AccSim written by Otto Chrons is an App (download on iTunes) that allows you to control your game running in the Simulator with your iOS device. Meaning, the game plays in the Simulator but accelerometer input is actually coming from your device! You can learn more about it on the Built.By.Me website, which includes a sample video:
Hmmm … somehow this game seems strangely familiar. 😀
AccSim doesn’t pack the same punch as iSimulate does, which can also be used for sending multi-touch input, GPS and Compass events to the Simulator, plus a lot more. But the good thing about AccSim is that it’s not just free but the AccSim source code is open source!
WasabiSoft published a very insightful 3-part guide for supporting your App Store customers, and serving them right:
Support Series Part I: Top DON’Ts for your App Store support link
WOS Blog has a post online which really sums up well how i look at the App Store:
“Don’t believe anyone who whines that it’s hard to make money with a really good game on the App Store, viewers. They’re either lying, or imbeciles, or both.”
It’s called How not to do it and covers some basis of why certain Apps succeed while others fall by the wayside. Sometimes it’s a matter of beating someone to the market, other times to learn from other’s mistakes, but mostly to price your Apps fairly.
A while ago i read about Indie game developers who eventually thought it would be a good idea to spend 3-6 months on their next game, to sell the App by means of quality and content. While there are chances that this will work and even reward you greatly money-wise, it also increases your risks by several factors. You’re going down the same path that leads to similar problems of the AAA game developers, albeit on a much smaller scale. It’s a hit-driven business. If you did moderately well on your 1-2 month games, and then you do a 3-6 month game, your chances of making it a success get slimmer and slimmer. It does help to understand the market and marketing but even that won’t help you if the game doesn’t vibe with players.
So, would you rather have a less than 50% chance of making it (relatively) big, or a 100% chance of doing moderately well?
Of course, if you can keep running the 100% part of your business you should really consider making the bet. But if you have no money to spare you should stick with moderately well and instead keep pumping out moderately well doing games. Make 8 of those over the year and you got yourself a respectable business nonetheless.
I wonder what happened to those Indies and their “big project”? Hmmm …
Line-Drawing Game Starterkit
Site License! Unlimited Apps!Royalty Free! No Attribution!60 day money-back guarantee!Made with the popular cocos2d-iphone game engine.Compatible with cocos2d-iphone v1.1 and v2.0, Xcode 4.6 and iOS 6.Includes ARC enabled versions of the starterkit! |
All Starterkit project artwork provided by Arezou Ipakchi Design. Promotional images created by Justin from CartoonSmart.
What it is:
Get a head-start for your Line-Drawing game and save days if not weeks of your time! You’ll get gameplay code modelled after the extremely popular Flight Control game. You’ll learn how to draw lines, detect touches on objects, have objects follow a path - and much, much more! Written by a professional game developer and game industry veteran (me) the source code is annotated with lots of comments explaining my rationale and written with readability in mind.
Contains separate iPhone & iPad targets!
The Starterkit includes targets for iPhone and iPad using the same code if you don’t want to create a Universal app, for example to reduce your app’s size or to be able to charge more for the iPad version. If the iPad Target is selected hi-res iPad images will be used. Image selection is done automatically by loading those images whose filenames have the “-ipad” suffix, the same suffix cocos2d uses.
What others are saying:
“Code is quite clearly written and decently documented […] definitely a fine investment.”
From: Commercial cocos2d Code review from Alex Curylo.
“It was an awesome moment when I found the source for a line draw game of this caliber.”
-Franklin Lyons, SpinFall
“Especially the path and movement system is saving me lots of headaches.”
