Publishing Checklist

bluebyu25bluebyu25 Member Posts: 500
Hey guys, kinda a loose checklist before I publish. Can you mention anything I might be missing?

I have checked that all of my scenes are supporting landscape left/right. (My game is in landscape)

I have unchecked "moveable" on all actors that are static. (For optimization)

All my sizes of images are divisible by 2. Independence resolution is set.

I have run my project through imageoptim to achieve the best compressions of images.

No actors say "Touch". I heard Apple will reject for this lol?

Can any of you veterans of publishing out there give me anymore advice that might be useful to a first time publisher?

Thanks!

Comments

  • XpandemicXpandemic Member Posts: 157
    Right-click your project pick "show package contents" and delete all the extra screenshots
  • bluebyu25bluebyu25 Member Posts: 500
    Thanks, these are the types of pointers Im needing.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    Xpandemic said:
    Right-click your project pick "show package contents" and delete all the extra screenshots

    I THINK this issue was resolved with the .9.2 update.
    bluebyu25 said:
    No actors say "Touch". I heard Apple will reject for this lol?

    Apple will only reject Mac Apps for this, not iOS games. I have it throughout many of my games "Touch to Continue"

    Here's a few things I'm going to be doing on the same day I submit my app:
    1. Optimize Audio - this is mostly a concern when trying to stay under the 20MB 3G download limit

    2. Design your 512px Icon to be as professional as possible. Compare it against the top 25 icons in the store. Does it match up? Does it represent your game in the best way possible? In most cases, that is all people will see. Same thing with the screenshots for itunes.

    3. Give it a good name. I did some searching a few mths ago, and saw that most games that reach the top 10 have a 3 syllable name. Ang-ry-birds, Doo-dle-jump, Fruit-nin-ja, tin-y-wings.

    4. Prepare a youtube video of the game in action. Don't make it long, keep it under 1 minute or people get bored. Show actual gameplay.

    5. Prepare screenshots and start posting on forums. Start with the toucharcade upcoming games forum, and then move to the games forum once it's released. post screenshots, videos.

    6. prepare to have a contest to win promo codes the day it is released. Try to have all the details worked out ahead of time. you should do this both through twitter, forums and emails. Don't give away more than 10 promo codes and make people work for it.

    7. If you can, give away something cool for the first place price. I'm going to be giving away a game on Steam for the first person who beats my next game.

    8. if you are a pro member, put links in the game to your website, and put in a review my game popup. I'm tracking every time the app is opened, and after 5 times, it will prompt people to review the app. if they postpone that, i'll show it again at 15, after that nothing.

    and finally test test test. I can't stress this enough. make sure you test your app on every single device it is targeting. If you don't have them as most people don't, try using http://testflightapp.com/ and get some beta testers. this is the most important thing. You never know how people are going to try and use your game. it may not be the way you designed it, and it may break.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    bluebyu25 said:

    All my sizes of images are divisible by 2. Independence resolution is set.

    Should be by 4 on image sizes and even numbers for actor sizes. if you are using RI
  • bluebyu25bluebyu25 Member Posts: 500
    tenrdrmer said:
    Should be by 4 on image sizes and even numbers for actor sizes. if you are using RI

    Meant that, but didnt say it right.

    John, great info! I have it bookmarked to look at later this week after I got everything done.
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