Ohhhhhhh I get it like Hi5. That was somewhat clever, unlike this shitty self aware deconstruction of your post.
Played Flappy Bird on my PC for about 10 minutes last night just to see what the hype was about. Wouldn’t play it again let alone pay for it, but its a pretty fun game, fuck the haters.
Haha those are the only two games I have on my phone. I don’t like either at all, but at least Angry Birds I can pop out sometimes while waiting for the train or something.
I don’t pay for either. I don’t even know how you can pay for them actually, I play them so little maybe I just didn’t get to the pay part.
I do often wonder how these games make money if they’re free. I guess they try to get you addicted and then spring a pay wall on you.
I’ve been doing a lot of research. The main ways to make money is to get sponsored by a company. Usually a logo somewhere on the screen. Depending on the person (if they are a new developer, or someone with a portfolio) they could get paid anywhere between $500 - 10,000 just for publishing the game (after polishing it and sending it out to beta testers and such).
The more difficult (but substantially more lucrative) way is the Candy Crush route. Essentially, give us real money and we’ll let you play longer. If the game sucks, it flops hard. But if it doesn’t, and it gets popular, you can make some “I can retire of this” money. You can also do it by ad revenue, but unless you’re game is popular it’s more of a supplementing your income kind of thing. The best thing about this is that you can always retroactively add/enable ads in an update to your game on the store.
Of course the initial investment to get all this up and running is not cheap. If you don’t have a Mac, this can cost you anywhere between 300-400$ to 1,200-1,600$ for a high end Macbook (as you can’t submit to the Apple store without the interface a Mac uses). Not counting the cost it’s going to take you to purchase a developer license which is 99$ for the Apple store. There are also progams (such as Stencyl and Corona SDK) out there that heavily streamline the process of creating a game app, but those cost between 99-199$ to get the best features (or at the very least remove the fucking watermark from the game you created). The upside is that you don’t have to necessarily learn code, but still. Steep price.
However, if you are skilled enough you can usually earn 500-750$ (sometimes up to 1500 if you’re really sought after) for every game you make just by publishing to small sites like Armor games or Kongregate.
this just shows how people are useless how in the fuck can you make that dough with a shitty app and the most useless wastes of skins are buying these shitty apps…stay free world
Ad revenue!
If you notice these free games are constantly running ads. Each ad view is worth X amount of dollars and the creator/publisher makes a percentage.
its how Google is the most profiting internet company now
Disclaimer 2: I play on a Shield, which has pretty decent pads/analog sticks/buttons and TV output in 1080p. It also has a native gamepad mapper utility to map its controls to on-screen controls for games without native pad support.
Good Android games I have: Sonic 1 Remastered, Sonic 2 Remastered (check the Sonic thread for some videos I put up of this), The Conduit HD, Final Fantasy IV (no gamepad support though because fuck SE), Shadowgun THD, Sonic 4 Ep. 2 THD (surprisingly, after the mess that was Ep. 1).
Games I have my eye on but fully expect will be worth the download: Epoch, Canabalt HD, The Bard’s Tale, Auro (in beta), Ballistic SE, Inferno+.
I suppose I should also point out the various emulators, and the Grid beta, which lets me stream games over the web. I was playing SSF4AE through it, though with more lag than would be considered playable…
Problem there is all most those games are ports or remakes and 99.99% of the time the original version is superior. Shadowgun appears to be that one exception…
Just remember, the $50,000 that was said to make is simply an estimate, and let’s be real, when have estimates have ever been accurate?
Spoiler
He was probably making more lol
But let’s be real.
Say he made 50,000 a day, don’t forget how ad revenue pay out works. Not to mention, depending where it was purchase (guessing it was iTunes only?), Apple takes 30% of that cut, sooooo…
Actually you don’t need a Mac, you can do it on a PC but it’s a stupidly tedious process compiling keys, whereas on a mac is pretty much a single click :lol:
Hmm, maybe I should sell my own phone. As a bonus, the buyer would get an exclusive game that I made, which isn’t available in the app store yet. :lol: