Do you charge more for iPad version?

Who does this and why do you do it? Because it’s larger?
In my (short) Corona experience I hardly had to do anything to port the game to iPad (assuming you design for Retina display) because of Universal Binary, which I think is awesome, btw.

I am not sure if the larger screen real estate warrants higher price (double, mostly). Is this a trend or is there a real reason behind it? Using Xcode to create two different versions may entail more work but I don’t know about that. [import]uid: 39031 topic_id: 13624 reply_id: 313624[/import]

Hi,

Great question! Just my cents here. I do not think the ease of porting to iPad should be a factor is pricing your app. If it was the case, everybody who is using Corona versus xcode should charge 49 cents for their apps!!! (just kidding guys)

I think it has more to do with “perceived” value than anything else. I see/saw a lot of apps having higher pricing on the iPad but that period may end soon because of the “Universal” builds. I think people will look for those which of course will mean one price.

If your app may mostly work (in term of game play, size of graphics…think multiplayer games on the same ipad for instance) on the larger screen like the ipad then you maybe able fetch a higher price on ipad. Again because of that “perceived” value. If on the other hand your app would play fine on both iphone and ipad, then you may not have much choice.

Again, my two cents. I hope some other people would jump in!

Mo [import]uid: 49236 topic_id: 13624 reply_id: 50032[/import]

I personally feel that there should be some value add to justify asking for more than for an iPhone/iPod app.

In general the iPad users (at least till date) are slightly more affluent than just an iPhone user. Plus they are used to paying slightly more than otherwise.

However, in reality, the way to create assets for any app would be the retina way so all assets should be created in @2x and then scaled to 1.5x for the iPad and @1x for the iPhone3G. So creating universal builds is *not really* extra work.

However some apps that have to display more information on an iPad as compared to the iPhone can charge the extra as that requires some additional coding and assets.

That’s my vague way of saying, the games should cost the same. It is not right to label an iPad game as HD and charge more.

cheers,

?:slight_smile: [import]uid: 3826 topic_id: 13624 reply_id: 50058[/import]

Thanks for the replies.
That’s inline with what I was thinking. I think things have changed since the launch of iPad and the notion of charging higher price for adding “HD” for iPad version no longer applies since iPhone 4 is technically HD as well.

@jayantv: on an unrelated note, why would you scaled DOWN your icons from iPhone 4’s 2x to 1.5X for iPad when iPad’s resolution is actually higher than iPhone 4? [import]uid: 39031 topic_id: 13624 reply_id: 50079[/import]

@iolo72,
iPhone3G = 320x480 (x1)
iPhone4 = 640x960 (x2)
iPad = 1024x768 (x1.5)

so i can create my graphics for the iPhone4 and then scale them in the app for use, that way i can have one asset that works on all three resolutions than have three sets, increasing the app size.
cheers

?:slight_smile: [import]uid: 3826 topic_id: 13624 reply_id: 50090[/import]

@iolo72 and @jayantv :-
i am clarifying the question of iolo72

iPhone3G = 320x480 (w x h )(x1)
iPhone4 = 640x960 (w x h )(x2)
iPad = 768 x 1024 (w x h )(x1.5)

why x1.5 for ipad

[import]uid: 12482 topic_id: 13624 reply_id: 50109[/import]

Yeah, if anything, should the iPad icons be larger at something like x2.2? [import]uid: 39031 topic_id: 13624 reply_id: 50298[/import]