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  • Proxy within a proxy, tunneling?

    - by joeblogger
    At work there is a proxy that (understandably) blocks all ports except web ones. However, during lunch hours you are allowed to play online games. But as ports are blocked, multiplayer games are out of the question. So I was wondering, could I set up a tunnel on a web port, that would then allow me to access those blocked ports, through the port 80 tunnel whilst still being behind the work proxy? This is in a Windows environment.

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  • Developing for Mac, without a Mac.

    - by speeder
    Hello I am a "lone wolf" game developer, and games sell more on Mac (because noone make Mac games... bizarre), so I need to make Mac games. My problem is: I don't own a Mac, and I have no way to get one (unless someone donate one to me...), I don't have money even to upgrade my crappy 3 year old PC, or buy a netbook... So, how I develop for Mac without a Mac? I guess that if I installed Mac OS on my machine, it would do, or can I just use Open Darwin instead? Or Mac OS run on virtual machines?

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  • Applescript studio - how do I get every control in a window

    - by stib
    I'm trying to enable or disable all the control in a window as the programme changes from interactive to non-interactive mode. How can I ask a window to give me all its contents? every control of window "mainWindow" doesn't work, nor does contents of window "mainWindow" Actually, I haven't been able to find any good documentation for interacting with menu items from interface builder at all. Things like how to set the contents of popups, and buttons and so on. thanks

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  • fabric and svn password

    - by hyperboreean
    Assuming that I cannot run something like this with Fabric: run("svn update --password 'password' .") how's the proper way to pass to Fabric the password for the remote interactive command line? I am not sure, but the svn server we're using might have some restrictions to not allow --non-interactive passwords and I couldn't find a way to automatically update a remote repo.

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  • Problems cloning a GIT repository (Newbie problems)

    - by Brett Rigby
    Hi there, Trying to set-up GIT Server on my local dev machine and have been following this website so far but am a little stuck when trying to clone a repository. In GIT Bash, here's my output: $ git clone ssh://[email protected]:4837/ssh/home/Administrator/project1.git Initialized empty Git repository in C:/Git/project1/.git/ Permission denied (publickey,keyboard-interactive). fatal: The remote end hung up unexpectedly Any suggestions on why I would be getting a 'Permission denied (publickey,keyboard-interactive)' error? Thanks in advance!

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  • Blackjack game reshuffling problem-edited

