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jmbrook

Re:China state CCTV avoids crowd close ups at the World Cup on Monday November 28, 2022 @09:32AM (#33774020)
I never quite understood why they don't just rebrand the Pfizer vaccine (or effective one) and move on.

What is the point of having all that propaganda apparatus if you can even do that?

Re:Listerine Mouthwash Royalties on Thursday April 21, 2022 @06:21PM (#31115895)
Interesting angle there for a form of 'insider trading' - people in tv/film industry could easily buy this up and slide their assets into their own creations.

What I don't quite get is why the royalty payers don't start buying as well, feels like an easy way of boosting profits (assuming they can finance at a lower rate)

Re:Lessons learnt from first Flutter app on Friday June 12, 2020 @01:42PM (#23501690)
A brief article about the lessons learned on our recent adventure with Flutter.

TLDR - really quite liked it.

Show HN: World's Biggest Crossword App

Hi, we (two man company) have just release what we think is the world's biggest mobile crossword (single grid of 103x103) for iOS and Android. It plays pretty well all the way down to iPhone 5 (a wee bit small to be honest!).Looking for any feedback especially around any novel (read cheap) ideas on the marketing/promotion front.The retention on the app is awesome once people get started, but as...

( Read More... | 2 comments | 4 points | on HN )
Re:Why I’m Using the Cerny Method of Game Development on Sunday April 08, 2018 @08:00PM (#16789251)
A minor tip I saw on a video about the development of the Doom levels was to do them in reverse. The theory being that you get better at designing levels with time and the best levels should be near the beginning. Always liked the idea, but not had a chance to use it, yet.
Just released a new app to teach people how to solve cryptic crosswords - initial version is on iOS but the Android version is coming soon.
Re:Snap Inc. Third Quarter 2017 Results on Wednesday November 08, 2017 @03:33AM (#15650649)
https://wolfstreet.com/2017/11/07/how-can-a-company-once-wor...

Has a fairly bleak write up. It makes the point that if enriching the founders is the aim they are doing pretty well.

What is remarkable is that given how low interest rates have been and the whole thing still collapses, it makes it looking very suspicious the leveraging was ever in the company's interest.

As one of the comments says it'll be used as textbook example of stripping a company.

Interesting analysis of the death of Jawbone. Wolfstreet is the other site I tend to visit along with HN, between the two bubbles I'm hoping to get a sensible average :)

They (wolfstreet) are pretty bleak about most finance/tech/stocks stuff...

Re:Why We Hire Great Developers, Not Great Mobile Developers on Monday January 11, 2016 @12:02PM (#10881607)
I think a more accurate example is it like saying: "don't they know cars predate the Tesla" and given it is electric all prior cars don't matter.

Just showing my age really :^)

Re:Why We Hire Great Developers, Not Great Mobile Developers on Monday January 11, 2016 @11:48AM (#10881512)
I would agree with the pre/post iPhone shift - but the likes of EA/Glu and other major games companies shifted an awful lot of apps pre iPhone.

The big shift is that touch became the only game in town (along with all the associated dev wrinkles). Also the demise of all content aggregators meant we could just upload our apps to a store and keep 70% (prior to this we got ~20% i.e. operator took 60-70%, aggregator took 30% and we got 50/50 on that).

Re:Why We Hire Great Developers, Not Great Mobile Developers on Monday January 11, 2016 @09:16AM (#10880834)
Small nit pick, but I would be worried about a mobile development place that thinks it has only been around 8 years, not heard of J2ME, Symbian and Windows CE etc?

I do agree with the idea of hiring decent engineers and just training them, my only concern would be that without having had the mobile experience they might not know that they don't like it - it can be quite painful getting code to work nicely on a large collection of different hardware.

First of congratulations on the app, it is fulfilling a real need.

You have cracked the first problem of getting people to download + use +care about the app.

I like the idea of doing the survey however from my experience (we did a paid for Google Customer survey) our users want more content and for price of free which wasn’t hugely useful.

Personally I think you have three easy options:

1. Add some low level not too obtrusive adverts in (you will get a nice trickle of money in)

From my own experience of putting adverts into a util app (https://play.google.com/store/apps/details?id=com.teazel&hl=...) no-one minds at all. The key is to not go overboard. We have banners that don't refresh too often, disappear if they going to draw over a dice. The number of apps I see show full screen adverts at start up, every page transition etc - all very icky.

2. As others have said try and grow it and use it for Resume/CV building. My one reservation on this is make sure you actually try and capitalise on it. I’m reminded of friends staying in awful jobs due to the training/experience and years later never really harvesting the rewards.

3. Use it to cross promote another app (either by yourself or sell the space). Getting an app to be downloaded is so hard now having this to kick start the next project is a great de-risker.

I would go for option 1 or 3 depending on whether you have other apps in the pipeline.

As an aside is this lightweight wrapping of a webapp model work for other providers? LinkedIn etc?

Re:Fear of Apple on Tuesday March 24, 2015 @04:22PM (#9259201)
From my view of the world the "pre Apple" app marketplace was much worse. With our J2ME apps (doing apps since 2002) we would have to distribute to 30+ different middlemen (Telcogames et al) each with differing submission requirements, invoicing/non payment issues and the kicker was only getting 20-40% (at best) of the revenue (with the price not being set by us). The holy grail being placement on operator stores with the ever fickle decisions of their games teams.

The amount of non payment, uncharged downloads, operator/distribution backhanders and outright fraud was striking. With Apple we get paid on time, I trust the download reports and it is ‘quite’ clear what the submission rules are.

The Apple (and Android) appstore just reminds me of a very pure form of business in which the barriers are low, not everyone can be a 'winner' , and Surgeon’s law applies (http://en.wikipedia.org/wiki/Sturgeon%27s_law)

I do however agree with your conclusion - neither you nor your app matter to Apple but that isn't unique to you/your app - it is just business.