Podcast-Illustration-0121This is a long one, with a lot of oddly on topic random sort of off topic chat about things ranging from the way Apple wants you to launch games to outdoor hockey games to our feelings on Kody from Sister Wives. Of course, like all episodes we discuss the hot games of the week, how TowerMadness 2 can stand out in a crowded genre, and more. Moving on, news is next with tons of stuff happening this week, the biggest story probably being the King.com trademark drama. Be sure to listen.

If you've been having trouble with our podcast feed, it seems like the way to fix it is by unsubscribing and resubscribing in your podcast management app of choice.

Don't forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to podcast@toucharcade.com. We read 'em all, even if they don't make it into the podcast.

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Direct Link: TouchArcadeShow-139.mp3, 80.1MB

GAMES

NEWS


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  • rewind

    No twitch? I have been twitching all afternoon for a twitch stream.

    ....I've also been attempting to think of better puns.

    • Ekaraj Sirkureja

      Lol

  • jontas

    Hey, just finished listening to the podcast and wanted to let you know a surefire way to accurately determine the 10,000th post. If you run the following query in mysql (if you don't know how to do this I'm sure your tech guy does, most likely you have phpmyadmin or some other way to access the database):

    select ID, post_title from wp_posts where post_type = 'post' and post_status = 'publish' order by post_date asc limit 1 offset 9999

    This will tell you the ID and title of the 10,000th post. You can use the title to search for the post in the admin area, or when looking at any individual post in the admin the url will contain something like "post.php?post=XXXXX&action=edit". Just replace the "XXXXX" with the ID returned by the above query and you'll be looking at the 10,000th post.

    *edited to remove self promotion :)

  • driscoll14

    Another week where it is not showing up on iTunes. This really messes with my routine.

  • http://animaltrackers.wordpress.com/ DAiv Games

    I can sympathise with those developers who had been relying on Apple featuring their game and it not being featured after all. I haven't been in quite that position, but I did release my first game onto the AppStore only for it to not appear in any of the new release lists, which as a lone indie, was the best chance of getting noticed. As a result, not even people who had been actively looking for it could find it!

    It was only recently that I think I discovered why. If you set a release date for a game in iTunes Connect that passes before you've actually submitted your game to Apple, the system still treats it as if it had been released, so when you come to actually release it, the game appears as an update instead of a new release, and therefore doesn't appear in the new release lists.

    My current game has taken longer to develop than I expected and the original release date has lapsed, so I've had to create a completely new App Id (together with all the Game Center leaderboards / achievements) and set a release date far into the future, just so the same thing doesn't happen again.

    So, if there are any other devs reading, that may be something to be mindful of.

    Anyway, as the saying goes, "Sometimes you win. Sometimes you learn."

    • rewind

      I've never heard that saying, but I feel bad for you nonetheless.

      • http://animaltrackers.wordpress.com/ DAiv Games

        Thanks. Actually, I hadn't heard it either until recently, when I read it in the 'Rich Dad, Poor Dad' book.

        Ever the optimist, I guess the author prefers to put a positive twist on the more well-known phrase, "You win some, you lose some."

      • rewind

        Yea, I've heard that one a million times, but I've never heard 'you learn some.' Still though, how much do you get for your buck with Facebook advertising? Like how many people see the advertisement for $100?

      • http://animaltrackers.wordpress.com/ DAiv Games

        I just looked into it and they have four options, one of which is CPA (cost per action), which in this case means cost per install. You bid an amount which is the maximum you are willing to pay each time someone installs your game.

        So on a 99c app, Apple gives you 70c, so any amount up to 69c would make you a profit. I guess the more you pay, though, the more likely Facebook will show your ad instead of one of your competitors, so it would take some experimentation to see which bid price nets you the most profit.

        You have to use the Facebook SDK in each game, though, so I hope that doesn't make logging into Facebook mandatory. I'll have to check the docs.

        Lastly, I wanted to link to Facebook before, but couldn't get them to verify my account without me giving them photocopies of my passport / driving licence which, needless to say, I was not willing to do. Maybe things will be different this time.

  • felipe

    Nothing on iTunes..

    • rewind

      Apple sent out an update fixing it

    • xander134

      I in subscribed and re-subscribed and it worked. I realize that this solution is not working for everyone. (See above)

  • paulkane

    Thanks for the laughs, MM. All the flappy bird comments were hilarious. Especially loved the one at the end about watching sister wives, playing flappy bird, tweeting, Instagram, taking selfies...brilliant! Am I the only one who routinely listens to these podcasts 3/4 days late?

    • rewind

      Nope. I listen to them on Sunday usually.