    - by Jam
    I am trying to make a blackjack game where before each new round, the program checks to make sure that the deck has 7 cards per player. And if it doesn't, the deck clears, repopulates, and reshuffles. I have most of the problem down, but for some reason at the start of every deal it reshuffles the deck more than once, and I can't figure out why. Help, please. Here's what I have so far: (P.S. the imported cards and games modules aren't part of the problem, I'm fairly sure my problem lies in the deal() function of my BJ_Deck class.) import cards, games class BJ_Card(cards.Card): """ A Blackjack Card. """ ACE_VALUE = 1 def get_value(self): if self.is_face_up: value = BJ_Card.RANKS.index(self.rank) + 1 if value > 10: value = 10 else: value = None return value value = property(get_value) class BJ_Deck(cards.Deck): """ A Blackjack Deck. """ def populate(self): for suit in BJ_Card.SUITS: for rank in BJ_Card.RANKS: self.cards.append(BJ_Card(rank, suit)) def deal(self, hands, per_hand=1): for rounds in range(per_hand): if len(self.cards)>=7*(len(hands)): print "Reshuffling the deck." self.cards=[] self.populate() self.shuffle() for hand in hands: top_card=self.cards[0] self.give(top_card, hand) class BJ_Hand(cards.Hand): """ A Blackjack Hand. """ def __init__(self, name): super(BJ_Hand, self).__init__() self.name = name def __str__(self): rep = self.name + ":\t" + super(BJ_Hand, self).__str__() if self.total: rep += "(" + str(self.total) + ")" return rep def get_total(self): # if a card in the hand has value of None, then total is None for card in self.cards: if not card.value: return None # add up card values, treat each Ace as 1 total = 0 for card in self.cards: total += card.value # determine if hand contains an Ace contains_ace = False for card in self.cards: if card.value == BJ_Card.ACE_VALUE: contains_ace = True # if hand contains Ace and total is low enough, treat Ace as 11 if contains_ace and total <= 11: # add only 10 since we've already added 1 for the Ace total += 10 return total total = property(get_total) def is_busted(self): return self.total > 21 class BJ_Player(BJ_Hand): """ A Blackjack Player. """ def is_hitting(self): response = games.ask_yes_no("\n" + self.name + ", do you want a hit? (Y/N): ") return response == "y" def bust(self): print self.name, "busts." self.lose() def lose(self): print self.name, "loses." def win(self): print self.name, "wins." def push(self): print self.name, "pushes." class BJ_Dealer(BJ_Hand): """ A Blackjack Dealer. """ def is_hitting(self): return self.total < 17 def bust(self): print self.name, "busts." def flip_first_card(self): first_card = self.cards[0] first_card.flip() class BJ_Game(object): """ A Blackjack Game. """ def __init__(self, names): self.players = [] for name in names: player = BJ_Player(name) self.players.append(player) self.dealer = BJ_Dealer("Dealer") self.deck = BJ_Deck() self.deck.populate() self.deck.shuffle() def get_still_playing(self): remaining = [] for player in self.players: if not player.is_busted(): remaining.append(player) return remaining # list of players still playing (not busted) this round still_playing = property(get_still_playing) def __additional_cards(self, player): while not player.is_busted() and player.is_hitting(): self.deck.deal([player]) print player if player.is_busted(): player.bust() def play(self): # deal initial 2 cards to everyone self.deck.deal(self.players + [self.dealer], per_hand = 2) self.dealer.flip_first_card() # hide dealer's first card for player in self.players: print player print self.dealer # deal additional cards to players for player in self.players: self.__additional_cards(player) self.dealer.flip_first_card() # reveal dealer's first if not self.still_playing: # since all players have busted, just show the dealer's hand print self.dealer else: # deal additional cards to dealer print self.dealer self.__additional_cards(self.dealer) if self.dealer.is_busted(): # everyone still playing wins for player in self.still_playing: player.win() else: # compare each player still playing to dealer for player in self.still_playing: if player.total > self.dealer.total: player.win() elif player.total < self.dealer.total: player.lose() else: player.push() # remove everyone's cards for player in self.players: player.clear() self.dealer.clear() def main(): print "\t\tWelcome to Blackjack!\n" names = [] number = games.ask_number("How many players? (1 - 7): ", low = 1, high = 8) for i in range(number): name = raw_input("Enter player name: ") names.append(name) print game = BJ_Game(names) again = None while again != "n": game.play() again = games.ask_yes_no("\nDo you want to play again?: ") main() raw_input("\n\nPress the enter key to exit.") Since someone decided to call this 'psychic-debugging', I'll go ahead and tell you what the modules are then. Here's the cards module: class Card(object): """ A playing card. """ RANKS = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"] SUITS = ["c", "d", "h", "s"] def __init__(self, rank, suit, face_up = True): self.rank = rank self.suit = suit self.is_face_up = face_up def __str__(self): if self.is_face_up: rep = self.rank + self.suit else: rep = "XX" return rep def flip(self): self.is_face_up = not self.is_face_up class Hand(object): """ A hand of playing cards. """ def init(self): self.cards = [] def __str__(self): if self.cards: rep = "" for card in self.cards: rep += str(card) + "\t" else: rep = "<empty>" return rep def clear(self): self.cards = [] def add(self, card): self.cards.append(card) def give(self, card, other_hand): self.cards.remove(card) other_hand.add(card) class Deck(Hand): """ A deck of playing cards. """ def populate(self): for suit in Card.SUITS: for rank in Card.RANKS: self.add(Card(rank, suit)) def shuffle(self): import random random.shuffle(self.cards) def deal(self, hands, per_hand = 1): for rounds in range(per_hand): for hand in hands: if self.cards: top_card = self.cards[0] self.give(top_card, hand) else: print "Can't continue deal. Out of cards!" if name == "main": print "This is a module with classes for playing cards." raw_input("\n\nPress the enter key to exit.") And here's the games module: class Player(object): """ A player for a game. """ def __init__(self, name, score = 0): self.name = name self.score = score def __str__(self): rep = self.name + ":\t" + str(self.score) return rep def ask_yes_no(question): """Ask a yes or no question.""" response = None while response not in ("y", "n"): response = raw_input(question).lower() return response def ask_number(question, low, high): """Ask for a number within a range.""" response = None while response not in range(low, high): response = int(raw_input(question)) return response if name == "main": print "You ran this module directly (and did not 'import' it)." raw_input("\n\nPress the enter key to exit.")

