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darkwing

macrumors 65816
Jan 6, 2004
1,210
0
Congratulations! I hope Apple lets me into the program soon so I can get my little productivity app up. I'd love to make a game, but spent all my life tinkering with programming and none of it learning how to draw! I need some friends. :D
 

Luap

macrumors 65816
Jul 5, 2004
1,259
759
That is good news :) And I hope it encourages developers, both established and new to get on with some quality work.

On a more negative note however, I cant help but wonder how much the money the MobileChat clowns have made out of their nasty app :mad: I try not to think about it.. But I can't help it!!
 

rKunda

macrumors 68000
Jul 14, 2008
1,612
597
I think it's awesome that some developers are giving info in how much they take in. The more appealing, financially, developing looks in the iphone, the more attractive it will be for developers that hadn't previously considered it.

Developers developers developers developers!
 

apixel

macrumors member
Sep 6, 2008
39
3
Not so simple and more than a little ...

I'm sad to tell you that trism isn't all that simple and probably requires a little bit more than a little programming to get it done. It's much better than your average puzzle game. That's probably why it's done so well.

Its pretty cool how much cash you can make by selling relatively simple programs for the iPhone. I definitely wish I knew a little programming right about now.
 

AlphaBob

macrumors regular
Jan 28, 2008
193
0
Rhode Island
Way to go, Steve!

I wrote Apple begging them to give Steve an early beta developers license so Trism would be part of the initial App Store offering. Obviously that fell on deaf ears, and we were inundated with flashlight applications instead.

I really respect him for the effort he went to to come up with a simple game that was ideally suited for the iPhone & touch devices, making full use of the graphic capability, sound, position sensing, and touch technology.

Congratulations and a job well done, Steve!
 

Jeremy1026

macrumors 68020
Nov 3, 2007
2,215
1,029
I really respect him for the effort he went to to come up with a simple game that was ideally suited for the iPhone & touch devices, making full use of the graphic capability, sound, position sensing, and touch technology.

And accelerometer.
 

donga

macrumors 6502a
May 16, 2005
841
1
AZ
imagine how many other people/companies made 250k....

BIG game platform being unleashed right now
 

Luap

macrumors 65816
Jul 5, 2004
1,259
759
imagine how many other people/companies made 250k....

BIG game platform being unleashed right now

Kind of Ironic isn't it.. Macs always struggled as far as games go. Yet here's a glorified iPod doing rather well at it..
 

jstanier

macrumors regular
Sep 6, 2008
148
0
Brighton, England.
The App Store is generating a nice little amount of cash on the side for me, but $250,000! That's incredible - but fair play, he's made a great game on his own and he deserves it.

Mirroring what darkwing said earlier, I'm yet another programmer who can't draw. It's a very big hurdle as decent games tend to have to be good looking as well :)
 

moopf

macrumors member
Aug 28, 2008
90
0
United Kingdom
Got to say congratulations on this but there is a certain amount of fortunate timing that's helped Trism be as popular as it is - mainly being in the store on day one (it was the first app I purchased on day one, as it happens.)

Unfortunately, for many of us, that wasn't possible. I'm in the UK and for a long time couldn't even apply for the dev program because it was limited to the US. Then, at some point before the app store launch, Apple changed this but didn't make it well known. I managed to apply a few weeks before the launch of the app store, just by checking to see if it has been opened up outside the US, but wasn't accepted until the day the app store went live. So I couldn't have got my game in the app store on day one.

Apps like Trism could leverage a huge amount of publicity, get great visibility in the app store, set a realistic price point for their efforts and reap the benefits of this. The situation is considerably different now - there isn't the visibility in the app store and prices are generally lower, especially from the small developers. For a small developer being in there at day one has basically built their brand and business and they'll continue to see the effects of that when they release something new - they already have a following.

That's not to say that it's impossible for small developers to match this in the future, it's just a lot more difficult as the app store gets more cluttered (especially with the way updates are posted), the larger development houses come along and pricing means that you have to shift an awful lot more volume.

I do like Trism (not as much as my wife, who loves it). It's a good game, even if the scoring in Infinitism is ridiculous :)
 

sunfast

macrumors 68020
Oct 14, 2005
2,135
53
Mirroring what darkwing said earlier, I'm yet another programmer who can't draw. It's a very big hurdle as decent games tend to have to be good looking as well :)

It's a very good point - I enjoy playing [app]Lumen[/app] much more since its graphical overhaul even though the gameplay etc is unchanged.
 

johnnyjibbs

macrumors 68030
Sep 18, 2003
2,964
122
London, UK
These stories are inspiring me to pick up a book at get learning Objective C (I'm going to close my eyes and ears to all the app rejection stories ;) ). I used to program games like Pacman in basic for my own home use on limited resources (Amiga and the like!) and have done some 3D stuff before, plus program SQL as part of my job so it's not like it will be completely new to me.

I'm not going to give up my day job, and it's something that'd be fun to do, so even if it doesn't sell it still would have been worthwhile and at basically no cost to me. On the other hand, I could end up making a few bucks on the side... :D

Maybe I can also come up with a really decent game that everyone else wants to buy! :D
 

arn

macrumors god
Staff member
Apr 9, 2001
16,395
5,836
.
I wonder how many more thousands of copies they would have sold, if it had been $2.49 instead of $4.99 ? :)

They sold 71,571 copies at $4.99 and made $250,000
They would have had to sell 143,430 copies at $2.49 (if that were even an available price point) to make the same amount.

Would it have sold twice as many copies just because of that small price difference? I would doubt it.

arn
 
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