1 year after launch, our game has 10x more downloads on WP8 than iOS and Android - Windows Phone 8 Apps and Games

Hello!
I decided to make a post with details about our game Tap Master Mondrian, the first we released, one year ago, and how it ended up having way more downloads on WP8 than on other platforms.
I'll get into the details of why I chose to make a game for WP8, what the download numbers were for the three platforms and how much money I made on each. I also talk about how I marketed the game and why I think the game ended up being way more successful on the arguably smaller platform.
Hope the information is useful, and if you'd like to know any additional information just let me know.
Full post with graphs and numbers can be found here

Well, it's a really interesting story and a real example of how a bigger market isn't always the best one for small devs., as with a few publicity moves and bit of luck your app. can be noticed way more rapidly on the smaller market.
Plus Windows has a really dedicated audience, also a slow but steady growth ( that includes marketshare + store apps numbers ), and generally good apps tend to get observed by the community and given 5 stars, the better the overall score the app has, the quicker the chances are to be featured on the front page.
Also the Store has the New+Rising section, where a new app/game with relatively good score will get featured also.

We've only released Hyper Rift for 3 weeks but its download has already surpassed the total iOS and Android downloads, where the game has made its debut 3 months ago. I can agree with you.

Also the Store has the New+Rising section, where a new app/game with relatively good score will get featured also.
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Yep, Tap Master was in this section for a long time, on brazilian store for the most part, which is where most of the downloads come from.

information
this is a very nice point for all very useful information for us carry on

All things considered, its a truly fascinating story and a genuine sample of how a greater business sector isn't generally the best one for little devs., as with a couple exposure moves and bit of fortunes your application. can be seen way all the more quickly on the littler business sector.
Besides Windows has a truly committed group of onlookers, additionally a moderate yet consistent development ( that incorporates marketshare + store applications numbers ), and by and large great applications have a tendency to get saw by the group and given 5 stars, the better the general score the application has, the snappier the chances are to be highlighted on the front page.
Additionally the Store has the New+Rising segment, where another application/amusement with generally great score will get included too.

Related

Quadrant Benchmarks - What is normal?

