Quick and easy way to integrate all of those would be Mobclix. Then you can control what gets shown and how often. We currently have it try to pull up an iAd first and then one of several other networks. That way we always have an ad up
Most ad networks are sorted by Mobclix, but you have to set your own AdMob account up, and make sure you set up your app for iAd.
So you are not suppose to have 3dsmax or any other package but adobe illustrator or adobe photoshop because thoose two do not cost much money.. Ahh right..clever logic As a client you want the source to be able to work on it or send it to someone else to works at. Most clients who want an app created dont own photoshop neither could they work with it.. So your example of excluding source of 3d tools is bollocks. Its not about owning max, maya or photoshop but to have the source if you wish to continue working on it or let some work on it.. And artwork is artwork no matter what programm its made in.. Only because you know how to works in ps does not mean everybody does or even own this expensive software soley to sit there and open an occasional psd they get send. If someone even needs to ask what file format you think this person has extensive photoshop knowledge? Of course thsts the reason this person asks in the first place, right, becase he/she knows. And whats wrong with tgas next to the sorce files? If the client in this case does not know much about artwork creation would you not suspect it would be easier for her to provide her with assets her programmer can durectly work or does the programmer also needs expensive photoshop to then dismantle hundred layers of an psd?
A mixed aproach is best for internationaly released apps. In alot of countries iads adds rollout is very slow and a mix is usefull to get always adds served to show..
You didn't get the point. 3DSmax is more specific and cost way much better than Photoshop. Photoshop is useful for many things. To be more productive, you must have Photoshop. it's a reference. Again, we are talking about artwork NOT 3D models or 3D scenes for a 3D games. If you're talking about 3D artworks, the artist always used after the final rendering a editing software to improve the 3D result (colors, manipulation or painting) and in most of case, again it will used a software like Photoshop. Of course, you can ask to have the original 3D scenes files but you will not have the final touch that only the artist have. We are talking about making video games right? when you received the final arts, you need a software to work with... Nowadays, in a game dev team, what kind of graphist/designer does not have photoshop... This is a joke... edit: "the hundred" layers is just a tips I give to her after many years of experience.
Whether it is 3DS Max is not important. It doesn't matter if your artist created assets in Illustrator, Inkscape, Photoshop, Pixelmator, Gimp, Cheetah 3D, Blender, etc. Many of these tools are free or cheap, so your argument about the price of 3DS Max is pointless. It is not about the cost. Also, saying that a game is 2D to eliminate the possibility of 3D assets does not make sense. Many "2D" games are made using 3D artwork which has been rendered out and turned into bitmaps. My game Charmed is 2D, but when you select a charm, it rotates in place. These rotation frames were rendered out from a 3D program to PNGs which are played in sequence in a sprite. Anyway, the main point is that you must, Must, MUST obtain the original source files in addition to your final PNG assets. To not do this is just crazy and asking for trouble. If you decide to hire another artist to modify your game art and your don't have the original source files, what are you going to do? Note that I said "in addition to" the PNGs. You should also have the artist take care of creating the PNGs for the programmer. If you can get the programmer to provide the artist with the exact filenames and bitmap sizes that are required, it will save time and frustration too.
Nobody said that a graphic designer wouldn't have Photoshop, but you can't expect every programmer to have it. Many programmers can't do even the most basic tasks in Photoshop anyway. Of course there are some programmers (like me) who are also quite good with Photoshop and use it to tweak art received from artists. That is fine, but is an unrelated point. PSDs and other asset file formats must be delivered to the project manager in their original form, whether the PM owns the corresponding software or not. Programmers should normally only receive PNGs.
It's more that the programmer and artist need to agree on the filenames and sizes before the artist creates the final PNGs. You can certainly have the artist do design work for your game ahead of the programming, but it is important for a programmer to make an artist aware of how the game will be structured, which assets can be combined into a single bitmap (e.g., a background image), and which need to be separate. For example, if you were making an analog clock, the programmer would likely as the artist for a background image, separate images for each clock hand, and a separate glass overlay image for to go over top of the hands. Working out the file naming convention, specific filenames, image sizes, etc. can save a lot of wasted time. It's no fun writing scripts to try to rename assets that an artist has created incorrectly for you. Sometimes hand renaming is the only option.
in the case of a 2d game with 3d models (diamonds or characters or whatever), yes, it's important. but if you decide one day to hire an artist, that doesn't mean that the result will be the same when he render the full asset with the sources. that's the important point here. I believe that the artist of pinkandpurple is a freelance to save time and frustration, be sure to receive what you need in a bigger size than the original. if you need modification in the future, contact again the same artist.
Its always good to have the source filrs no matter what. There is no single argument you are bringing in that can negate this. All thoose but what if... Having thoose source files is about flexibility. Maybe the contractor does not like to work with the artist again. Maybe he found a better one whatever.. Thsts not the point. Advising to only get psd assets is just wrong. Get the source plus files your prohrammer can work with.. @pink: in your case it would be best that you all sit together at least once (or a group call on skype or so) and get thoose things sorted out. Any good programmer knows beforehand what kind of files in what structure he needs and should be more than capable to talk this through with the artist who also should know how it has to work... Thats the teason you hire them in the first place, because they should know how todo such stuff
of course is always good to have both, what I mean is that in practice very few people use it for the reasons mentioned above. You can request the 3d source files (if it's 3D of course) but goes directly to the essential. For all that is technical, the programmer must know exactly what he wants.
Difference between? Um I was pondering what is the difference between an Ibook in ibook store and one of those guide apps in the app charts? I just asked as there might be quite a difference with people searching for what they want, And also sales as there are a few services that convert and apply for premium distribution for you.
iBooks is an electronic book store ran by Apple, just like the AppStore. The software to use this store, and read books bought from it, is also called iBooks. iBooks has the capability to also display e-books that you get from other sources (in the epub format) such as Project Gutenberg or independent e-book stores. It can also display PDF files, though it's limited compared to dedicated PDF readers (e.g. GoodReader). In the AppStore, there are also books and book collections. Like the guides you mentioned. In essence, these are books bundled with an app that displays them. They are pretty much a hybrid between an e-book and an app. (I programmed stuff like that in the 80s, kind of funny to see it being popular again.) It can be a bit confusing since iBooks isn't included out of the box, so it has to be installed manually. Also, the AppStore doesn't search in the iBooks store. I think this is rooted in the previous situation that iBooks (the store) was only available in the US before Apple made it available in other countries too. Well, it's like iTunes (the store) for e-books. Hopefully I didn't add to the confusion.