Difference between revisions of "Slib"

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The Top i phone Apps - What'utes the Secret of Their Success?
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Slib is the ProgClub PHP framework software. That's the software that provides a framework for your PHP applications. For other projects see [[projects]].
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Earlier this year, Apple released its list of top mobile phone apps at the 1 billion download mark. Downloads just hit two billion, making Apple'ersus "All-Time" Top Apps content label even sillier than it had been at the time -- but that aside, it's a very interesting list and there are a wide range of good lessons to always be learned from it.  
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== Project status ==
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We know that developers of some top apps have earned coming from $350,000 (Pocket God) to $800,000 (iShoot). Some have most probably earned a lot more. It's difficult to estimate income even if the number of downloads is known, because app pricing bounces close to a lot. Koi Pond provides been downloaded about 900,000 times and Enigmo over 800,000. Even at, say, a dollar a time, that'utes very good money.
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Under way. Not released yet, there's stuff [[Slib#TODO|TODO]].
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Exactly how to get usage of this giant cash cow? Below are great tips, based on our review of Apple's twenty top paid apps:
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== Contributors ==
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Get in early
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Members who have contributed to this project. Newest on top.
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The iPhone 3G became available in July 2008. Almost half in the top apps had been released by August. The remaining were just about all out of the finish of 2008, except one which arrived on the scene in January 2009.
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* [[User:John|John]]
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Timing is truly everything. Of course, some on this will be just some sort of physical reality -- if you sell 5,000 apps per day for 100 times, that'ersus five hundred,000 sales; if you only have 5 times, you can only get 25,000. But there'utes far more to it than that. There are only so many apps now (over 50,000) that it'utes very difficult to always be seen. Apps that arrived early, and earned traction, had a huge advantage over opponents, knowning that kind of edge is actually often maintained lengthy-term.  
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All contributors have agreed to the terms of the [[ProgClub:Copyrights#ProgClub_projects|Contributor License Agreement]]. This excludes any upstream contributors who tend to have different administrative frameworks.
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Entertain the masses
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== Copyright ==
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If you'd like to save the planet, enlighten humanity or improve people's health, you'll get your reward in heaven, but you won'capital t have a winning i phone app. Every single 1 of the top paid apps is a toy of some kind. Fourteen are in the Games category, 4 Enjoyment and only two Music.  
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Copyright 2011, [[Slib#Contributors|Contributors]]. Licensed under the [[GPL]].
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Interestingly, this unique entertainment is generally not mindless. Most of the games are complex, requiring skill and amount, and a significant few have many permutations or constant updates (Pocket God). Complex games include Bank account God, Fieldrunners, Texas Maintain'em Texas hold'em and Monopoly. The less complicated games, like the memory matching online game Bejeweled a couple of or the skateboard app Touchgrind, still require skill and awareness.
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== Source code ==
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Only a few, like Koi Pond, require little mental effort, but even this kind of a single provides many alternatives and constant movement. Absolutely almost all the apps have great graphics and plenty of movement.  
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The repository can be browsed online:
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There were only two completely silly and pointless apps, namely the simulated alcohol app, iBeer, and the self-explanatory iFart Mobile.
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  http://www.progclub.org/pcrepo/slib/trunk
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There'utes a surprise in every single package
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The code for slib is publicly available from svn:
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Ocarina, the early flute simulation, is actually a real surprise. Who would have thought a great obscure musical instrument would have ranked so high? The app developers are just when interesting -- a high-flying crowd of musicians and computer scientists from even like Stanford and Princeton. Could it be that there will be still a place for real leading and innovation on the Internet? Happy thought.
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  http://www.progclub.org/svnro/pcrepo/slib/tags/latest
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Develop for the device
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Or privately available for read-write access:
   
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Using the accelerometer seems to increase a good app'utes probabilities of success. A lot of the top paid apps are accelerometer-intensive, or use other novel or unique i phone features.  
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  https://www.progclub.org/svn/pcrepo/slib/trunk
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The message right here will be that successful app developers take advantage from the device's novel or special functionality. The iphone 4g will be mobile, it seems to have a touchscreen, it has an accelerometer. Develop for the device! Apps that work like though that they're on a regular desktop computer are probable to become significantly less successful.
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== Links ==
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Have the right background
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No links at this time.
   