Hello there.
I'm a new Archos 101 16GB User having a mixed experience.
I feel that what I've got has huge potential, but just isn't being fulfilled - don't know if anyone else feels that.
I've come straight to tablets from netbooks and an iPhone, and have tried not to have any preconceived notions about how iPad sets the bar for these devices, although it does seem to be the case.
I'm finding, knowing very little about Android, that manufacturers have apparently rushed to force-fit a phone OS in a bigger package, which in respect of certain features makes the A101 seem like a giant (largeprint) smartphone. An example of this is the way in which the small, dainty iPhone-worthy icons for Apps can only be laid out on the 'desktop' panes with massive margins of space between them because the Android system seems to rigidly adhere to strict grid patterns for layout when really what users in this day and age want is user-definable pixel-perfect precise placement of elements. Of course, even iPhone is lacking this configurability.
Anyway, I'm currently trying to overcome my disappointment with the UI and the usability and consistency of desktops across horizontal and vertical orientations (Beautiful Widgets look 'OK' in portrait layout, and fugly in horizontal orientation), indeed the feeling that while what I wanted was the unified visual goodness of a WindowsMobile 7 type platform (or indeed the style brought by both HTC and third party developers (SPB?) to WinMo6, or indeed the carefully tuned visual loveliness of some of the HTC Android skins (Sense?) what I've actually got is a pretty clunky and grumpy Linux build that doesn't play well with its own software applications.
This is only a seventy two hour evaluation so far.
I've been looking at benchmarking, and have been led to Quadrant.
So I've got a batch of results, and I'm wondering if anyone cares to compare results and then compare notes.
I've already wiped and reinstalled the fresh FroYo firmware on the device, and am using gApps4 from these forums. I've populated with some apps and such, and had very unsatisfying attempts to switch from the stock Launcher (LauncherPro and ADW) as well as attempting to find usability in QuickDeskPro, mostly to no avail.
So in this 'stock' but loaded with apps state, Quadrant gives me a result of 780.
Then I've rooted with z4root and run SetCPU to give me 1000mhz on demand, and Quadrant gives me a result of 933.
Since then I've used SetCPU to give me 1000mhz on the 'performance' (non-scaled) setting and I get a result of 974.
With people in various forums talking about Archos Internet Tablet devices running Froyo giving them up to 1200 under Quadrant, I'm wondering what I'm doing wrong or lacking?
The 1200 scores you are talking about came from beta software and not the release software. Something was changed in the release version that brought Quadrant scores back down to those of 2.1. Don't read to much in to Quadrant scores though as they don't really affect real world use.
As for apps, the main issue is screen size and resolution. Many apps were not written with a resolution of 1024X600 in mind. So they don't scale very well. Beautiful Widgets is one of those. Once more developers become tablet aware and as Google increases compatibility with tablets this issue will go away.
The Android home screen is what you make it. There are other launcher, as you mentioned, that can be more customized however, there is no real theming that can be done on the 101 until it is rooted. This is the same for all Android devices unless of course you get a phone from HTC or one of the other OEMs that add their own theme to Android.
I think your main issue is that you know very little about Android and you are expecting it to be as evolved as iOS is even though it hasn't been around as long. New version of Android are coming that will be prettier and more tablet friendly but it will take a little time for it to be perfected.
with another beta beta firmware
the score is 1313
cajl said:
with another beta beta firmware
the score is 1313
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any rumors regarding the release date?
About the same scores here. Topping out around 1000 in quadrant and a bit over 13 in Linpack.
Not sure about your problems installing launcherpro and adw, but I would try one or both again. The stock browser is horrendous in comparison (laggy, takes much longer swipes to see action, etc).
czesiu said:
any rumors regarding the release date?
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With the A5A last year they gave us one on 14 Dec and another on 24 Dec.
Allen
AllenPapapetrou said:
and another on 24 Dec.
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crazy Archos devs
no firmware the friday
cajl said:
no firmware the friday
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?
________________
I get 820 on a temp-rooted archos 101 8GB with 1GHz set by set cpu.
Appearently the H264-coding takes much too long... my htc desire takes a fraction of a second to pass this test while the archos takes several seconds (20+). I read in another thread that the hardware isn't supported yet by Android-API on the Archos, which will be changed in the future, i presume.
Another glitch: The second 3D-test is much slower than on the Desire (7fps compared to 25), with some errors on the moon (black triangles). Perhaps the OpenGLS-driver is faulty in some way. The first 3D-test, however, shows 3-5 frames more per second than the Desire (clocked at 1152 MHz).
Thanks for the input, guys. I'm sure you all know how comforting, and useful it is to be able to geek out on a forum, compare stories and get tips.
BlazingWolf, I'm certain that you're right. Android is entirely new to me other than a quick fiddle (ooh-err) with a Sammy GTab in a branch of PCWorld with a snotty little elf breathing down my neck to see if he could play games on it.
My big mistake in starting to experiment with this device was that I came at it from an iPhone background, expecting to just load up a device with apps from an app store and watch as it sings, dances and performs tricks for me.
I'm back down to earth with a bump (and not in a bad way) because of the greater openness, some would say 'fragmentation' of the Android platform which creates a scenario similar to that in the PC world where we can have any one of a number of preconfigured devices using specific but sometimes unique chipset combinations, with an array of OS's and software that can be installed on them.
I'm sure one day Android will mature to the place where we begin to see such harmony on the software front end in such a way as the hardware backend becomes irrelevant.
My first 72 hours with the device were bitty. I was expecting these instant results and instant satisfaction, and progress didn't really start to be achieved until I'd wiped the A101 and reinstalled 2.2 from scratch. That's a daunting task, especially to a casual user who might buy this off the shelf. Of course, I'm sure Archos are already looking at that and working to fix it so that the product is good to go from the off.
