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Ask HN: What's a side project you built to make money that hasn't?

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Re: Ask HN: What's a side project you built to make money that hasn't?

#61
I built http://booksoverflows.com few months ago to make some money and also tried this as a challenge to build something.This site helps users to find top books mentioned on stackoverflow.com for each programming topics.It's monetized with Amazon affiliate program.

I didn't expect lot from this project, I hope it'll cover my hosting fees but it's not.Even though I tried various promotion sites to get some traction,still not achieved anything big.I am just happy that I've done something with some hard work.I am still promoting this site to get some traction on various sites(https://reads.breue.com/125-places-to-post-your-startup-prod...).At the same time I also planning to work on my second project :).

Re: Ask HN: What's a side project you built to make money that hasn't?

#62
post #23

Not sure if it qualifies, as I actually managed to make money for a few months, but: MyGuestmap (now long dead) - started it in 2007, put Google Ads and some donation button. It allowed people to create their own little maps and embed them on blogs, where people could place pins and say something. Got to 40k maps in a few months (it somehow got viral in a forum, then went from there). I even made $1k in ads one month…

> Then my registrar asked me to leave because they found "adult pics" on my site. Your domain registrar? Would any of them do this?

Sorry, I meant hosting. In hindsight, the domain was actually my best asset (it’s a PR 4 domain), so I should’ve kept that :( )

Re: Ask HN: What's a side project you built to make money that hasn't?

#63
I built itrackmine.com (http://mashable.com/2008/12/26/itrackmine/). And its killer recommendation engine (books, movies, and music) -- we knew what you owned from all stores, not just what you //bought// at Amazon (or single store) so ours were extremely accurate. Along with a "user A is this similar to user B" system...and the whole tracking, sharing, mobile app, barcode-scan, manage-your-stuff-package.

Made $10 over the ~8 years it was up...from one donation. Yey.

Re: Ask HN: What's a side project you built to make money that hasn't?

#64
I built itrackmine.com (http://mashable.com/2008/12/26/itrackmine/). And its killer recommendation engine (books, movies, and music) -- we knew what you owned from all stores, not just what you //bought// at Amazon (or single store) so ours were extremely accurate. Along with a "user A is this similar to user B" system...and the whole tracking, sharing, mobile app, barcode-scan, manage-your-stuff-package.

Made $10 over the ~8 years it was up...from one donation. Yey.

Re: Ask HN: What's a side project you built to make money that hasn't?

#65
Fileloupe for Mac (https://www.fileloupe.com)

Videoloupe for Mac (https://www.videoloupe.com)

These are both macOS applications that have yet to reach enough in sales to be sustainable. However, I work on them full-time in hopes of reaching sustainability in the near future.

"Why do you think it hasn't been as successful as you thought it would be..."

Exposure and importance. Getting exposure for a macOS application (or any application for that matter) is tough. The lion's share of excitement these days is around mobile applications and web services. Trying to get publishers excited enough to write about a desktop application is challenging...

Importance is something that's taken me a little bit to understand. There might be some "utility" or "nice to have" applications for macOS that make a decent living, but I think if you really want to turn an application into something that has long-term sustainability, then you need to find a way for your application to become essential to a user's workflow. Excel, Lightroom and Final Cut Pro are all essential applications to their respective user's. Fileloupe and Videoloupe are "nice to have" apps in their current versions. People enjoy them, but they aren't essential.

With the exception of maybe a few outliers, I'm not convinced that you can make a living selling macOS apps for $10 and hope to make up revenue on volume. I think you need to get into a higher price range and if you want to sell a more expensive product to someone, then it has to fall under the "essential" category and not the "nice to have". That's my goal with Fileloupe 2.0 and Videoloupe 2.0, but there's a ton of development to do.

(Oh, and I'd forgot how much more work went into making a macOS application versus an iOS application. To say that my original time estimates were off is a laughable under-statement.)

"How much time/money did you spend building it..."

Development on Fileloupe started in the spring of 2014 and version 1.0 shipped in the summer of 2015. Development on Videoloupe started in the summer of 2016 and 1.0 shipped in the spring of 2017. Living expenses have been cut drastically over the years so that I can continue to do this full time. (Hint: Living in Thailand is a lot cheaper than living in San Francisco or Vancouver...) Sadly, I don't belong to any special "comma club" so there's an end-date to this dream if profitability cannot be reached.

"What kind of iterations / improvements did you make to try and salvage it"

I learned a ton building version 1.0 of each product. Arguably, I learned more than I should of and likely would have been better off starting with a bit more of a plan and clearer vision for each app. Regardless, I now have a much better idea of what each app should be and I'm hard at working on version 2.0 for each.

Re: Ask HN: What's a side project you built to make money that hasn't?

#66
My first attempt was a music site called "Rhythmscore" (no longer own the domain) written mostly in bad PHP. It was awesome, 100% ad-supported, and it was obviously going to make me filthy rich. Small, indy artists would upload their music, and visitors to the site would listen to songs (in random shuffle-order) and give them a numerical rating. The songs with the highest "Rhythmscore" would be displayed on a leaderboard, etc.

One thing I discovered, which surprised me, was that it was very easy to convince artists to get involved and upload their stuff (free exposure I guess). Getting regular users/music fans to care was not. I think I made a grand total of ~$40 in ad-revenue over about a year before I shut it down. Lesson: Ad-revenue doesn't work unless you're getting truly massive amounts of traffic.

Next attempt was a homeschool tracker-type application written in Ruby-on-Rails. The thing shuffled along, zombie-style, for 2 years with about a dozen paid subscribers before I conceded that it wasn't going to be successful and shut it down. Lesson: Stay away from the homeschool market. Egads, those folks are cheap (I should have known: we homeschool our son, and I'm cheap).

I'm currently preparing to launch my latest attempt, a productivity (intended to be a B2B SaaS, though could be useful for personal productivity as well) application written mostly in Clojure on the backend and ES6/mithril on the frontend. It's certainly my best work (from a technical standpoint) so far. I wrote it to use myself for a few things... We'll see if anyone else finds it useful. I certainly learned a ton building it.

Re: Ask HN: What's a side project you built to make money that hasn't?

#67
post #23

Not sure if it qualifies, as I actually managed to make money for a few months, but: MyGuestmap (now long dead) - started it in 2007, put Google Ads and some donation button. It allowed people to create their own little maps and embed them on blogs, where people could place pins and say something. Got to 40k maps in a few months (it somehow got viral in a forum, then went from there). I even made $1k in ads one month…

I know it's a rule; if a user can add content, someone will add porn, but why add porn to maps?

Were people putting a pin in and commenting with a naughty pic? What does that mean?

Re: Ask HN: What's a side project you built to make money that hasn't?

#68
Arcade game developer here.

I loved the game concept of ABA's "Defeat Me": http://wonderfl.net/c/9ykQ . SHMUP where each enemy is a copy of you. Round 3 you fight a clone of Round 1, Round 2, mirrored.

but I disagreed with several major design decisions:

1) Rounds were too difficult (a deadline came in very fast, the bullets were nearly the size of the ship) 2) Player movement & weapons changed rapidly (speed & number of shots per spread was a modulo on the level number 3) Losing meant you retried the same level.. at that point in the game, you basically be stuck. I wanted the game to restart.

I improved on the game with pixel-perfect collision, weapon animations and other design decisions like letting the player screen-wrap around the edge but not the clones, regaining time on the deadline when you killed a clone and more.

I even experimented with a co-op, 2 variants of 1 Versus 1 mode and a Replay site before removing them for the core experience.

I made the game because I wanted to play it. Making money was a secondary goal but I'm proud of the game and find it way more fun than most games I've played. How many games do you know that have an AI procedurally determined by your movements?

Revenue earned: 3 * $10 on "pay what you want" from itch.io. 1 from a friend's friend who overhead on a Skype chat that I made a game, 1 from an indie developer at a games meetup and 1 from a friend when I sent them a link.

+ I think it's cool that $10 was the amount chosen by 3 people who didn't know each other as a valuation for the game. However it's disappointing that all 3 were people who knew me.

I sent out ~100 emails to game reviewers with download links and got 1 brief article but no revenue.

Why: Discovering games is hard. Marketing to people who would like this kind of puzzle-y arcade game is difficult to reach without looking like a spammer or spending $.

Differently: Not try so many weird experiments with gameplay and focus on the core relentlessly + Playtest more.

Iterations: 2 prototypes from TigJam. 2 more iOS versions then another re-write for an App Store launch. 2 Javascript versions (the latter being launched) + 1 seperate version for multiplayer.

Time: Hundreds of hours. Maybe a thousand? A lot of this was done earlier on when I was less experienced with programming + design. I playtested a lot

Lessons for Game Developers: Playtest often, stick to the core relentlessly. Carve away crap that doesn't fit no matter how cool it is or fun to make. I spent too much time iterating on mobile interfaces when gamepad controller support was far superior and passed "the bar test" (give to strangers at a bar and watch them cheer other strangers on as they pass the controller around).

Play [1], An old trailer [2]

[1] http://QuantumPilot.me (redirects to itch.io) [2] https://www.youtube.com/watch?v=oy_GBLM_6Qs

Re: Ask HN: What's a side project you built to make money that hasn't?

#69
post #54

I created https://CoWriteStory.com/ last year, it is a platform for people to cooperatively write stories. I was sending lots of private messages to r/WritingPrompts/ users, and got tons of positive feedback but reddit blocked my account and keep blocking my new accounts. it is a good product but like lots of developers I failed at marketing and attracting users!

Any idea why reddit blocked you?
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