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It really helps to be a great experienced software program developer, ideally with a background in Internet games. The majority of the companies and individuals who distinguished themselves have a prolonged track record in it market. In some instances, it had been just reliant on swallowing the existing business model and making the logical leap to iphone 3gs apps. In others, the app was actually the start from the business and in some instances it could often always be the end of the road.  
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== Functional specification ==
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Don'testosterone be a one particular-hit wonder
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The software provides a web-framework for PHP applications.
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Several in the top paid apps were orphans or close, with only 1 to only two apps per developer. A lot more common, though, were developers with stables of 3 to 12 apps. Only 1 developer had a lot more than 15 apps. Successful developers leveraged existing products and apps, building on one to make others - but adapting a helpful app to make very similar spin-offs (iBeer, iMilk, iSoda, Magic Wallet), while smart, seems a little as well opportunistic. The app developers that have developed several special, compelling games are far more likely to have plenty of successes.
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== Technical specification ==
   
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In fact, 3 companies (Freeverse, Pangea Computer software, Electronic Arts) each and every had a couple of top-twenty apps. Just about all 3 are big or biggish companies, implying that it takes significant resources to product a winning app.  
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TODO.
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Don'capital t end up being way too hung way up on price
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== TODO ==
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The de facto standard apple iphone app price is truly $0.99. It level was quickly established in the App Store while the place where most buyers appeared happy. Probably it'ersus due to the standard cost of iTunes music.
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Things to do, in rough order of priority:
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In case, nearly all of the winning apps command better prices, with 13 from the 20 priced through $1.99 way up, and 4 of them commanding the majestic (for iphone 4g apps) price of $4.99 on the day time we did the inspection.  
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* Create the project in svn
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* Document functional specification
You don't need Lite or Free teaser apps
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* Document technical specification
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* Copy in existing code
The following'utes a very interesting factoid. Only 2 of the top twenty apps (iHunt and iShoot) have a free or lite version, at least during the time of writing. Both developers are individuals fairly than companies, and it's interesting that the bigger outfits don't begin to see the need for teasers. The implication is actually that if it'utes worth buying, people will pay for it.  
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[[Category:TODO]]
The freebie iShoot Lite had two.4 million downloads in January, and there were 320,000 paid downloads. So it's very achievable that the free app drove sales with the paid app -- but it's even it can be that there might have been much more paid downloads had the free app not been available.
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== Done ==
You don'n need to be a huge company (even though it helps)
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Stuff that's done. Latest stuff on top.
Could it become that success in iphone 3gs apps depends on having substantial, sophisticated, expensive marketing strategies? Not necessarily.
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* [[User:John|JE]] 2011-12-08: created project page
There'utes no question that it helps to always be Internet savvy and have strong pockets, but the winning app developers were an encouraging mix of sizes and types.
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== Notes for implementers ==
A number of from the 17 developers are big multinational companies -- Apple itself (Texas Keep'em), Electronic Arts (TETRIS, Monopoly), Activision (Crash Bandicoot) and SEGA (Super Monkey Ball). Then there are a bunch of mid-sized companies and, happily, in addition 7 simple groups and 4 individuals.
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If you are interested in incorporating ProgClub slib into your project, here's what you need to know:
iFart Mobile is truly a great interesting story. It has been developed by an Internet marketing guru who realized how to deliver the results the system and get incredible publicity by causing a pointless app that he must have known would effortlessly build controversy, laughter and awareness.
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You probably want to setup an svn:externals from your svn repository to the public release tag:
The Internet mythology of smart guys working evenings or week-ends, or out from the garage, and hitting the jackpot, lives on. The little guys in this unique group are Henry Moffett (iHunt), Ethan Nicholas (iShoot) and, so far when we can inform you, Shinya Kasatani (Earn Guitar). These guys might not be the next Steve Jobs, however they have been successful to the tune of hundreds of thousands of dollars, just a dollar or two at a time. Very impressive.
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  http://www.progclub.org/svnro/pcrepo/slib/tags/latest
Controversy will be useful, but by no means crucial
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That way you'll get changes to the framework as they're released.
iFart Mobile in particular, and with a lesser extent iBeer and iHunt, are quite controversial and almost certainly gained a lots of publicity for this reason. You can almost view the controversy in the ratings -- while the majority of the 20 top apps have a dominant rating of 5 stars, slowly dropping down, these 3 controversial apps had large numbers of ratings for both 5 stars and 1 star. So it distribution of rating might not hurt an app, and might show a developer that the app has a big potential to make buzz.
 
 
The other top apps did not seem meant to attract controversy which obviously didn'n hurt them.  
 
 
Five-star ratings are neither important nor feasible for top apps
 
 
You can't make sure you each one of the people all the time -- so the a lot more ratings there are, the lower the odds of a 5 or even 4.5 star average. None with the top apps had 5 stars and most had 3 to 4 stars. iHunt had only two.5 stars, because a wide range of people hated it.
 
 
It takes a Large amount of downloads to develop a lots of ratings
 
 
Despite the fact that probably countless people collectively downloaded the 20 top apps, the highest number of ratings (Fieldrunners) has been 1,479 and the lowest (Earn God) had been 226. Most people don'testosterone offer ratings, and even fewer write reviews.
 
 
Offered that people like to end up being element of a happy herd, it's almost certain that savvy developers actively promote positive ratings and reviews.
 
 
The theme doesn't should be classic or familiar
 
 
Classics like Texas Hold'em, Monopoly and TETRIS (just about all developed by public companies) did characteristic in the 20 top apps. The other apps were at times familiar, occasionally not, but none of them really adapted a big-name, well-known sport. Bank account Guitar, of course, used a well-loved instrument with great success. But to balance that, Ocarina catapulted a helpful obscure historic flute to fame.
 
 
Exceptional counts
 
   
 
There are many, many, many mobile phone games with themes not dissimilar to the top games. There are dozens of guitar simulations. There are 5 other iFart apps. So just having a good notion isn'capital t adequate.  
 
 
The iFart apps are a helpful interesting illustration. Almost uniformly, these people have not developed a following, and the comments are mostly bad -- not because they're vulgar and silly, but because these people're not well executed and users don'big t like them.  
 
 
Today you understand some with the secrets. Happy programming!
 
 
Findanapp is actually a simple, searchable database of all iPhone apps we can lay our hands on. Our site seems to have details of over 59,690 apps, and counting.
 
 
http://nyro.org.uk/member/508057
 

Revision as of 13:12, 1 July 2012

Slib is the ProgClub PHP framework software. That's the software that provides a framework for your PHP applications. For other projects see projects.

Project status

Under way. Not released yet, there's stuff TODO.

Contributors

Members who have contributed to this project. Newest on top.

All contributors have agreed to the terms of the Contributor License Agreement. This excludes any upstream contributors who tend to have different administrative frameworks.

Copyright

Copyright 2011, Contributors. Licensed under the GPL.

Source code

The repository can be browsed online:

http://www.progclub.org/pcrepo/slib/trunk

The code for slib is publicly available from svn:

http://www.progclub.org/svnro/pcrepo/slib/tags/latest

Or privately available for read-write access:

https://www.progclub.org/svn/pcrepo/slib/trunk

Links

No links at this time.

Functional specification

The software provides a web-framework for PHP applications.

Technical specification

TODO.

TODO

Things to do, in rough order of priority:

  • Create the project in svn
  • Document functional specification
  • Document technical specification
  • Copy in existing code

Done

Stuff that's done. Latest stuff on top.

  • JE 2011-12-08: created project page

Notes for implementers

If you are interested in incorporating ProgClub slib into your project, here's what you need to know:

You probably want to setup an svn:externals from your svn repository to the public release tag:

http://www.progclub.org/svnro/pcrepo/slib/tags/latest

That way you'll get changes to the framework as they're released.