Just to clarify.. all rejections have been because of apple doing something to the executable... tripping my anti piracy code.. (yes I know it is a losing fight but it is hard to give a year of my life and family time away without trying ) So I just lowered the defenses and took out what I think they were tripping... there has been NO communication back from apple... except what happened at that moment. NO description of what they do to the app when it hits their hands .. so basically I am fumbling in the dark one weeks rejection at a time trying to find the right combo... I am confident this will make it... I wish apple would protect us little guys better but o well so goes the show! =) It is already back in! Let the fun continue!...
If this gets rejected a third time, I think I might just have to drive down to Cuprtino and approve it myself.
So that's twice now the AP code has forced a rejection by Apple? Maybe you should look harder at IAP? You do know all this anti-pirate talk does nothing but piss them off and makes them want to pirate your game even more? Remember when Metallica went after Napster many years ago? What happened to Metallica's music? Simple. Even more people downloaded it for free from Napster, mainly as a big "FU" to the band and miracle of modern science, idiot man-child that is Lars. While I think you've built an excellent game here - from what I can see in the videos - all this near-constant AP blabber on your blog does put a damper on the enthusiasm for the game itself and is not endearing you much to the users' hearts. It's like listening to a private in the U.S. Army whinging about how difficult basic training is even though he volunteered and signed up for it with full knowledge it would be difficult. iOS and copyright infringement: youse roll the dice and youse takes yer chances. Honestly, if it were truly that bad then there wouldn't be any good games at all in the iOS app store because no one could make any money from it.
There is a iap version..... But everyone on the Beta thought that a iap version might make some people mad, so Ryan also made a collectors edition that contains everything plus some goodies. That way everyone is happy. IAP is not a very good strategy though. Both of gameloft's latest games did not do as well as they should've because Gameloft was trying the IAP theory.
I don't understand this line of thought. Show us where Gameloft's latest IAP games have suffered? Gameloft's latest IAP games have the following Pros: - Allowed users to download the games for FREE and play enough of them for FREE that allowed them to make a more informed buying decision. - Allowed Gameloft to concentrate on make a single version of the game without have to resort to tracking two different versions in the app store, i.e. the full game and a "lite" free version. This allows them to concentrate more time on making the game better than worrying about various versions of the same game. What are the cons of this style of IAP game? Now, I agree that certain casual farming-type games have annoying IAP habits pretty much forcing users to buy more "gold" in a game using IAP, however the unlock via IAP method is a one-time payment. It's not like they're charging MORE for unlocking via IAP versus buying a full version outright.
All this talk of anti-pirate code irks me, and I'm a developer. Pirates don't buy games, so why bother wasting time with code to thwart them? So far, all it's done is inconvenienced your legitimate customer base since Apple keeps rejecting the game. Even if you succeed 100% (which is highly unlikely), you still won't get money from pirates. Instead, focus your attention on the paying customers and otherwise use that time to polish the game, improve tutorials, reduce complexity, etc.
How? Looking at Gameloft's Sacred Odyssey they have two versions: Free version with IAP to unlock the full version - 403 MB Full version with no IAP for pirates - 406 MB Neither version would have allowed you to download them over 3G! The vast majority of IAP purchases are TINY things, easily done over 3G.
Exactly my point. From what we have all seen, many times DRM or "anti-piracy" code in a game does nothing but piss off the legitimate users who bought the game if/when that DRM/AP code fails. Pirates just rip it out or subvert it and never have to deal with it.
Disagreed... Why should peoole just let them get away with stealing its illegal i think you should try as hard as you can to prevent and then you could start to sway the tide of pirates
Actually, this doesn't work well. There are several PC/Mac games out there with draconian "anti-piracy" code baked in that have caused nothing but trouble for the people that purchased them whilst doing nothing to prevent the infringers from doing what they want with it. It doesn't work at all. Look at the debacle Sony caused in the past with installing rootkits on legitimate users' PCs without their knowledge while the folks who downloaded it off the net had no issues. And all the prevention in the world isn't stopping piracy off the coast of Somalia - it's actually expanding. And one isn't just "allowing" anyone to get away with it. There are laws against it and anyone found to be doing it should be judged in a court of law and punished when found guilty.
Even though pirates doesn't pay him, Ryan still has to pay for the server costs, which the pirates are using. Get it?
Sorry for double posting, had to post it; Are you sure you got the meaning of piracy correct, in this context? O_O
Yes, there is piracy as seen off the coast of Somalia and then there is copyright infringement which 99% of you mistakenly call "piracy". I'm just trying to dumb it down for those in here who are not that intelligent to really know the difference. I do hope the servers are just there for OPTIONAL PVP play and are not required to actually play the normal game otherwise this game is doomed from the start based upon the programmer's serious hangups about copyright infringement. Not sure how he has load tested it yet (or even what kind of load a single PVP session would put on it), but even the so-called "professional" development outfits have run into load issues with their PVP servers. I hope as much time and thought went into the PVP servers as did the "anti-piracy" code he put in that seems to keep biting him in the butt every time he submits it to Apple for approval.
Multi player is icing on the cake. Not needed at all and is beta or experimental on release as we tweak and change it. The server is a very simple instant match maker for now based on location.. it will be more later. I have spent maybe 2 real days trying to prevent piracy at least the first few days. The measures are really just for the "scripts" out there and really would never interfere with a legitimate copy ( not doing anything really amazing Apple has just changed what they are doing on their side ). That is not much time compared to the 600 or so days I have been making this. Either way it will be out soon I cannot wait to see yall online! =).. More info on blog as always..