Flower Garden Selected As An Apple Staff Favorite Across Europe
Right on the heels of the Mother’s Day promotion, Flower Garden just got its second ever App Store feature. This time it was selected as a Staff Favorite across most of Europe (UK, Spain, Ireland,...
View ArticleMaking A Living (Comfortably) On The App Store (aka The Numbers Post #2)
A few months ago, I wrote a post analyzing how Flower Garden had done since it was released. It was a story with lots of ups and downs, tales of trials and failure, but ending on a positive, optimistic...
View ArticleThe Power of Free (aka The Numbers Post #3)
It has been two months since the last “numbers post”. It covered the Valentine’s Day promotion, spike in sales, and subsequent settling out at a very nice level. Here’s a recap of what things looked...
View ArticleRemote Game Editing
I’ve long been a fan of minimal game runtimes. Anything that can be done offline or in a separate tool, should be out of the runtime. That leaves the game architecture and code very lean and simple....
View ArticleIAP Bundles: More Than Just Good Deals
In-game point bundles are nothing new. Even before the time of in-app purchases, Zynga was famous for releasing “points” apps to increase your game reputation or other stats. The fact that they...
View ArticleCustomizable Color Sections With OpenGL ES 1.1
One of the items in my ever-growing list of things to write about, is the rendering techniques I used in Flower Garden. In the end, it would make for a post with lots of pretty pictures, but there’s...
View ArticleCommunicating With Players
By now every iOS developer knows that making a great game and putting it on the App Store is only part of the work. In order to get significant sales, it needs to be noticed. You need to spend a...
View ArticleLife In The Top 100 And The Google App Engine
A few weeks ago I wrote about using the Google App Engine as a back end for Flower Garden. One of the comments I heard from several people is that the Google App Engine pricing scheme is “scary” due to...
View ArticleChronicle Of A Failed Experiment
In the last year and a half, I’ve written about the different things that I’ve tried with Flower Garden and their effects on sales. From adding Facebook support, creating a free version, adding in-app...
View ArticleThe Power Of In-App Purchases
I finally managed to get through the hotel wifi and upload the slides for this morning’s 360iDev talk: The Power Of In-App Purchases. Thanks everybody who attended for the great questions and feedback!...
View ArticleFlower Garden Featured For Valentine’s Day!
Two years ago, when I was working on the first release of Flower Garden, Valentine’s Day was my target ship date. Unfortunately (or fortunately depending on how you look at it), I missed it and...
View ArticleOne Price Does Not Fit All
A few days ago I gave a talk at Evolve 2011 (part of the Develop Conference in Brighton, England) titled “One Price Does Not Fit All”. The main idea of the talk was the importance of “flexible...
View ArticleURL Shorteners In Under Two Minutes
This morning I added the goo.gl URL shortener to Flower Garden, so I thought a quick post with sample code might be helpful for other developers looking to do something similar. I use the URL shortener...
View ArticleDuplicating Launchboard Wobble
One of the most requested features for Flower Garden is to be able to move pots around. Not only do players want to group similar flowers or colors together, but they also want to be able to take...
View ArticleTrying Out Multisampling On iOS
I only recently broke free of iOS3.x for Flower Garden, so I’m finally adding all the features I had been itching to add that required higher OS support. I had already added some iOS4+ features, but I...
View Article