-Martin Hoffmann
Games made with this Starterkit:
Launch Control
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Ferries HD
Feature List:
- cleanly seperated and well-structured GameScene code design with a minimum of dependencies
- easy to add new objects and extend object parameters
- touch object & draw a path for it (whether it’s already following a path or not)
- path drawing ends when path is drawn over appropriate target location (eg airstrip for airplanes, respecting angle of approach)
- path drawing ends when arbitrary point limit is exceeded (to avoid slowdowns)
- path is drawn when dragged with thick transparent line style like Harbor Master, without glitches
- path is split into equal length pieces no matter how quickly user moves finger
- objects spawn outside screen, locations can be re-defined and extended
- objects display incoming warning marker at screen border
- objects display collision warning when any two of them are getting too close
- objects follow path to end - then fade out and increase score or continue moving
- objects always rotate in movement direction
- objects bounce back at screen borders
- motivational Labels for successful landings, precached
- Score and HighScore Labels
- HighScore saved to disk between play sessions
- supports both Landscape orientations with autorotation
- loads correct resource files depending on Target (iPhone or iPad)
- proper Pause handling for incoming calls, SMS
- many generally useful Math Helper functions included
- lots of comments explaining rationale and giving tips for improvement
- assertive coding style to help catch coding errors early on
- offline and online documentation
- you can choose between using cocos2d-iphone v1.1 and v2.0
- you can choose between using ARC or classic manual reference counting
- compatible with iOS 5.0 and newer, including iOS 6
- compatible with Xcode 4.6 (the most recent versions also work)
- easy setup: just unzip, open Xcode project, select build scheme, build and run
Questions? Need Help?
Just send me an email.
Legal Disclaimer
Cocos2D is a registered trademark of Ricardo Quesada. Steffen Itterheim, the Learn & Master Cocos2D website and the Line-Drawing Game Starterkit are neither affiliated with nor endorsed by Zynga or Ricardo Quesada.
Try Before Buy!
Buy Now!Site License! Unlimited Apps!Royalty Free! No Attribution!60 day money-back guarantee!Made with the popular cocos2d-iphone game engine.Compatible with cocos2d-iphone v1.1 and v2.0, Xcode 4.6 and iOS 6.Includes ARC enabled versions of the starterkit! |
License Agreement
Copyright
Purchase grants you the License to use and modify the source code and assets under the following Terms and Conditions:
You are not allowed to make the source code publicly available. You are not allowed to give or sell the source code to others, modified or not. Licenses are not transferable.
All Licenses are royalty free. You can make as many free or commercial Apps using the source code as you want. You may re-use any existing assets in your App.
If you do contract work and have or want to give the Starterkit source code to your client, your client needs to purchase a Site License as well.
Site License
Each purchase grants you a Site License. The Site license grants you the use of the Starterkit without restrictions at one site.
A site is an office, building or living space rented or owned by the company or individual making the purchase. It allows anyone working on site to use and modify the Starterkit source code.
Large companies operating at several sites need to purchase a site license for each individual location if the Starterkit is to be used at multiple locations. Contact me if you’re such a corporation and you prefer a flat fee license with your own license text to go along with it.
Support
Updates to the Starterkit are done on an as needed basis. I will also keep it up to date and running with the latest stable releases of cocos2d. Updates are distributed via a download link sent to the email address you used for your order. If your email address ever changes please contact me, ideally you should forward me your order confirmation in that case to speed up the change.
Source Code not covered by this License
The licensed Source Code project contains files which are available for free and are governed by different licenses. The Terms & Conditions outlined here do not apply to source code files which do not contain the Copyright notice “Copyright (year) Steffen Itterheim. All rights reserved.”.
Disclaimer
THIS SOFTWARE IS PROVIDED “AS IS” AND ANY EXPRESSED OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Questions? Contact me!
If you have any questions or if you require specific License texts before making a purchase, please contact me.
On May 27th, the whole world saw the future. Because i told you so!
Line-Drawing Game Starterkit -> June 1st!
What’s that you ask?
It is the ideal starting point for your own Line-Drawing game! (like Flight Control and Harbor Master) It is a cocos2d source code project that will be available for sale. But not sight unseen, no. It will appear on the App Store for you to try out. And you get more, the full doxygen-generated source code documentation is available for browsing right now! Just so that you can assess the scope of the project.
What will it cost?
I admit i haven’t decided on that yet.
Show me your license!
Alright, alright. I’ll be fair: Free lifetime upgrades! Unlimited number of developers!
