoneGap app once with HTML and Javascript and deploy it to any mobile device without losing features of a native app.
Price: Free, Cheapest plan: $12 / user / month
Note: Dreamweaver has a plugin using this, as do a lot of other online cloud based services.
Strobe
Strobe Inc. provides software and cloud services for touch-centric applications on the web. Based on a blend of technologies, like native, HTML5 and SproutCore, Strobe apps offer a high-quality native-style user experience across devices.
Price: Free, Cheapest plan: 19 / user / month
Note: Uses Phonegap to deploy native apps.
appmobi
appMobi is a leading vendor of HTML5 mobile development and deployment tools and services. The company has focused on products that advance the mobile market’s shift from proprietary native tools and services to industry standards HTML5, CSS3 and Javascript.
appMobi’s mission is to provide the missing features that will allow HTML5 to compete and win against proprietary solutions. Specifically, these features include an HTML5 development, debugging, and build system, user authentication, ‘touch to buy’ , push notifications, user analytics, and on-device app updates. appMobi has created best-of-breed solutions for each of these issues. In June 2012, appMobi announced the addition of its 50,000th HTML5 developer, and that apps created with its platform had crossed over 100 million app starts.
Price: Free, Or the following pay methods:
Monetized
Full access to all appMobi cloud services
No charge for first 10,000 monthly active users (MAU)
$0.10 per MAU over 10,000
Not Monetized
Full access to appMobi cloud services
First 100 MAUs free (for testing)
$0.25 per MAU up to 10,000
$0.10 per MAU above 10,000
Note: Uses Phonegap to deploy native apps.
And here are a bunch of games / apps that use HTML5 to be released.
There was an infographic released by Seek Omega a year and a half ago, so I figured I'd take a shot at updating it with some developers I felt were hot.
The rating is based on Twitter, Facebook, How sociable, & Social mention. This is a first for me, so be gentle. Hopefully you find it informative and give you an idea of how much change there has been in the past year and a half for mobile developers. That said, Enjoy! Let me know what you think / changes / etc by contacting us :).
If you have an app that you KNOW will do really well in Japan, then it might be a good idea to use the advertisers all the other Japanese use. Which are English friendly? Which give you the best bang to give you more bucks? (and or viewers) then hit the break for more information!
We have 4 main Japanese advertisers in Japan. Here's what you need to know.
i-mobile
Banner / click based advertising platform. Use keywords to generate relative ads.
English support: Yes
Japanese level: Minimal
Minimum amount needed to be earned before pay: 3k yen
A8.net
Affiliate network. Requires you to change / add tags / advertising. Nothing is automatic.
English support: No
Japanese level: High
Minimum amount needed to be earned before pay: 1k yen
Mediba ad
Global ad network, can target people outside of Japan.
Uses keywords to generate ads. Ad Exchange to run global ad campaigns based in Japan and the rest of asia.
English Support: Very High
Japanese level: Minimal
Minimum amount needed to be earned before pay: 3k yen
AD-STA
Uses their own special technology to create relative ads for higher success rates with your apps / games all done automatically for you.
English support: No
Japanese level: High
Minium amount needed to be earned before pay: 5k yen
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality
Anya is LIVE right now
FREE
Free to watch • No registration required • HD streaming
For the most part, people releasing an app or game is done because you'd like to earn a little pocket money, or even turn it into a full fledged business.
We understand that, and to help you on your journey here are a few ad networks that you can consider.
AdWhirl
An Open Source Mediation Solution for App Developers
The History:
Prior to Google acquiring Admob, Admob acquired AdWhirl, formerly Adrollo, which is a platform for developing advertisements in iPhone applications.
Why Choose Them:
Backed by Google
Open Source
Unlimited ad networks of your choice
Supports iAd
Powerful intuitive user interface
Admob
Google's mobile ad solution.
The History:
Started in 2006, acquired by google in 2009. Claims to serve 40 billion mobile banner and text ads per month across mobile web sites and handset applications.
Why Choose Them:
Backed by Google
Huge
Used by top publishers
Airpush
Ranked #2 Ad Network for Android Developers
The History:
Founded by mobile advertising veterans and grown to be the second largest ad network for android.
Why Choose Them:
Unique - high performance ad formats
Paid weekly
Control who and when gets ads
Virtually no accidental clicks
Real time analytics
Allows consumers to opt-out / opt-in into advertising
InMobi
Largest independent mobile advertising network in the world.
The History:
Founded in 2007, started as an sms-based search platform then changed biz model to mobile advertising. Got backing by Kleiner Perkins Caufield & Byers and Sherpaolo Ventures twice for a total of $15.1 Million and then later by Softbank for $200 million
Connects publishers, advertisers, developers and consumers in any region all around the globe
LeadBolt
Maxmize Your Revenue Today With Our Self Service & Managed Mobile Platform
The History:
Founded in 2010, was originally a web focused CPA Network, swtiched to mobile advertising in 2011.
