Got bored while waiting for Apple's approval, and started the Android version, which landed in the Android Market 3 days after Apple accepted the iOS version.
I have 3 iOS apps in the pipeline at the moment. I put development of one on pause while Apple figures out if it'll be taxing SaaS apps.
I have what's at http://chpwn.com/apps, but I don't consider most of them enough of an "app" in the traditional sense. I put up "four", but that's just a random guesstimate of how much the work I've put in would translate into actual apps.
Nobody said developing for jailbroken phones was easy! ;P
But I won't consider that one serious until I finally get the update approved. Why is it so much harder to get an update approved than the original app?
One of my own (which is horribly out of date, so I won't post a link), and two for clients. Also one prototype for a client that was only for shopping around to investors, so not counted in the total.
Is the poll intended to include apps created for clients, who then published them under their own accounts? Or only apps published by the developer directly?
For me: 5+ I've written for clients. Written a few demos and POC's for myself and clients, not submitted to the store. Nothing self-published directly.
Presumably because he lives there (or was contracted to do it by someone who does) and whatever API/system taxis use there is probably not the same as one used anywhere else.
I don't like the direction Apple is taking for software development. I don't want our field to be one where every product and idea is at the mercy of some other company's approval. Even worse, I don't like how Apple is setting a precedent that all the other platforms are so eagerly following.
However, I can't seem to break away from buying Apple products. I tried going the Ubuntu route with a Lenovo x201, but had endless problems with both the software and hardware. The laptop would shutdown every time I closed the lid (even after multiple firmware updates and beta kernels). I missed my ability to print anything to Evernote as a PDF. I missed how the default Mac OS keybindings use Command over Ctrl. On Linux/Windows, any time I view a page with Flash it intercepts the Ctrl key preventing me from quickly opening and closing browser tabs. It's a very old netscape plugin bug, but Apple nicely sidesteps it by using the Command key instead.
So, while I can't break free of Apple products just yet (though I want to), I draw the line at developing applications that help fuel the environment they've setup.
Since the App Store opened, between DS Media Labs and Apperian, I have published or helped publish 70+ apps. This of course includes applications for clients.
Apps (Products) for DS Media Labs - 11
Apps for clients through DS Media Labs - ~50
Apps for clients through Apperian - 10
I have published most apps as a team, but I would say its fair to say at least a quarter were 100% just me. But how many apps you done, does not say really a lot. It's how many of the apps have had depth and were designed well that really counts.
Still working on my first one to be published. I have a rejected app as well but it was really borderline and I knew it had very little chances of being accepted, so I put as little work as I could into it. I liked that someone from Apple actually asked to talk to me on the phone to notify me of my rejection :)
There is a webapp version of my app that works nice on the iphone after you save to the home screen here: http://romulusetrem.us/randomhead/
For those of you who have published, what do you think? Is the amount that you're making commensurate at all with the effort that you put in? Would you do it again/are you continuing to write more?
My first iOS app (under my own name as opposed to a freelance job, of which I've done a couple) was approved a couple days into February, and I look to be on track to have made about $200 from it this month.
I wrote it over a weekend when I most definitely would have otherwise been spending that time browsing HN or watching television. With that in mind I feel like I have still gotten a net positive value out of the time, because I'd rather have $200 and the satisfaction of having made something people wanted, as opposed to $0 and the feeling of uselessness after having burned a weekend loafing around.
I find the rate you get for 3rd party development to be in excess of the median amount you expect for apps. (There are lots of crap apps and a few hits, so I'm sure the mean is higher).
I've published about 10 apps so far, but only the games Strikes ( http://bit.ly/playstrikes ) and Missile Master ( http://bit.ly/mmtrailer ) have seen much sales so far. Being a one man shop located in Malaysia, it's not been easy to get noticed in the US app store, which is still by far the most important market (and the most competitive).
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[ 3.0 ms ] story [ 112 ms ] threadGot bored while waiting for Apple's approval, and started the Android version, which landed in the Android Market 3 days after Apple accepted the iOS version.
I have 3 iOS apps in the pipeline at the moment. I put development of one on pause while Apple figures out if it'll be taxing SaaS apps.
Nobody said developing for jailbroken phones was easy! ;P
But I won't consider that one serious until I finally get the update approved. Why is it so much harder to get an update approved than the original app?
Unless I actually had a hit, I would have to publish something like 50-100 to have a livable income.
For me: 5+ I've written for clients. Written a few demos and POC's for myself and clients, not submitted to the store. Nothing self-published directly.
1. Dayta for iPhone: http://daytaapp.com/
2. Color Stream: http://colorstreamapp.com/
3. Taxi Lah!: http://taxilah.com/ (for Singapore only)
Only one or two actually make me any money (besides the freelance checks).
I don't like the direction Apple is taking for software development. I don't want our field to be one where every product and idea is at the mercy of some other company's approval. Even worse, I don't like how Apple is setting a precedent that all the other platforms are so eagerly following.
However, I can't seem to break away from buying Apple products. I tried going the Ubuntu route with a Lenovo x201, but had endless problems with both the software and hardware. The laptop would shutdown every time I closed the lid (even after multiple firmware updates and beta kernels). I missed my ability to print anything to Evernote as a PDF. I missed how the default Mac OS keybindings use Command over Ctrl. On Linux/Windows, any time I view a page with Flash it intercepts the Ctrl key preventing me from quickly opening and closing browser tabs. It's a very old netscape plugin bug, but Apple nicely sidesteps it by using the Command key instead.
So, while I can't break free of Apple products just yet (though I want to), I draw the line at developing applications that help fuel the environment they've setup.
1 - Quicklytics - http://escoz.com/quicklytics - Google analytics app
2 - Githubby - http://escoz.com/githubby - free github client
A third is for a client (Clubtix.com), and the last for a large consulting corporation that I can't name.
1. iSlap
2. DQ Craze
3. Witch's Workshop
4. Aya Go
5. Lost in Time: The Clockwork Tower
6. Puzzle Quest 2
I get about $180 a month, but it's from Android apps, not iOS.
Apps (Products) for DS Media Labs - 11 Apps for clients through DS Media Labs - ~50 Apps for clients through Apperian - 10
I have published most apps as a team, but I would say its fair to say at least a quarter were 100% just me. But how many apps you done, does not say really a lot. It's how many of the apps have had depth and were designed well that really counts.
There is a webapp version of my app that works nice on the iphone after you save to the home screen here: http://romulusetrem.us/randomhead/
I wrote it over a weekend when I most definitely would have otherwise been spending that time browsing HN or watching television. With that in mind I feel like I have still gotten a net positive value out of the time, because I'd rather have $200 and the satisfaction of having made something people wanted, as opposed to $0 and the feeling of uselessness after having burned a weekend loafing around.
I definitely do some of both though.
I'm using http://openframeworks.cc instead Objective C, and so far very happy with it.