Each license is good for one published game. Additional licenses for follow-up games come at a discount. “Lite” versions do not require an extra license since they are essentially the same game. There will also be a commercial license for developers or studios who make more than $6,000 per month in revenue and can easily afford a higher price.
Why, please tell me why?
Because i can. I like technology and i like programming games. I’m also an enabler and i would love to see others build something unique based on game development technology i provide.
Anything else?
Yes. Today sees the premature end of the best new show of last year. RIP Flash Forward.
If you think your game suffers tremendeously from App Store Piracy, you’re wrong. To put it bluntly: your game has simply failed on the market!
Reports that put the App Store piracy rates at “at least 60%” and developers reporting piracy rates of 80% and even up to 95% are mathematically correct but what they often forget to tell you are actual sales numbers. In the rare cases where Indie developers also mention how many sales they have made, pirates or not, these numbers are always extremely low. For a commercial developer who reports an 80% piracy rate on one of his games it’s simply an attempt to turn terrible sales into a PR story which might give their game a little bit more attention. In fact, i expect the games who report piracy rates of over 30% to have sold no more than 5,000 copies. At $.99 this creates a revenue of $3,500 - maybe a good number for a two-man team but a catastrophe for a commercial developer. This is hardly a problem caused by piracy but a simple failure of the product on the market.
What you have to understand about Software Pirates in general: they use a lot of software. In fact, this is their hobby and favorite passtime, to try out as much software as they can get their hands on. So you will always have a minimum amount of pirated copies of each piece of software, no matter how successful this software is (or not). Of course, with higher success and more sales of the software more pirates are also likely to use it because they, too, value quality software. But given the amount of jailbroken iPhone devices prepared to run pirated software there’s a hard cap of the maximum amount of piracy you will ever see on any title. Just as much as there will be a minimum number of pirates playing every game as soon as it becomes available and regardless of how successful it is on the App Store. If your sales are close or below that minimum number of pirates, you naturally get piracy rates of over 50%. These pirates don’t cut into your revenue however. Ignore them. They never would have bought your App in the first place!
David Rosen from Wolfire reports in his Another View on Piracy article that the highest number of Jailbroken iPhones worldwide is said to be 10%, and in the USA - whose users constitute about two thirds of the iPhone/iPod market - the number of jailbroken devices is just 5%. Assuming a total installed base of 75 Million iPhones (50 Mio. as of April 2010) and iPod touches (20 Mio. as of Sept. 2009) we get at most 7.5 Mio jailbroken devices worldwide, or approximately 2.5 Mio jailbroken devices in the USA. They are not all pirates, however. PinchMedia reports that 38% of jailbroken devices have run at least one pirated App. They also state this number is low. So let’s just take half and we’ll end up with 3.75 Mio. jailbroken devices worldwide which have run at least one pirated App. Still a pretty high number - but it only tells us that they have started one pirated App but not how many or how much of a pirate these users really are. If i had to guess i would say that 10% or just about 400,000 of these users are active pirates who try out a lot of Apps on an almost daily basis. These are the pirates who make the biggest impact in terms of per-App piracy numbers. They are also the users who are least likely to upgrade their pirated copy to a legal one, if they ever do it at all. And trying to fight these pirates is anything but futile - they will never be your customers!
PinchMedia also supports my theory that most Pirates try out as much Software as they can which, of course, leaves less time to use each App intensely: “Pirated applications are used less frequently, less intensely, and for a shorter overall length of time than purchased applications.”
Let’s go back to the gist of it: developers who have a problem with App Store Piracy have, in my opinion, either a problem of perception or they’re making a simple PR statement aimed at getting them more attention, hoping to achieve better sales. The developers who suffer most from App Store Piracy are those who simply are not successful. Their real problem isn’t Piracy, it’s much more likely that they failed either at Marketing, Timing, Quality or finding their Target Audience.
Let me sum this up with a simple chart which i think explains why App Store developers report amazingly high piracy rates, when in fact they are reporting the commercial failure of their App: