Concluions after 6 months indie game development for smartphones.
Concluions after 6 months indie game development for smartphones.
Ok time to work on some new levels, story progression and new talents for the Cat Lady.
This work night has just started! ( I prefer to work at night)

Today I’m totally into Lindsey Stirling, I’m playing here some songs back and forth right now.
Such an inspiring, passionated and energy driven person she is.
Lindsey Stirling and Peter Hollens – Skyrim
Apple does not accept app’s from developers which do not support their older model, the iPhone 4.
Unfortunately they decided to change the screen ratio, so your left with either stretching your game or repositioning your interface elements.
(the black bar solution is not longer accepted)
It makes sense to support the device since a lot of people still use the 640*960 screen ratio generation.
But for developer it means basically go through your whole app once more and get sure everything sit’s correctly and is not cut off or stretched.
For the iPhone 4 optimizations I roughly estimated 16 hours of work ahead. 🙂 What ever, music turned on and go.

Only 3 more costumes and I have all cloths for the release in April. Then I can re-focus on gameplay again, trying to find the right difficulty level for each level.
I currently invest 50 dollars for some pre-marketing on a site over 30 days.
There is a rating system for users. You get more attention when you get more thumps up.
If you can spare a few seconds and give me a thumb up this would be nice.
So I may get profitable in the end and can continue riding the rainbow of happiness.
Just protected the app name of my next #game! Sha cat!
From this point on you get 180 days to deliver your binary file (your game file) to Apple.
If you don’t deliver the binary within this time frame you lose the app name and others can use it but for you the name opportunity is gone. I plan to release the app around April 2014 so there is no real pressure on me through this limitation.