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  • Advice needed: What tech expertise do I need to accomplish my goal?

    - by quaternion
    I have a business plan & money to hire a developer - the essentials involve simple online games for children (played via traditional computer over the internet) such that their scores are uploaded to a database that can be viewed via a nice portal. What I don't know is: what technologies I would want my developer to know (the only somewhat unusual requirement I have is that the games have relatively accurate timing of keypresses/mouse presses) how much I should expect to pay (in general, what is the appropriate range) how many hours a program of the complexity of a simple tower defense -type game should take to develop (to be clear, the idea is not to implement TD, but rather other games of similar complexity) whether I should go with capable acquaintances, some online kind of online web-dev bidding site, or just try to find a capable undergraduate at the local university who I can wow with his/her first big paycheck, how I should communicate the software's specifications to my hired developer... Is there a standard I should be using? whether I should hire a webdev consultant for a few hours to help me answer these questions, instead of asking stackoverflow Thanks for any advice!

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  • What first game did you program, and did it make you a better developer?

    - by thenonhacker
    What first game did you program? Name your game, the OS and language, and even a Website URL to get your game. Old DOS Games and Flash Games with ActionScript are allowed. Game kits are allowed, too. ...and did it make you a better developer? Programming games can be addicting, and it will bring out the best in us as we create our first game. What lessons did you learn form most? Algorithm and/or AI's? Graphics? User Interface? File Formats and Data Storage? Project and Time Management? Can you say that because you practiced programming by creating this game, you became more immersed with the programming language you used and helped you become a better developer?

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  • cant use Activerecord find method with associations.

    - by fenec
    here are my models: #game class Game < ActiveRecord::Base #relationships with the teams for a given game belongs_to :team_1,:class_name=>"Team",:foreign_key=>"team_1_id" belongs_to :team_2,:class_name=>"Team",:foreign_key=>"team_2_id" def self.find_games(name) items = Game.find(:all,:include=>[:team_1,:team_2] , :conditions => ["team_1.name = ?", name] ) end end #teams class Team < ActiveRecord::Base #relationships with games has_many :games, :foreign_key =>'team_1' has_many :games, :foreign_key =>'team_2' end When i execute Game.find_games("real") i get : ActiveRecord::StatementInvalid: SQLite3::SQLException: no such column: team_1.name How can i fix the problem i thought that using :include would fix the problem.

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  • How do I use Criteria to make a join on a date field (in DB2) based on the year.

    - by HtmlTableGuru
    I have a java.util.Date field in my Object. I would like to use Criteria to select all rows that have a date field with a given year. The SQL would look like the following: SELECT * FROM GAME GM WHERE YEAR(GM.GAME_DATE) = 2010 How can I use Criteria to accomplish this? Thanks in advance. public Collection<Game> getGamesByDate(Date date){ Collection<Game> games = null; try { session.beginTransaction(); Criteria criteria = session.createCriteria(Game.class); criteria .... ... ... games = criteria.list(); } catch (HibernateException e) { e.printStackTrace(); } return games; }

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  • Conceptually, how does replay work in a game?

    - by SnOrfus
    I was kind of curious as to how replay might be implemented in a game. Initially, I thought that there would be just a command list of every player/ai action that was taken in the game, and it then 're-plays' the game and lets the engine render as usual. However, I have looked at replays in FPS/RTS games, and upon careful inspection even things like the particles and graphical/audible glitches are consistent (and those glitches are generally *in*consistent). So How does this happen. In fixed camera angle games I though it might just write every frame of the whole scene to a stream that gets stored and then just replays the stream back, but that doesn't seem like enough for games that allow you to pause and move the camera around. You'd have to store the locations of everything in the scene at all points in time (No?). So for things like particles, that's a lot of data to push which seems like a significant draw on the game's performance whilst playing.

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  • Zend Framework Db Select Join table help

    - by tester2001
    I have this query: SELECT g.title, g.asin, g.platform_id, r.rank FROM games g INNER JOIN ranks r ON ( g.id = r.game_id ) ORDER BY r.rank DESC LIMIT 5` Now, this is my JOIN using Zend_Db_Select but it gives me array error $query = $this-select(); $query-from(array('g' = 'games'), array()); $query-join(array('r' = 'ranks'), 'g.id = r.game_id', array('g.title', 'g.asin', 'g.platform_id', 'r.rank')); $query-order('r.rank DESC'); $query-limit($top); $resultRows = $this-fetchAll($query); return $resultRows; Anyone know what I could be doing wrong? I want to get all the columns in 'games' to show and the 'rank' column in the ranks table.

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  • htaccess mod rewrite files to go through php first?

    - by jiexi
    I have a directory full of files. Originally people were allowed to direct link to these files. Now i would like to run all files through a php file first. Could someone help me with the .htaccess needed to do that? The phpfile used to handle the downloads will be called download.php and it will have a get variable called $ref So i need noob.com/games.zip to goto noob.com/download.php?ref=games.zip BUT still retaining the url of noob.com/games.zip Thanks!

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  • How do you retrieve a list of logged-in/connected users in .NET?

    - by Engram
    Here's the scenario: You have a Windows server that users remotely connect to via RDP. You want your program (which runs as a service) to know who is currently connected. This may or may not include an interactive console session. Please note that this is the not the same as just retrieving the current interactive user. I'm guessing that there is some sort of API access to Terminal Services to get this info?

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  • What did they program this toy with?

    - by Trix
    A rather strange question: I'm often asking myself with what programming languages things were created. I recently found this toy mini computer I played with when I was 13 or so at home. (Note: It is not one of those toy "notebooks", it's really small and came as an extra with a magazine) "Features": Hadware: LCD with a small field of pixels where the games were going on, besides that some stats such as score, highscore etc. Sounds and horrible music when started A really small "keyboard" with a wire Software: At least 14 or so games, from Snake over Tetris and Breakdown to some abomination of a car racing game A calculator Game selecting menu An alarm clock Inside there is a really small circuit board, I don't want to open the thing up now, though. Can you imagine if the games and "Operating System" of this thing where actually programmed using a language? If yes, what language could it be? If not with a programming language, how else was it created?

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  • Haskell Tuple Size Limit

    - by SHiNKiROU
    Why I can't construct large tuples in Haskell? Why there's a tuple size limit? Prelude> (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) <interactive>:1:0: No instance for (Show (t, t1, t2, ... t23)) arising from a use of `print' at <interactive>:1:0-48 Possible fix: add an instance declaration for (Show (t, t1, t2, ... t23)) In a stmt of a 'do' expression: print it

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  • What things can I teach a group of children about programming in one day?

    - by Rich Bradshaw
    I'm running a day for 30 kids aged 11-18 about computer game programming. They have all opted to do it, but they have no experience at all of programming. My main aim is for them to learn a few things: programming is hard/challenging programming is something they can learn to do being a computer games programmer != playing games all day a little more insight into how games actually work I'd thought of splitting them into two groups, of younger/less experience and older/more experience, then doing slightly different things. I'd considered showing them Scratch, Game Maker, before showing them the basics of Python and getting them to write a simple text based game (perhaps something like, computer picks a random number, you have to guess it in as few guesses as possible, computer says higher/lower for each guess). Does anyone have any ideas of things to do/show them/ways to teach them?

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  • frame variable cannot be found

    - by Umzz Mo
    I am making 3 board games, and I have started my coding off in one class. Now that i wanted to move around it is giving me problems. In my view class I just want to have the main frame where users can pick from the games. And in the other views, i.e the childrens of view class i want to have the interface for the actual games. Now that the Jframe frame = new frame was created in the parent class, it cannot find the variable frame in the children classes.

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  • How could I stop ssh offering a wrong key?

