Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
ronyeh
searching PlanetScale…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
53 ms
·
391.
▲
by
ronyeh
14y ago
No problem! That location is fine. I'm sure I'll find my way there... :-) By the way, do the Starbucks / McDonald's in Kyoto and Osaka provide free WiFi? Just trying to figure out where to get some free Internet while I'm away from my hotel
392.
▲
by
ronyeh
14y ago
Hi! I live in California, but will happen to be in Osaka that week. I will try to drop by the meetup for a bit to say hi. :-) One question about the venue. Was the place picked because it is where you had previous meetups? If there is no sp
393.
▲
by
ronyeh
14y ago
The only drawback is that Anki (at least on iOS) costs a lot. http://itunes.apple.com/us/app/ankimobile-flashcards/id37349... If you can duplicate the benefit and make the UI simpler (e.g., simplify it down to two buttons: I got it right
394.
▲
by
ronyeh
14y ago
Get the Apple Developer membership. Create a free iPhone game using your favorite platform (native Objective C, PhoneGap, Sparrow, or Cocos2D). Sign up for AdMob/Google. Create an app id entry there for your game. You'll get an AdMob ID tha
395.
▲
by
ronyeh
14y ago
I've always been interested in learning to play instruments (who isn't?). I tried playing piano when I was younger, but gave up. I am currently (on and off) trying to learn guitar. I had just bought an iPad in 2010, and was playing around w
396.
▲
by
ronyeh
14y ago
1. About 33% of my revenue is from sales. 67% is ad revenue. 2. Yes, it is very competitive. My app has dropped from the #8 spot in iPad/Free/Music to the #41, and it's hurting. :-) It has done very well in east Asian markets though. 3. Not
397.
▲
by
ronyeh
14y ago
I'm a solopreneur, and I work on iOS apps. I've been at it for 2 years now (!). I have not outsourced to contractors, and have been doing all the coding and art myself. Check out my apps at: http://www.squarepoet.com/ My best performing a
398.
▲
by
ronyeh
14y ago
One idea might be to release free-to-play (ad supported) apps on Google Play. If you get enough adoption of your app, you can earn pretty good ad revenue.
399.
▲
by
ronyeh
14y ago
Seems like there are still lots of references to REPL. Potentially remove them all? Why not just call it a console?
400.
▲
by
ronyeh
14y ago
You're right, and sometimes I do do that. But most times I'd rather have it end up in my Downloads folder. Also, on my mac laptop, I'd have to drag, exposé-show-desktop, drop, exit-exposé... :)
401.
▲
by
ronyeh
14y ago
Random cool images I see on the web... I use them as inspirations for apps / sites that I design. Right-click save as... and I'll review them at some point. But now I have this big bar at the bottom that I don't want to see. :-(
402.
▲
by
ronyeh
14y ago
Totally agree with you. :-) I spend so much time every day clicking the little X to kill the download bar. I think Google developers design for 30" monitors or something... I work on a laptop all day and my vertical pixels are very valuable
403.
▲
Google Calculator Fun/Bug?
1 points
by
ronyeh
14y ago
|
1 comments
404.
▲
by
ronyeh
14y ago
Would you mind sharing a link to some of your moai utility apps? I'm always interested to see what others have done. :-D My sparrow/cocos2d apps (duds included) are here: http://itunes.apple.com/artist/id431782728
405.
▲
by
ronyeh
14y ago
Well, first off, I do not include any samples from their MP3s, nor do I include reproductions of their copyrighted sheet music. Second, I am careful to link out to the artist's content on iTunes and YouTube. So hopefully the music industry
406.
▲
by
ronyeh
14y ago
Yesterday, 67% of IAP was for All Song Packs. 33% of IAP was for individual song packs. Again, an imperfect stat, since 33% of my active users are still on an older version which does not include the option to buy All Song Packs. My goal is
407.
▲
by
ronyeh
14y ago
Do you have a game in the store that I can look at? As far as I can tell, most of the games in the store are from larger teams... and that worries me. I want a toolkit that is super easy for one person to work with. I even considered going
408.
▲
by
ronyeh
14y ago
Yes. But you try your best not to fail (i.e., don't buy jumbo jets with your Series A), so that your investors don't blame you. Maybe next time around, they'll invest in your team again! Or, they can convince a big company to acqui-hire you
409.
▲
by
ronyeh
14y ago
It's definitely in the same ballpark as average click through rate for my ads. Maybe that's the magic number for free apps? For every 1000 people who try your free app... about 10 to 30 of them will convert to a "paid" user either by buying
410.
▲
by
ronyeh
14y ago
To celebrate, I'm giving away $50 iTunes gift cards. Two winners will be selected. All you need to do is visit http://www.tinypiano.com/giveaway/ and like the Tiny Piano Facebook page. :-)
411.
▲
by
ronyeh
14y ago
I have not localized the app itself. I feel like that is a lot of work for one person to maintain. However, I have localized the App Store title, description, and keywords to as many markets as possible. I use Google Translate and my best
412.
▲
by
ronyeh
14y ago
Yes, in fact this is now my day job. :-) My income has only been stable for about a month though, but if I can keep it up, it'll pay me a decent software eng. salary. It's much safer if I have multiple apps pulling in revenue. That means th
413.
▲
by
ronyeh
14y ago
I'm not currently doing interviews, but feel free to ask me questions here. I guess maybe this thread will evolve into a reddit-style "ask me anything." :-)
414.
▲
by
ronyeh
14y ago
I would love if the JS toolkit ran games as a native app. This is the closest one I have found: http://impactjs.com/ I hope that future smart phone OS developers allow us indie devs to use JS to make native games. I personally don't truly
415.
▲
by
ronyeh
14y ago
Hey, thanks for the bug report (now fixed)! ;-) This is simply because before Tiny Piano was Tiny Piano, it was actually an app called Gravity Guitar: http://itunes.apple.com/app/id431782725 Gravity Guitar is one of my aforementioned duds
416.
▲
by
ronyeh
14y ago
In short, I was simply more comfortable with Sparrow. I think it was a combination of a bunch of factors. I was learning iOS development at the same time as I was learning cocos2d, all while brainstorming and hacking on my first ever mobile
417.
▲
by
ronyeh
14y ago
One data point: yesterday, num_in_app_purchases / num_new_downloads was 0.0158, so about 1.6%. Though this is an imperfect stat, since there's probably a delay before you get bored with the free songs and decide to buy the IAP. I do make en
418.
▲
by
ronyeh
14y ago
I released it on Feb 26, 2012, but the download numbers were very low for about 2 months. Then, I released version 1.1 at the end of April. Sales picked up, and have stayed pretty high since then. So, the bulk of the 1M downloads have come
419.
▲
by
ronyeh
14y ago
Yes. I spent a lot of time in Photoshop and Illustrator. I first learned Illustrator in 2005 for making illustrations for technical papers. It takes a looong time for me to make good art, and I wish I had the $ to hire a graphics designer.
420.
▲
by
ronyeh
14y ago
I ran across HaXe while I was in grad school, and tried it out back then in 2006. I haven't tried HaXe recently. I just did searches for 2d game toolkits... and I happened to find Sparrow. It was completely open source, and a very clean/sim
More ›