MARBLE MANIA IS OUT! (*Finally*)

SnapFireSnapFire Member Posts: 361
edited January 2012 in Announce Your Game!
Hello All,

As most of you already know, I have been working with a friend to develop an app for the IPhone/IPod App Store. We were 12 at the time of the unofficial release, and are now thirteen! We created our company, SnapFire Studios, along with snapfirestudios.com.

We are proud to announce that (drum roll please..) Marble Mania Free has finally been released on the app store!
It is FREE, because we figure this is our first app and things will just get better from here. Please download the game and tell your friends!

There will also be a paid version and IPad version coming shortly. We will be keeping the game updated to add features and fix bugs.

For more info please visit the About and Apps pages of our website.
Make sure to watch for updates, new releases, and announcements by following us on Google+. There will also be poles, extras, and bonuses on G+. Also, check out our YouTube channel for much to come.

I’d also like to add that 20% of all profit from future applications will go to charity. The charity will be chosen monthly by our fans on Google+. The post for February is already up, so make sure to vote on which charity you think the money should go to. (Note that Marble Mania is not paid, and therefore will not produce charity funds. However, all upcoming games will put 20% toward the charity fund.)

As a reminder, my email has changed to thomas@snapfirestudios.com. I will be using this address for everything from now on.

Please consider following us on Google+, and telling your friends about us. Huge Thanks go to TSB, RTM, and SSS

Thanks to all for helping this dream become a reality! We are looking forward to watching our business grow and creating more apps!

-Thomas Armstrong, Thirteen-Year-Old App Developer
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Comments

  • David_GryphonsRealmDavid_GryphonsRealm Member Posts: 459
    Nice to see you guys are tackling developing early in life !! Have fun with it and good luck with this app and all your future apps !! :D

    David
  • David_GryphonsRealmDavid_GryphonsRealm Member Posts: 459
    edited January 2012
    (Deleted for double post :D)
  • MotherHooseMotherHoose Member Posts: 2,456
    edited January 2012
    Congratulations! … hard work, lots of time, some frustration … and, here you are a developer with an game on the AppStore!

    I downloaded: Marble Mania!

    @};- MH
  • SnapFireSnapFire Member Posts: 361
    Thanks guys!
  • SnapFireSnapFire Member Posts: 361
    If you would, leave 5* and a review.
  • SnapFireSnapFire Member Posts: 361
    Bump
  • SnapFireSnapFire Member Posts: 361
    Bump
  • SnapFireSnapFire Member Posts: 361
    edited January 2012
    Good Comments, Ratings, and Downloads for the first day!
  • SnapFireSnapFire Member Posts: 361
    Just wanted to say a good job to the kid who created FlipFlopGames. I wish I could have gotten into this stuff at 11!
    Plus the stuff he's doing for Cancer patients is amazing...
    -Thomas
  • SnapFireSnapFire Member Posts: 361
    i got 165 downloads on the first day... What's normal for a free app?
    -Thomas
  • TaidakenTaidaken Member Posts: 271
    hmm depends really... when i was selling my game, the first day was around 39 downloads, but when i made it free ( quite awhile later) it was in the 3000 range.
  • SnapFireSnapFire Member Posts: 361
    Interesting.... I've got some more Marketing to do.
    -Thomas
  • SnapFireSnapFire Member Posts: 361
    I'm working on getting the size down so people can download it off of 3G. It's annoying, because the actual game is 19.3, but when I released i guess it added some other stuff because now it 24.

    Any quick ways to cut down on size?
    -Thomas
  • SnapFireSnapFire Member Posts: 361
    Bump
  • SnapFireSnapFire Member Posts: 361
    Bump
  • SnapFireSnapFire Member Posts: 361
    I'm working on getting the size down so people can download it off of 3G. It's annoying, because the actual game is 19.3, but when I released i guess it added some other stuff because now it 24.

    Any quick ways to cut down on size?
    -Thomas

    Bump
  • joshuawildejoshuawilde Member Posts: 96
    well one thing that definitely added some megabytes to the game was the gamesalad intro movie. Other than that I can't think of anything else that would add to it.
  • SnapFireSnapFire Member Posts: 361
    really? So If I go Pro - Which I will sometime soon - Then the size goes down because the GS Splashscreen leaves... Doesn't seem like a few of their simple images could take up that much space...

    So does everybody get around 3-4 MG add to there game's size during publishing?
    -Thomas
  • SnapFireSnapFire Member Posts: 361
    Bump
  • SnapFireSnapFire Member Posts: 361
    Does Anybody have an answer to my previous question?
    I'm about to publish an update and I really like to know.

    Also, how could I cut down on space easily?
    -Thomas
  • SnapFireSnapFire Member Posts: 361
    Bump
  • ozboybrianozboybrian PRO Posts: 2,102
    Post a video and some more links buddy.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Support Fabled Apps! :D

    Please LIKE Fabled Apps on Facebook.

    Please Subscribe to Fabled Apps on YouTube.

    Please Follow Fabled Apps on Twitter!
  • SnapFireSnapFire Member Posts: 361
    Promo Video is coming out soon. When It does i'll put it as the Youtube Video for the app.

    More Links? What exactly do you mean?
    -Thomas
  • SnapFireSnapFire Member Posts: 361
    Does Anybody have an answer to my previous question?
    I'm about to publish an update and I really like to know.

    Also, how could I cut down on space easily?
    -Thomas
  • SnapFireSnapFire Member Posts: 361
    Bump
  • ChobbifaceChobbiface PRO Posts: 491
    edited January 2012
    If you have resolution independence ticked, then your file size will increase on publishing as GS makes half-resolution images.

    Use Imagealpha and Imageoptim to cut down and optimise your image sizes
    Use Audacity to optimise any audio/sound files

    CB
  • SnapFireSnapFire Member Posts: 361
    Ok Thank You, I'll Try That
    -Thomas
  • SnapFireSnapFire Member Posts: 361
    I dont understand the point of Audacity; will it somehow reduce the size of the .mp3 file I use?

    -Thomas
  • ozboybrianozboybrian PRO Posts: 2,102
    edited January 2012
    Audacity can lower the Quality giving you more space and less running power needed.
    Not sure what @Chobbiface means by "Use Imagealpha and Imageoptim to cut down and optimise your image sizes" though.

    And by the links I just couldn't see them all because they aren't highlighted for some reason. All good.

    http://www.facebook.com/FabledApps
    That should be highlighted automatically ^^^ (People just look for the pretty colours, to much reading for some :P)
  • ChobbifaceChobbiface PRO Posts: 491
    edited January 2012
    @SnapFire - it depends on what audio quality you are happy with, Audacity gives you control, rather than just importing the mp3 file directly in Gamesalad - as ozboy mentions, it can lower the quality, but depending on the setting there may not be any audible difference. GS recommends using 22KHz music/sound, and changing stereo music to mono will cut your music files in half, if you find mono sounds acceptable.

    @ozboy - imagealpha converts 24 bit PNGs to 8 bits with alpha channel thus can cut down on image sizes. Imageoptim uses different compression parameters (essentially removes the unnecessary information from your PNG file).
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