I'm warming very quickly to the A101. I want to like it. I still have an A504wifi which has only ever been used as a much-loved, if clunky looking and with a sucky interface, portable video player, which has had a great deal of use. So I've been excited about the A101 for a while.
And as a device it is an odd one to classify. The inevitable comparison with the iPad is not necessarily as clear cut as it seems. We have to be utilitarian, sometimes, in looking at these things. The iPad fulfils a multiple of tasks, like the Archos, and it does it within a tightly regulated and strictly defined 'controlled' environment which pushes constantly at 'parity' across all contemporary devices (the OS version for example). This gives us an elegant, reliable but inflexible interface, the trade-off for which is the relative safety of the apps in the app store. The Archos, on the other hand, has a less than elegant interface, is suffering from the issues of platform fragmentation and the remote relationship between the OS developer and the hardware manufacturer, has an App Store full of garbage that doesn't work properly but might get fixed one day, and takes a lot of 'taming' as an all-round package in order to get consistent and satisfying results. That said, the nature of the more open platform affords more opportunities, akind to jailbreaking the iDevices, in successfully customising the device to complete satisfaction, and as already said assuming the OS platform is sufficiently developed to catch up with these new 'tablet' formats, especially the larger screen varieties, we could see something really special and really refined happening.
Where the Archos succeeds, however, is that it is clearly a better platform for at least two of the intended functions of the iPad. We've got a better movie player, capable of working with more formats, with instant HDMI output, and with a proper widescreen display instead of the iPad's nearly 4:3 widescreen letterbox squinty vision. We've also got a better e-reader than the Apple ArmBreaker. OK, the bezel on the iPad is easier to grip single-handed than the Archos's much thinner, but much more elegant design, but this is a device I can sit in an armchair with and actually fall asleep while still holding the thing (I know... it happened). With an iPad, I have to keep shuffling position because the thing is so dang heavy.
The Archos seems to be only a few shades shy of perfect, as far as a hardware platform goes.
Granted, Tegra2 might be fun. And definately the low amount of RAM is an inexplicable and bizarre mistake. Plus we could have done with a 32Gb storage option. Oh, and a more easily viewable screen would be nice.
But as I tweek the thing, and accept the failings of OS and softwares, while anticipating future fixes, I'm really getting to like the little fella. I just need a really nice case to cart it around in, and a decent size memory card so I can store more, and I suspect that if someone can make a permanent root happen, that will pave the way to things like 'Startup Managers' so I can stop some of these apps auto loading when I don't need them to.
A question, though... is there any reason why the MicroSD capacity is listed as being limited to 32GB? Is that an actual capacity ceiling, or is it just the number that was most commonly available or tested at the time? Is the hardware limited to 32Gig or is it Android which is limited? Can the Archos 101 'scale' as MicroSD capacities get larger, or are we literally stuck with 32GB?
I've had no issues with build quality, possibly because I don't expect it to be as solid as an iPad, being a cheaper price and different materials. I've never really had much history of busting my devices with rough treatment or accidents, and even my 'expensive' iPhone 3GS has experienced the not-uncommon 'natural' phenomena of cracks appearing in the back casing around the dock port.
One thing I did notice is that when the A101 first arrived fresh from FedEx the box was freezing cold and so was the device, and when I unpackaged it, the top edge of the device (top of the screen when held in landscape) appeared to be quite significantly convex in shape, arced, not separated from the glass in any way, but definitely bulging. I did a lot of pressing back down on the bulge and letting the device get to room temperature before this 'bulge' became minimal. It is there ever so slightly even now, but doesn't appear to be putting any pressure or distortion on the screen.
Oh, and I think it is just the viewing angle issue, but when I hold the device in portrait to browse long pages or long lists, it almost appears as if the screen itself is convex, and I tend to tilt it back and forth to change the viewing angle on each section of the screen. The screen could definately have been executed better, and I don't think it would have raised the price too significantly.
Any other tips for an A101 n00b would be greatly welcomed.
32GB is atm the maximum you can build a sd to.
The std doesn't give more.
There is a new spec by sony that has more, but it seems not compatible.
I'm not sure if you're interested, but my Samsung Galaxy S used to only do about 900 on the Quadrant benchmark with Android 2.1, it was laggy and slow and really seemed a bit disappointing! Then came Froyo! My oh my, what a difference, unbelievable! It's snappy, touch, and it's there, spin, and it spins, breath, and it feels you! And, it also performs excellently in a Quandrant test now, usually in excess of 1700, even out performs most Nexus One phones I think.
It's absolutely blown me away that a simple software upgrade could entirely change a user experience so much! Battery life has also improved dramatically, at times giving me upto 12 hours or more with general use (regular texting plus photos etc). Which is really great for a 1500mAh battery.
So, I wouldn't give up. Froyo is a really smooth incarnation of Android, and future releases will no doubt get even better. It's exciting seeing what having a company as powerful as Google, backing an opensource project like Android can achieve.
While Microsoft and other companies are focusing purely on developing products from a financial profitability standpoint, Google seems to be able to focus more on simply developing a really excellent product.
I think the biggest 'downside' to Android is that numerous companies overload it with bloatware and don't optomise it enough for their hard ware. There is maybe just a general lack of understanding on the importance of making Android work WITH not against the hardware it's on.
Keep the faith though, have a play around with it and I'm sure eventually things will improve for you, otherwise, if you're really disappointed just go and buy a Samsung Galaxy tab or something similar! Samsung does a really good job, even though they take a looooooong time for updates!
Just ran quadrant, score was 1380. Gapps5 launcher pro plus non root.
2500 with urukdroid build

