In your experiences, how much does a game's targeted OS version affect your downloads? Right now, I'm targeting OS version 3.0, but I'm worried that the number of iPod Touch users that didn't upgrade yet (even though it's easy enough to find for free...).
How does a game's targeted version affect downloads?
(9 posts) (8 voices)-
Posted 1 year ago #
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I would think that targeting the 3.0 version is just fine. I do that on the app store and everything's fine. I don't think it really matters about what version you are targeting but really how much exposure your app is getting.
Posted 1 year ago # -
If your app does not absolutely require 3.0+ then compile and set requirements to 2.2.1. I think you are throwing money away otherwise. Last I checked 20% of users are still pre 3.0.
Posted 1 year ago # -
Agreed. It's worth the extra time to make sure your game works pre 3.0 for the extra sales...especially since often times it's 0 extra time on your part, just change the target.
Posted 1 year ago # -
Does anyone have any experience using the latest OpenFeint 2.4 AND releasing for OS2.2 ?
As I understand it, I'm supposed to target OS3.0 and set a Legacy Deployment Target in the build settings to OS2.2Has anyone actually done this?
I have no way of verifying if it works on OS2.2 as I don't have a device running it.
cheers!Posted 1 year ago # -
@patrickC: you build with the latest SDK, whatever you have installed. Set deployment target to the minimum OS required. The build process will fail if you try to use something in 3.0 that isn't supported in your deployment target 2.2.
The openfeint 2.4.4. readme explains that you need to weak link UIKit and MapKit for it to work on < 3.0.
see step 8 of:
http://www.openfeint.com/README-2.4.4.txt
P.S. I haven't tried it myself, going on trust will find out PDQ if the users care enough.
Posted 1 year ago # -
@patrickC: I can run a quick test on a 2.2.1 device before you submit if you like (1st gen ipod touch).
If you follow the steps you should be alright.
BUT, one thing that MAJORLY caught me out. If your using one of the templates with coco2d as a separate lib/target, MAKE SURE YOU SET THE 'iPhone OS Deployment Target' to 2.2.1 (or the target you want) on that AS WELL AS your game target!
(Apologies for the caps, but this simple issue really really annoyed me, & don't want others to have the same hassle)
I lost 2 days trying to track down a bad access error on the 2.2.1 device (worked fine on 3.0+) with little meaningful info (at least to me). Until I happened to stumble on this dual setting! Doh!
edit: and you then build for 3.0, it'll install & run fine on 2.2.1 as long as the weak linking is set up
Posted 1 year ago # -
Yep that's what I was doing just wanted to make sure it was correct.
I've gotten stuck before with weird errors, and yes it's always important to change BOTH the project settings AND the target settings.I'll get in touch about that OS2.2 test you offered ;)
thanks
Posted 1 year ago #
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