things,developers,should,avoid technology 3 things developers should avoid when making iPhone Games


Active shredder safety technology for the small office. Shreds 15sheets per pass into 5/32" x 1-1/2" cross-cut particles (Security Level3). Patented SafeSense® Technology stops shredding when hands touch thepaper opening. Designated shredde The electronic cigarette is not new. People who buy electronic cigarette knows that this product has been in the market for years now. Despite some sectors apparently trying to shoot the product down from the shelves, the popularity of elect


The iPhone has quickly become perhaps the most popular phoneto play games on.Thousands of old classics and new favorites have made theirway to the iPhone with many more on the way.However, with this incredibleamount of games we often see developers making the same avoidable mistakes overand over.In this article we will look at two of those mistakes and explore whythey should be avoided.  Using thefeatures as a novelty The iPhones combination of touch screen and tilt sensorprovides developers the opportunity to design and implement game features thatcannot be had on any other mobile device.The problem with this is that too manydevelopers try to shoehorn these features into their game, often with mixedresults.The quality of the game will rely on how well the user can interactwith the game experience, not on the inclusion of every feature.In developinggames a priority must be put on placing functionality and playability overcomprehensive feature use.A simple rule of thumb to follow is this: If thefeature is not directly adding to the gameplay experience, do not include it!  Staying too faithful Many of the gamesavailable in the iTunes app store are old classic that have been re-engineeredto run and play on the iPhone.The issue here is that developers are so hesitantto make any alteration to their beloved classics that they end up with a gamethat is simply not as playable or enjoyable as the original.While financialconsiderations are definitely a factor in some of these decisions, this is acase where a little could go a long way.It absolutely must be considered thatthe iPhone is very different from any system that came before it, and any gamesfrom previous systems must be molded to fit the newer platform.When taking agame that originally ran on a computer or home video game system that hadseveral hard buttons and a control pad and putting it on an iPhone, there isalmost always something lost in the translation.Instead of staying withincredibly faithful ports, developers should spend the time making their gamesmore accessible to iPhone users.The result will be higher sales, happiercustomersArticle Submission, a better likelihood of repeat iPhone business andan increased chance of crossover business to the developers other projects.

things,developers,should,avoid

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