[Q] Do you also develop for iOS? Why choose Android?

I can't seem to find much on this, so I thought I'd ask the question. I personally use a Samsung Galaxy Nexus and was a previous owner of a Galaxy S1. I also sport an Apple Macbook Pro and I love the computer.
There's been a constant "reminder" from various articles how developing for iOS appeals to the developer more than doing so for Android.
This topic has spawned countless of times, and with the recent intro of Instagram to Android, that topic has been re-written once more to show why iOS is "dominant" among developers compared to Android. Article HERE.
Thing is, with all this talk about developing for iOS being better, I find myself asking "if that were true, then why do developers still develop for Android? If that were true, Instagram wouldn't even bother coming to Android...especially since it's free."
So what would make developers for Instagram want to make an app for Android when according to these articles:
Developing on Android is "harder" because it has to adapt to countless hardwares
Android developers make less than iOS developers
Do you develop for both iOS and Android? What's your take? What actually entices you to want to work on the Android platform?
It would be nice if a developer who works on both platforms can give some insights. Please no fanboy or anti-apple talk here...I am sure many of you Android users like me, would have had your friends who are iPhone users bring up such a topic on how they've read that developing for iOS is better, and you can't explain to them why people still make apps for Android cause there's little material online to covers that topic. I'm genuinely curious to know from a developer's perspective
Developers want to get their program out to as many people as possible so they develop for platforms where the customers are at. The two biggest phone operating systems right now are iOS and Android.
Developers choose iOS first because their is a lot less device diversity with iOS devices so developing an app is probably easier. It has also been shown that there is more money to be made selling iOS apps than Android apps which could be due to the fact that people who are on a tight budget may see an Android device as a better deal or may have a carrier that doesn't even sell the iPhone. Piracy is an issue on both platforms but it could be argued that Android is easier to pirate on since apks can be sideloaded without rooting where as iPhones have to be jailbroken. But sideloading apks is used for legit reasons as well, like testing betas, nightlies and other apps that aren't distributed through App Stores.
Android apps have to account for multiple screen resolutions, ratios, and densities. Most regular apps scale just fine. Games seem to be where there are the most issues and I really wish Google would address the issues. It seems each GPU type needs its own support (PowerVR, Nvidia, Adreno, etc). I really wish Google would implement something like DirectX so games can be played on any GPU with enough power. iOS has the advantage here because only a single GPU type is used, PowerVR I believe, so all games can be optimized for it. Couple that with the fact that iOS tends to bring in more money and this is why the game developers usually favor it over Android.
Thanks for the insight. I figured gaming would be difficult for developers but didn't understand why, I just naturally assumed that "if the app seems more complicated, it naturally equates to more complications making it run on various hardwares".
Am I right to say then that when tech reviewers write about how Developers favor iOS to Android, it's mostly pertaining to gaming?
What about non-gaming apps? Is reaching as many people as possible the only incentive to go Android? Take Whatsapp, or Instagram that recently came out...it's free on Android, it also has to deal with multiple hardwares (though now I'm assuming it's actually not as tough as it sounds to accomplish if the app's fairly simple)...is there an incentive for developers to create an Android App...cause the guys at Instagram or Whatsapp could have gone "Well there's nothing here for me, I'll just stick to iOS"...because from what I see, it looks like opening it to the Android market meant having to stress their servers with a sudden influx of users, which mean spending more money to maintain them so it doesn't slow down too much...it seems like a lose-lose situation from where I'm standing. =\
I guess for some apps, google ads are what keeps them going...like Draw Something. I do wonder though how Whatsapp and Instagram manages its upkeep when it doesnt have ads...and if the answer is that they use the money earned from iOS to manage their expansion, is it really worth it if the goal is just branding purposes.
If there is a market to reach developers will develop. Web developers had to put up with the terrible non standard supporting ie6 for years. It was a real pain to develop for but had a large user base that couldnt just be ignored. Android is the same way, developers go where they can reach the consumer. Luckily android its nowhere near as bad as ie6 was.
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spunker88 said:
If there is a market to reach developers will develop. Web developers had to put up with the terrible non standard supporting ie6 for years. It was a real pain to develop for but had a large user base that couldnt just be ignored. Android is the same way, developers go where they can reach the consumer. Luckily android its nowhere near as bad as ie6 was.
Sent from my Touchpad using Tapatalk
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Thanks for the input! From your take, it seems like developers make apps for Android not because they want to, but they have to.
Do you or any of the developers reading this, can testify that there are some ups to developing on Android as compared to iOS.
Please use the Q&A Forum for questions &
Read the Forum Rules Ref Posting
Moving to Q&A
lufc said:
Please use the Q&A Forum for questions &
Read the Forum Rules Ref Posting
Moving to Q&A
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Hi, sorry the topic may be [Q] but it's meant to generate comments and thoughts pertaining to the Android platform as per the sub header for Android General
Could it please be sent back to Android General? The Q&A section seems to be a place for people to post technical questions they need help solving.
Anyway, anyone else able to share their thoughts? Do you develop for both iOS and Android? It seems so far that people prefer to develop for iOS and lesser for Android, but they do it cause they have to as a means of reaching to the masses, but not really because they want to.
Anyone beg to differ? Do you have a reason why you actually prefer developing for Android over iOS?
Hi,
I'm a web developer, and when I decided to try mobile development, I made the choice to develop only for Android, for various reasons, but mainly because I'm not a fan of the Apple ecosystem.
This is not fanboyism here, I'm not bashing Apple, they make great products. But I prefer a fragmented ecosystem, with various companies, various devices, various app markets, etc. because this is a great source of opportunities. I also like the fact that android is open-source, leaving the availability to study the source code and hack around.
As for the difficulty to develop for various devices, I'd say that I'm used to it, being a web developer. Web devs are used to cope with various browsers (some of them being pretty old) and different screen sizes. See for example the mediaqueri.es site (cannot post link since I'm a new user)
thibaultj said:
Hi,
I'm a web developer, and when I decided to try mobile development, I made the choice to develop only for Android, for various reasons, but mainly because I'm not a fan of the Apple ecosystem.
This is not fanboyism here, I'm not bashing Apple, they make great products. But I prefer a fragmented ecosystem, with various companies, various devices, various app markets, etc. because this is a great source of opportunities. I also like the fact that android is open-source, leaving the availability to study the source code and hack around.
As for the difficulty to develop for various devices, I'd say that I'm used to it, being a web developer. Web devs are used to cope with various browsers (some of them being pretty old) and different screen sizes. See for example the mediaqueri.es site (cannot post link since I'm a new user)
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Thanks for your 2 cents! Am I right to assume that in fact, having to deal with different hardwares and screen sizes are actually a norm among developers before iOS came along? In other words, yes, Apple is right to say criticize that other platforms are harder to work with compared to iOS but that's because iOS is the exception among developing platforms where it's system is easier to work with?
spunker88 said:
I really wish Google would implement something like DirectX so games can be played on any GPU with enough power.
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But Android and iOS already have something like DirectX - OpenGL ES 1.1 and 2.0.
The_R said:
But Android and iOS already have something like DirectX - OpenGL ES 1.1 and 2.0.
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Thanks for the additional input...if there always is a direct standard like Open GL in both iOS and Android, what's the difficult part about manufacturing games for Android?
iOS required Apple computer to install their development environment. And You must pay 99$ per year for being the official iOS developer..
ayen1234 said:
iOS required Apple computer to install their development environment. And You must pay 99$ per year for being the official iOS developer..
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I'd actually say that it is worth it.
yeahyeahright said:
Thanks for the additional input...if there always is a direct standard like Open GL in both iOS and Android, what's the difficult part about manufacturing games for Android?
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I think its large number of the types of Android devices. It really isn't as simple as just supporting different screen sizes. Doing that is actually a really simple task using OpenGL.
With my own games I've experienced that what generally works on my test device won't necessarily work the same way on someone else's. For example, some devices support textures of any size while some devices have a constraint of the texture size being a power of 2. On many of my games which need multitouch, I've experienced that it doesn't always work the same on all devices either. On some it is downright broken while on other it just works fine.
There are many such other issues which you'd be aware of only after experiencing them.
The reason for this is the different hardware and the different software implementations that each phone manufacturer brings in. Even if the game "works" on a wide range of devices, there is always a different feel that you get when playing on a different device because of the hardware variations. You might get a good frame rate on a high end phone but have you tried playing it on a low end one? I've seen games from even the big publishers working fine on a high end phone but it just is completely glitchy on a low end one.
Now for a small developer with limited resources it can get really hard to test on and support as many devices as possible. This is one of the main reasons I feel that it can get really hard to develop games on Android. It just requires more effort if the developer wants to guarantee a good experience on a wide range of devices.
The other factor as stated before is that the iOS platform is more uniform. And moreover there are more people who are apparently willing to pay for your game on iOS than on Android. With one of my own games I've experienced that I've made more money in the last 10 days by selling it on the iOS App store than on Android in the last one year with ad revenues.
I actually started developing games on Android initially and one of the really big disappointments for me has been that I am not able to sell my games on the market(now Google Play) because Google checkout for merchants is only available in a few countries. This was the main reason for me to consider moving over to iOS. I think I could sell on a different market like the Amazon App store if I really wanted though.
Inspite of all that I'd say that Android is a great platform.
Wow thanks a lot for the insight! It's great to understand it from a developer's POV, especially one who works on both platforms.
I realise people do comment a lot about Android users less committed to pay for an app, I wonder why...I don't think it's due to their budget, my guess is that their afraid it may not work well on their devices...to that I think Google could really push hard and promote it's 15 minutes refund policy which I think a lot of users are not aware of....I use the 15 minute window a lot and it helps me to decide if something is worth my time buying or not.
I guess the "openness" of Android has allowed phone manufacturers to get really creative with their products (Touchwiz, Sense, Dual Screens, Qwerty Keypads etc) but at the same time, makes it harder for a developer to create stuff, probably even harder than creating stuff on a Windows Desktop.
Do any of you think that having "game settings" like you get on a Windows PC will help change this experience? Either one where the user gets to tweak the graphics (low, med, high) and performance, or perhaps one where the game will adjust graphics to the "recommended setting based on your hardware"? Is this even possible on Android or it's more complicated than you'd get on Windows?
yeahyeahright said:
Do any of you think that having "game settings" like you get on a Windows PC will help change this experience? Either one where the user gets to tweak the graphics (low, med, high) and performance, or perhaps one where the game will adjust graphics to the "recommended setting based on your hardware"? Is this even possible on Android or it's more complicated than you'd get on Windows?
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Yeah, I have actually seen a few games that do that, and it does help. But it also requires some extra time and effort on the developer's part.
In some of my games too, I've added some simple settings in order to change the control schemes, so that if one of them doesn't work for you, you could choose the other one. Graphically, though, my games are really simple.
yeahyeahright said:
Thanks for your 2 cents! Am I right to assume that in fact, having to deal with different hardwares and screen sizes are actually a norm among developers before iOS came along? In other words, yes, Apple is right to say criticize that other platforms are harder to work with compared to iOS but that's because iOS is the exception among developing platforms where it's system is easier to work with?
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Having to deal with different hardwares started to be a thing of the past, with the explosion of web apps. One platform for all, what a dream! Then came smartphones and tablets, and developing for a native platfrom became cool again.
Anyway, building for the web is still the only way to reach anyone with an internet access. The only problem with web apps is that it's harder to monetize. But the web's decentralized architecture is not a bug, it's a feature. That is what guarantees it's freedom and independance. You don't have such guarantees on a centralized market managed by a single company, whose first goal is profit.
Well, this post was slightly off-topic, sorry about that.
Thanks both of you for the really good insight. I guess Android is great as a supposedly "open" phone os, it certainly has a lot of hurdles to clear in order to please and entice developers the way iOS does, I'm not certain it can get there, but I do think they do make an effort, like the just upgraded emulator which shows Google's commitment to better developed apps (talk about timing!).
I'm certainly happy with my Android phone and from what I've read about the negative results developers gain from working on Android than on iOS, I take my hat off to those that stick around on this platform and try to make things happen. *clap*
=)
I choose Android for one reason. It's much cheaper. Only 25$ one time. iOS is 99$ every year

How Your App Can Make Money?

Mobile games are a huge hit amongst people from all ages. The most common problem faced by mobile game app developers is that there is very little provision to make profit and this is the reason why most of the newbie end up running out of the competition. Making a strong provision for continuous cash flow ensures long term stability and sustenance.
Developing a game in itself is an arduous task; it requires imagination, planning and execution. A normal sort of an idea will never let you develop a permanent or long term user base; you need to cull out something unique and captivating. Selecting the correct OS, getting hold of an interesting design and UI and bringing in several other factors help you create a successful gaming app. Now the ultimate question which pops out here is that “how are you going to make a profit out of your product?”
Well it’s a fact that none of us work just for the sake of working; we all expect a reward in the form of profit. Monetization becomes the last but most important part of developing a game based application. Let us take you through some of the best ideas to monetize your app and get in a good turnover.
Made for the user: The first question you ask yourself when developing a game is about the target audience. Basically what you are developing is meant for your end users and not for you. The apt genre and target audience go hand in hand and then only you can ensure a long term user base. A popular game will automatically bring a larger crowd and hence create opportunities to earn.
Surprise your users: Who doesn’t love surprises? If you are continuously offering something novel to your users with regular updates then you can assure yourself with a strong user base. People will keep on coming back and take keen interest in getting the app updated because of the surprise element.
Bonus on referrals: Well this has become quite a bit common and effective too. You can put in some incentive for your users so that they refer your game app to their friends and family. This will again bring a lot of genuine installs and create a large user base pretty much quickly.
Effectiveness of the Freemium Model: Freemium has become quite a common internet term these days, it basically means providing basic things for free and the premium ones can be used at a price. The first three points have already given you an idea to create a large user base, now offering a freemium model will let you have monetary conversions. A good game will pull in some of the fans to purchase the premium offerings.
In-app purchases are a must: Since we are talking about monetization, the word ‘purchase’ holds a lot of importance. You must provide for in-app purchases to ensure that at least some people from your user base are purchasing something or the other. It might be a third party app or product, but, in this way you can build up on a good section of commission based earnings.
Discounts! Somebody who has always wanted to purchase something but couldn’t do it because of a higher price would definitely understand the importance of discounts. Offering a discount on the most sought after products in your range will keep on encouraging a lot many users to spend money.
Removal of limitations: Your game is an absolute hit, people love it but then there are some annoying hindrances like advertisements, zero lives, turns or even energy. Now you can bank on this opportunity and get such limitations removed for a paltry sum of money. Most of the users would spend.
Social Gaming: It is a human habit, when we are with our social groups we tend to spend more. Now if your game app gives an opportunity to function socially then people can be lured to spend more. If their friends are scoring high, then they will definitely want to beat them at any cost! Sounds clever?!
Merchandises: Lastly, once a game is quite famous, users do want to get hold of merchandises and accessories from the same game. Angry birds is a classic example, people buy mugs, apparels, footwear and other accessories just for the sake of love for their favorite game.
These are some of the most important methods of channelizing funds to your bank accounts. Gaming is a great sector to invest in, but the shortage of funds tends to shallow down the foundation of growth. Some of these strategies definitely will help monetizing funds.
If you believe that you have developed a good game then you should contact me now to start promoting your app around the word!