Why Choose Them:
Focuses on premium performance ad types
Has Capture Forms, Install Offers, Interstitial webpages, Surveys, Content Locks, Video Ads, Signup Forms and Notifications
Automatic Optimization
Millennial Media
Leading independent mobile advertising platform company.
The History:
Founded in 2006, funded 4 times for a total of $43 Million.
Why Choose Them:
Power top name brands ( CBS Interactive, The New York Times Co., Zynga, Rovio)
Run mobile video ads, rich media or traditional banner ads, and their own tech that allows advertisers to serve these ads to specific mobile audiences around the world.
Create and have full control over advertising campaigns (Bid price, ad creative and targeting)
MobFox
A European mobile advertising network, looking to allow publishers to more effectively monetize their european traffic on iPhone, Android, Blackberry Applications and mobile websites.
The History:
Founded by a 17 year old in 2010 from Austria. Self funded.
Why Choose Them:
Highest-paying mobile advertising network for US & EU traffic on iPhone, Android, Windows 7 applications and mobile websites
Full control of your revenue with eCPMcontrol. (Show only ads that pay $.15 or more)
99% overall fill-rate worldwide
Real-time revenue reporting
Mobclix
Industry's largest mobile ad exchange network.
The History:
Founded in 2008, Acquired by Velti in 2010
Why Choose Them:
Highest eCPMs
Trouble free management
Precise targeting
Sophisticated bidding platform
Instant mobile reach
Interactive campaigns
Startapp
Monetization and distribution platform focusing on free applications for mobile phones. Partners with app developers to help them make more money from their free apps by introducing search monetization to the mobile world.
The History:
Founded in 2010, Received funding in 2012 @ $4.3 Million, Their monetization solution app was downloaded 10 million times.
Why Choose Them:
Get paid for downloads ($50 for 1,000 U.S downloads.)
Easy and Fast integration
Safe and Trusted
Highest revenue per app install
Over 100 million users
Tapjoy
Uses its unique mobile value exchange to let users select personalized advertisements with which to engage for virtual currency or premium content.
The History:
Founded in 2007, received 4 rounds of funding for a total of $70.5M
Why Choose Them:
Backed by big investors (J.P Morgan Asset Management, Rho Ventures, North Bridge Venture Partners, InterWest Partners and D.E. Shaw Ventures.
As you can see from our previous articles, it's nice to have someone behind you as your take your first steps into the big ocean of competition.
So here are the Pros of working with a mobile publisher:
Marketing
You need to get your game out there, publishers are Pros when it comes to that. If you have no marketing skills then your best bet is to leave it to the pros and once you've made it big, and learned all you can - to try it out yourself. Here are some examples of marketing.
- Investments in Marketing
Using their hefty pocketbooks Publishers can help get your name out there by purchasing ads for your game.
- Press-releases
Being a no name can hinder the amount of reach you have. Having a well known publisher behind you will help get news of your games to the websites that matter.
- Cross Promotion
Being a publisher, they will have several games of their own. Advertising in their own games are easily done and can help you get an audience quite quickly.
- Access to their networks.
A good publisher should have a good following, and that following should be able to help push news of your games to many, many people. Having the publisher promote you via Facebook and Twitter will build up your own little army.
- Localization
Publishers generally look at the big picture, and that includes going global. Having a publisher well versed in the global market will see you getting more fans around the world making you a world wide sensation!
Know how - Tips
There's a lot for you to do wrong in your first game or app. The publishers are probably well aware of these mistakes and as such, will help buffer your falls by giving you advise on what to do and what not to. Places that they can help out are:
- Ads
What to use, what not to use, when to use it, how to use it, interesting ways of using it - and more.
- Functions / Features
Chances are they know what it takes to make a hit. Perhaps your game needs a little more pushing in a certain direction to reach the sweet spot. A good publisher will recognize this and help you see the gold.
Money
Publishing your first game takes funds. Maybe you would normally have to skip a great graphics artist just to go with a free one, or a friend. Why settle for mediocre when you can get a whole lot better. By teaming up with a publisher and having a solid game then the publisher can help front the extra expenses and get the game to the level you'd like to see it.
There you have it. Hopefully you've seen the light in publishing with a publisher. Also, one last thing, you might be running to the huge publishers that get downloads in the millions, but that might be just a select few games. Your game might get caught with the not so popular games and thus lose any kind of transaction or support from the big guys. Working with smaller to mid-sized publishers mean that the publishers will put that much more effort into your game to insure that it succeeds.