    - by Alvaro Maceda
    (This is a problem with ssh, not gitolite) I've configured gitolite on my home server (ubuntu 12.04 server, open-ssh). I want an special identityfile to administer the repositories, so I need to access throught ssh to my own host ussing two different identity keys. This is the content of my .ssh/config file: Host gitadmin.gammu.com User git IdentityFile /home/alvaro/.ssh/id_gitolite_mantra Host git.gammu.com User git IdentityFile /home/alvaro/.ssh/id_alvaro_mantra This is the content of my hosts file: # Git 127.0.0.1 gitadmin.gammu.com 127.0.0.1 git.gammu.com So I should be able to communicate with gitolite this way to access with the "normal" account: $ssh git.gammu.com and this way to access with the administrative account: $ssh gitadmin.gammu.com When I try to access with the normal account, all is ok: alvaro@mantra:~/.ssh$ ssh git.gammu.com PTY allocation request failed on channel 0 hello alvaro, this is gitolite 2.2-1 (Debian) running on git 1.7.9.5 the gitolite config gives you the following access: @R_ @W_ testing Connection to git.gammu.com closed. When I do the same with the administrative account: alvaro@mantra:~$ ssh gitadmin.gammu.com PTY allocation request failed on channel 0 hello alvaro, this is gitolite 2.2-1 (Debian) running on git 1.7.9.5 the gitolite config gives you the following access: @R_ @W_ testing Connection to gitadmin.gammu.com closed. It should show the administrative repository. If I launch ssh with verbose option: ssh -vvv gitadmin.gammu.com ... debug1: SSH2_MSG_SERVICE_REQUEST sent debug2: service_accept: ssh-userauth debug1: SSH2_MSG_SERVICE_ACCEPT received debug2: key: /home/alvaro/.ssh/id_alvaro_mantra (0x7f7cb6c0fbc0) debug2: key: /home/alvaro/.ssh/id_gitolite_mantra (0x7f7cb6c044d0) debug1: Authentications that can continue: publickey,password debug3: start over, passed a different list publickey,password debug3: preferred gssapi-keyex,gssapi-with-mic,publickey,keyboard-interactive,password debug3: authmethod_lookup publickey debug3: remaining preferred: keyboard-interactive,password debug3: authmethod_is_enabled publickey debug1: Next authentication method: publickey debug1: Offering RSA public key: /home/alvaro/.ssh/id_alvaro_mantra debug3: send_pubkey_test debug2: we sent a publickey packet, wait for reply debug1: Server accepts key: pkalg ssh-rsa blen 279 ... It's offering the key id_alvaro_mantra, and it should'nt!! The same happens when I specify the key with the -i option: ssh -i /home/alvaro/.ssh/id_gitolite_mantra -vvv gitadmin.gammu.com ... debug1: SSH2_MSG_SERVICE_REQUEST sent debug2: service_accept: ssh-userauth debug1: SSH2_MSG_SERVICE_ACCEPT received debug2: key: /home/alvaro/.ssh/id_alvaro_mantra (0x7fa365237f90) debug2: key: /home/alvaro/.ssh/id_gitolite_mantra (0x7fa365230550) debug2: key: /home/alvaro/.ssh/id_gitolite_mantra (0x7fa365231050) debug1: Authentications that can continue: publickey,password debug3: start over, passed a different list publickey,password debug3: preferred gssapi-keyex,gssapi-with-mic,publickey,keyboard-interactive,password debug3: authmethod_lookup publickey debug3: remaining preferred: keyboard-interactive,password debug3: authmethod_is_enabled publickey debug1: Next authentication method: publickey debug1: Offering RSA public key: /home/alvaro/.ssh/id_alvaro_mantra debug3: send_pubkey_test debug2: we sent a publickey packet, wait for reply debug1: Server accepts key: pkalg ssh-rsa blen 279 debug2: input_userauth_pk_ok: fp 36:b1:43:36:af:4f:00:e5:e1:39:50:7e:07:80:14:26 debug3: sign_and_send_pubkey: RSA 36:b1:43:36:af:4f:00:e5:e1:39:50:7e:07:80:14:26 debug1: Authentication succeeded (publickey). ... What the hell is happening??? I'm missing something, but I can't find what. These are the contents of my home dir: -rw-rw-r-- 1 alvaro alvaro 395 nov 14 18:00 authorized_keys -rw-rw-r-- 1 alvaro alvaro 326 nov 21 10:21 config -rw------- 1 alvaro alvaro 137 nov 20 20:26 environment -rw------- 1 alvaro alvaro 1766 nov 20 21:41 id_alvaromaceda.es -rw-r--r-- 1 alvaro alvaro 404 nov 20 21:41 id_alvaromaceda.es.pub -rw------- 1 alvaro alvaro 1766 nov 14 17:59 id_alvaro_mantra -rw-r--r-- 1 alvaro alvaro 395 nov 14 17:59 id_alvaro_mantra.pub -rw------- 1 alvaro alvaro 771 nov 14 18:03 id_developer_mantra -rw------- 1 alvaro alvaro 1679 nov 20 12:37 id_dos_pruebasgit -rw-r--r-- 1 alvaro alvaro 395 nov 20 12:37 id_dos_pruebasgit.pub -rw------- 1 alvaro alvaro 1679 nov 20 12:46 id_gitolite_mantra -rw-r--r-- 1 alvaro alvaro 397 nov 20 12:46 id_gitolite_mantra.pub -rw------- 1 alvaro alvaro 1675 nov 20 21:44 id_gitpruebas.es -rw-r--r-- 1 alvaro alvaro 408 nov 20 21:44 id_gitpruebas.es.pub -rw------- 1 alvaro alvaro 1679 nov 20 12:34 id_uno_pruebasgit -rw-r--r-- 1 alvaro alvaro 395 nov 20 12:34 id_uno_pruebasgit.pub -rw-r--r-- 1 alvaro alvaro 2434 nov 21 10:11 known_hosts There are a bunch of other keys which aren't offered... why id_alvaro_mantra is offered and not the other keys? I can't understand. I need some help, don't know where to look....

