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Developing for iOS
Posted: Wed Mar 19, 2014 12:32 pm
by Xaos
This may be rant, but I'm sure we'll make convo.
I hate apple. You have to pay for a dev license at $99 a year. wtf. I can't afford to take a $99 loss every year, so I'd have to infuse ads into my game and add in IAP. I'm forced to, really. And who the $!&@ uses Objective-C anyway? Why not C# or C++ or anything else. My god. And third, why the hell do you make your SDK only compatible with Macs? Wouldn't it be more beneficial from a business standpoint to allow anyone to develop, especially at the dev license cost. And not to mention it's just bullshit anyway.
Does the SDK work on a virtual machine? I assume so. Still doesn't take away the BS level.
Re: Developing for iOS
Posted: Wed Mar 19, 2014 2:40 pm
by Jackolantern
No, it doesn't. At least not well enough to develop anything. Apple made sure of this.
And yes, I hate iOS development as well, and want nothing to do with it.
Re: Developing for iOS
Posted: Wed Mar 19, 2014 2:49 pm
by Xaos
Jackolantern wrote:No, it doesn't. At least not well enough to develop anything. Apple made sure of this.
And yes, I hate iOS development as well, and want nothing to do with it.
Well, if I start to dev for iOS after this summer or something, I'll be buying a craigslist iMac from like 2008, lmao.
Re: Developing for iOS
Posted: Wed Mar 19, 2014 8:05 pm
by Cayle
If you just want to run xCode, get a mac mini. Apple uses Objective C for everything because that's what NEXT used in the 1980's. It was a pretty fancy language, back in the day.
Actually, avoiding Objective C is one o the reasons why I'd try Xamarin.
Re: Developing for iOS
Posted: Wed Mar 19, 2014 9:28 pm
by hallsofvallhalla
Just use something like Xamirin as mentioned in another thread or better yet app mobi or a HTML5 deployment method. Unless I am missing something I see no point in using a Mac to build IOS apps if you do not have one.
Maybe I should buy a Indie-resource apple account and we all use it? Is that legal?
Re: Developing for iOS
Posted: Wed Mar 19, 2014 10:03 pm
by Jackolantern
hallsofvallhalla wrote:Just use something like Xamirin as mentioned in another thread or better yet app mobi or a HTML5 deployment method. Unless I am missing something I see no point in using a Mac to build IOS apps if you do not have one.
Maybe I should buy a Indie-resource apple account and we all use it? Is that legal?
If everyone wants to do free apps/games with no ads, you might be able to get away with it. However, any kind of profit would complicate things, as you can only have one bank account attached to each dev license.
Re: Developing for iOS
Posted: Thu Mar 20, 2014 2:44 pm
by hallsofvallhalla
yeah my bank account

Re: Developing for iOS
Posted: Thu Mar 20, 2014 2:57 pm
by Xaos
hallsofvallhalla wrote:yeah my bank account

Actually, I wouldn't be opposed to this. I think that'd be fair, halls makes an IR iOS dev account and allows everyone to put their games and stuff on with it, have some ads and maybe some IAP. It'd certainly help halls cover the cost of the license and help everyone get their game/names out there. Obviously if you have something that can make a lot of money, you could go ahead and buy your own license

. Or if your game suddenly becomes the next Fappy Bird and makes a huge amount of $ and gets a bunch of plays, I'm sure there can be some negotiating done.
Re: Developing for iOS
Posted: Thu Mar 20, 2014 3:16 pm
by hallsofvallhalla
hehe I was just kidding. We could figure that stuff out.
Re: Developing for iOS
Posted: Thu Mar 20, 2014 10:02 pm
by Jackolantern
hallsofvallhalla wrote:hehe I was just kidding. We could figure that stuff out.
I don't think it is worth the issues (possibly even legal issues). We are a nice, laid-back community, and it just seems like a big chance to take just so people could avoid the dev license fee. It cold also be an issue if someone's apps and games start to take off and they want to brand it with their developer name.
Not to mention that I am sure it is against their TOS, and could get devs blacklisted from the App Store.
I think the best course of action is to just publish to Android (which only costs $25 for a license), and then if there is interest, pay the iOS license fee and publish there. Just too many issues to do something like this in my opinion.