Probably because a large number of iPhone owners have never even considered using WiFi when they have alternate options that work anywhere.
Yup, just like MidianGTX said, 3G is limited to 10 Mb. Releasing the new versions as universal binaries (iPod+iPhone+iPad) will make them a lot bigger than 10 Mb, The vast majority of downloaded games are on the go with no access to WIFI, so business wise it makes sense to keep the games below 10 Mb. However, we dont want our existing customers to pay twice, so its a dilemma. One simple and good solution is if Apple would let us upload two binaries; the consumers can pay once and consume twice, the iPhone version will be less than 10 Mb, and theres no need for the consumer to download and install the extra Mb not needed. Right now we are doing it as a separate version but we don't know for sure how it will work until Apple actually release the iPad and updates the App Store and iTunes Connect, so we'll see how we actually release it.
Apple seem to really like your games so I would hope that you guys are in a fairly good position to discuss with them the problems and possible solutions. A better position than most people anyway
They LOVE them, but communication is pretty much one-way. The Apple contacts we devs get don't usually have much power to change things, so you can talk to them but they don't have anyone they can talk to. Or at least that's the impression I get. They do however listen in their dev forums, and it seems like they forward what we say to people who can change things.
A little update on the.. err bug fix update: * Beat the designer time awards should be fixed, try #2 * The accelerometer bug on the 3Gs and the 3rd gen iPod is fixed in iPhone OS 3.2, but as that will take some time to get released, we have found a way around the bug, so that should be fixed as well. That one was hard to iron out. * And I've added some new awards too, to compensate for my snafu with the last update. We will test it today and hopefully also submit it today if testing goes well.
Nope, found some bugs I had to fix. I've fixed them now, but we need to test it more, so hopefully tomorrow.
very good news here! also..now that the 1.0.1 is out i noted that my play time is going soooo fast..shouldn't be too hard now to get the "get a life " achievement
I just found a hidden feature in the 1.0.1 update, when I type in an ID, the shift-button is pressed all the time, before the update only the first character would be upper case, the rest would be lower case. (That doesn't matter though, it finds the level packs with lower case characters too. This looks better though )
Just a quick question, I haven't been reading the thread very actively, but I get crashes ALL THE TIME... Is the bug fixed, because I can't play one session of Labyrinth without crashing.
Umm no we haven't heard anything about crashes, no crashes at all in fact. What device do you have? Which OS version? Have you always had crashes? When do the crashes occur? Have you tried to do a Restore in iTunes?
Yes we did lots and lots of these small tweaks in the 1.0.1 update. The spelling correction is also disabled now.
Tack! Kul att höra! Såg du det på frukost-tv imorse på SVT1? Edit: Nu finns det uppe på SVT Play: http://bit.ly/9RdgJw
I'm getting frustrated with the fact that when a moving wall bumps into the marble it doesn't just push it forward, but instead the ball flies off as though it were a bumper, into holes that are inevitably waiting
Again I must say that this is a great game. The only problem I have is in the level editor, I find that when I overlap a block over another block, I often see a small line in-between, like they aren't overlapping. Is there a way to fix this? EDIT: I had an idea, maybe you can add a circle object in the level editor? That would be great.