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  • Objective C and C++ for Game Development

    - by Holland
    I'm trying to figure out which language I should begin learning. I've only been programming for about 6 months, with languages like PHP, Java, and C#. I want to learn how to dev games, and while I know in most cases the answer to this would be through C++ (at least, I would think), though I'm still curious about what Objective C can offer in the sense of long term benefit. It seems like there's a chance that Objective-C may actually become more popular than C++ in a few years, and for all I know, it may become the de facto standard development language for games. Still, despite all of this, I really don't know anything, and this is all speculation. Both languages seem very interesting, and obviously can pull a lot of out of themselves. What do you think? Note: despite what some might say, I really don't want to end up using prebuilt engines, and would rather just learn how to make my own. I'm well aware that it takes a lot more time, but I'm quite ok with that.

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  • Design Pattern for Social Game Mission Mechanics

    - by Furkan ÇALISKAN
    When we want to design a mission sub-system like in the The Ville or Sims Social, what kind of design pattern / idea would fit the best? There may be relation between missions (first do this then this etc...) or not. What do you think sims social or the ville or any other social games is using for this? I'm looking for a best-practise method to contruct a mission framework for tha game. How the well-known game firms do this stuff for their large scale social facebook games? Giving missions to the players and wait players to complete them. when they finished the missions, providing a method to catch this mission complete events considering large user database by not using server-side not so much to prevent high-traffic / resource consumption. how should i design the database and server-client communication to achive this design condidering this trade-off.

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  • App Store: Profitability for Game Developers

    - by Bunkai.Satori
    Recent days, I've been spending significant time in discovering chances of profitability of AppStore for developers. I have found many articles. Some of them are highly optimistic, while other are extremely skeptical. This article is extremely skeptical. It even claims to have backed its conclusions by objective sales numbers. This is another pesimistic article saying that games developed by single individuals get 20 downloads a day. Can I kindly ask to clarify from business viewpoint whether average developers publishing games and software on AppStore can cover their living expenses, even, whether they can become profitable? Is it achievable to generate revenues of 50.000 USD yearly on AppStore for a single developer? I would like to stay as realistic as possible. Despite the question might look subjective, a good business man will be able to esitmate chances for profitability and prosperity within AppStore.

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  • App Store: Profitability for Game Developers

    - by Bunkai.Satori
    Recent days, I've been spending significant time in discovering chances of profitability of AppStore for developers. I have found many articles. Some of them are highly optimistic, while other are extremely skeptical. This article is extremely skeptical. It even claims to have backed its conclusions by objective sales numbers. This is another pesimistic article saying that games developed by single individuals get 20 downloads a day. Can I kindly ask to clarify from business viewpoint whether average developers publishing games and software on AppStore can cover their living expenses, even, whether they can become profitable? Is it achievable to generate revenues of 50.000 USD yearly on AppStore for a single developer? I would like to stay as realistic as possible. Despite the question might look subjective, a good business man will be able to esitmate chances for profitability and prosperity within AppStore.

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