Timeline for What is a good way to test demand for a new game platform?
Current License: CC BY-SA 3.0
11 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Nov 28, 2011 at 5:13 | answer | added | Mike Kasprzak | timeline score: 2 | |
| Nov 27, 2011 at 21:26 | answer | added | notlesh | timeline score: 0 | |
| S Nov 27, 2011 at 21:07 | history | suggested | Ayokunle Omojola | CC BY-SA 3.0 |
Was the original poster of this question and the way it has been migrated here makes it lose much of the context. The edits just adjust that.
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| Nov 27, 2011 at 21:04 | review | Suggested edits | |||
| S Nov 27, 2011 at 21:07 | |||||
| Nov 27, 2011 at 6:53 | comment | added | Exilyth | If you intend to have users use their [smartphone of choice] with their PC/Console/Whatever, you need to provide output in a usable format and allow mapping to keyboard/gamepad buttons and/or mouse movement. Also, a driver and/or additional hardware might be needed. | |
| Nov 26, 2011 at 11:21 | history | tweeted | twitter.com/#!/StackGameDev/status/140389683573161984 | ||
| Nov 25, 2011 at 10:32 | comment | added | Jari Komppa | I think we need a bit more information on what you mean by "game platform". Apple generally dislikes meta-platforms and kills any app that hosts other apps, if that's what you meant. | |
| S Nov 25, 2011 at 10:23 | history | suggested | badp | CC BY-SA 3.0 |
Made the question a bit more generic, improved tagging (sorry, should've done this before the migration)
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| Nov 25, 2011 at 10:17 | review | Suggested edits | |||
| S Nov 25, 2011 at 10:23 | |||||
| Nov 25, 2011 at 10:15 | history | migrated | from gaming.stackexchange.com (revisions) | ||
| Nov 25, 2011 at 5:25 | history | asked | user15256 | CC BY-SA 3.0 |