- Starting from different points in the piece also provides a good subtle variation.
- Playing the piece at different octaves.
88 karma · joined November 1, 2009
Founded and scaled the Gear company group to 6,000+ employees, 8+ countries, 7 cats, 1 dog. Solo founder, no outside investment.
gearinc.com geargames.com
- Starting from different points in the piece also provides a good subtle variation.
- Playing the piece at different octaves.
I think a lot of people would like to see what the app might look like before giving away their email address.
(I run 24/7 operations in Vietnam, I'd love to talk shop.)
Also, ImageOptim provides a GUI that does lossless PNG compression:
A few major challenges:
- Designing a game that is fun and intuitive to play with a wide variety of input controllers (touch, mouse, keyboard, joystick).
- Handling the entire spectrum of screen resolutions, from older iPhones to high-end desktop computers. The game would also probably need to work in both portrait and landscape modes.
- The QA effort alone could be huge. Testing on quirky desktop browsers or buggy Android devices alone could be a dealbreaker.
- I'd argue that the time spent trying to figure out a game design or technical workaround for a particular platform would be better spent focusing on one platform and making the game more fun. In my experience, trying to make a fun game involves a lot of trial and error and iteration, and I personally don't think I could do it if I also had to keep in mind multiple distinct target platforms.
I can envision a couple one-button games like Angry Birds or Tiny Wings possibly having a chance, but even in those cases, I'd argue it'd be better to nail one platform first and then incrementally add other platforms instead of spreading oneself too thin.
(This doesn't explain everything for Google, but I'm sure it was a factor.)
I can't find the exact news article, but this one is close ($200 profit/half day!):
http://www.dnainfo.com/20110628/midtown/kids-set-up-lemonade...
We found that vanilla long-polling works sometimes on iPhone and some Android phones. But it often introduces huge latencies, and it often just fails for no apparent reason on some Android devices.
Our solution so far has been to roll our own mobile networking layer, with redundancies and timeouts especially tuned for mobile.
I've been working in the crowdsourcing field for several years now (our workers are from Vietnam), and can understand that the profit margins can be very thin for some of the more basic tasks.
Drop me a line if you're interested in branching out to Vietnam.
Reading through the link, I believe it does a combination of skin tone detection and human body pattern matching. Typically, this solution can detect a fully nude human pretty well, but fails on something like a close-up/partial shot of a penis.
I know of other teams that moderate photos, but I don't know anyone that's put together a publicly available API/web service for it.
Do you happen to know the names of any existing services?
We have good technology and an experienced team, which lets us check a lot of photos faster and more reliably than the competition.
Do you happen to know anyone that uses CrowdFlower for this? I'd love to chat and see what they think of the service.
- Your best shot at Android is to make an app that doesn't push the hardware. We built a high-end game, but we couldn't afford to keep supporting the latest devices. In fact, our game crashes hard on the Xoom/Gingerbread, but it's not making enough money to justify a fix. Fragmentation is a huge problem on Android, so for indie devs, staying low-end is the only real alternative.
- Our games have been featured by both Apple and Android, and been in both top selling lists. Our Apple revenue was easily 50x our Android revenue.
- I think you'll have better luck from a free, ad-supported app instead of a paid app on Android.
- If you want to make livable money, then your options are: (1) get as iOS app featured by Apple, or in the top 200 apps for a long time, or (2) create a stable of smaller apps that work well on all iOS/Android and don't need to be ported/tested on each individual device.
Our solution was to use a pure black Default.png, and design our game to have very low upfront load times. On iPhone 3GS, our game takes 1-2 seconds to fade in from pure black.
This also fixed the problem we had where some users that preferred to flip the game upside down (landscape mode).
- A friend of mine here once hired a guy to paint his ceiling. The painter did a good job on the ceiling, but didn't put down tarps and got paint everywhere on the walls and floor. My friend was understandably angry, but the painter couldn't understand what the problem was. From the painter's point of view, my friend didn't specify that the floor and walls not get paint on them.
- I hired a crew to build an addition to our office. After they put in the floor, I realized that it was lumpy and misshapen. When I confronted them about it, they didn't consider it a problem. I didn't say the floor needed to be flat.
- I asked a smart, college-educated colleague to fix one of our broken clocks. She ended up just switching the clock with one of the working clocks. I had to go back and specify that all clocks need to work.
If you're going to outsource, you absolutely need someone who can bridge this gap. What feels half-ass and unacceptable under any circumstances to you and me, could just be normal and expected for a lot of people. And similarly, what feels normal and acceptable to us can feel obnoxiously strict and overbearing for others.
The trick is to understand that for any given situation, the meaning of "acceptable" varies from culture to culture. And it has nothing to do with skill or intelligence.
Does this mean that all the "non founder employees" would split the 10-20% of the equity?
2-hour phone conversation to help us get up to speed with the technologies and to double check our assumptions and architecture.
- Moved the call to action to above the fold
- Changed the copy to focus on the player, not the game
- Added another image (more on the way)
I'm wondering how well it would work for the senior programmer to explain a very small, 5-minute task to the junior, then work on something else while the junior guy finishes the task, then check the work, and repeat.
I'm more interested to hear if anyone has ever actually tried this, and if there were any surprises or if it didn't work, why didn't it work?
Would a senior and junior programmers' combined productivity be significantly higher if they were paired up instead of working separately?
Assuming, for the sake of discussion, that the senior programmer has 15+ years of experience and the junior has <1 year.
From just quickly glancing at the website, the 1Gbps is only for local servers, and they don't seem to guarantee any international bandwidth.
Nexus One doesn't handle multitouch correctly: http://www.youtube.com/watch?v=dsSUqkh8pcI
Droid doesn't register a tap if one finger is already touching.