Why it’s easy to rank an ios app as compared to an android app?

When it comes to market share amongst smart phone users, Google’s Android and Apple’s iOS are the leaders. Both Android and iOS come up with an excellent operating system which makes the usage of mobile phones altogether exclusive and captivating. A huge market base of users using iOS and Android has pushed thousands of app developers across the world to come up with great and highly useful apps.
App developers have always had to face stern competition and this led to losing out on a strong user base. Most of the people end up downloading apps which are top ranked. The Google Playstore or iOS’s App Store are the places where people get their apps, games and other utility items. Now whenever the end user is browsing through apps or games, he would surely end up installing a higher ranked app. This issue does not let small players to fight through the competition.
If you happen to be an app developer developing apps for both iOS and Android, then here is a detailed article to let you know about the easiness of getting an iOS app ranked well as compared to its Android counterpart.
The Developmental Costs
IOS apps are significantly cheaper to develop. An iOS app will cost around 35% less than what you to spend for an Android app. The main reason for this is the amount of time required to develop an app. Android apps require almost 2-3 times more time than iOS apps for development. What it means is that you can rather use that part of cost to improvise your app. A better app automatically gets a stronger hand. Most of the Android apps are a bit poor at their nascent stages.
Demographics and Reach
Now the next big thing about rankings is the type of audience or user base. Generally, iOS users are from more financially stable countries and have a better level of technological ease as compared to Android users. This ensures that the end users are pretty much genuine and are actually getting the best of the apps. As a developer you must know the importance of having users who are genuine and actually get the most out of your app. A genuine like or appreciation definitely ranks up an app higher.
Approvals and Competition
A very infamous thing about Android apps is that they get approved easily by Google, now this means that whoever develops an app for Android is going to get a sure shot approval. This increases the competition between app developers. A great amount of competition never really lets your app blossom. In case of iOS getting an app approved is quite difficult. They have a stern system which makes quite a few checks before your app goes live. This means that there are lesser apps and hence a lesser amount of competition.
Offerwalls
Google lets you have offerwalls. Offerwalls somewhat ensure that users are getting continuous offers or incentives to download new apps. This means that users keep on downloading new apps for the rewards that they get. Here, the amount competition again shoots up and developers see their ranks getting hampered. In case of Apple, they do not allow offerwalls; this means people do not download apps just because of the incentives. The user base is a bit smaller and thus competition is not as fierce as Android.
These were some of the reasons why it’s a bit easier for developers to get their iOS apps ranked better than Android apps. There are several other factors as well which include application features, hardware capacity, time engaged while using an application, the OS version on the user’s mobile phone. People having an iPhone have an upper hand in terms of having better hardware configuration and this enables them to have a hassle free app experience. iOS is a bit more stable and flexible than Android and this lets developers experiment with new things and make the user experience even more engaging. Apps on iOS automatically end up having better ranks easily than Android with so many features and facilities.
I agree with almost everything you wrote. I disagree with you when you say that developing iOS apps is faster than developing for Android.
I worked for an enterprise that has apps developed for Android, Windows Phone and iOS and iOS application took much more time to be finished than the time required to finish Android and Windows Phone versions.
marcioandreyoliveira said:
I agree with almost everything you wrote. I disagree with you when you say that developing iOS apps is faster than developing for Android.
I worked for an enterprise that has apps developed for Android, Windows Phone and iOS and iOS application took much more time to be finished than the time required to finish Android and Windows Phone versions.
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Hello! thanks for commenting on this post. I appreciate that. Yes, the time-frame can vary app to app depending on the genre and size.

friv games online game

Online games can be classified broadly into two areas. The first category is the game, which is directly on the structure and is easy to play. The second type of game, which is a bit more complex and has a theme. Players need to use awareness and his intuition to unravel the mystery of the game.
Whether it’s a flash game or a simple game, online, games are always in search of the most updated website and rewarding. So games site authorities are coming up with the best of services to attract traffic. In today’s world where people have to pay even to drink a collection of online games absolutely free for all seems like a dream offer
When you search the web for something to do when you’re carrying in your work and you’re bored, you will be happy to find that there are many online games via the Internet nowadays. In fact, there actually is a new online game being given each day all throughout the year.
Children often get bored very easily and needs something that can hold their interest for a long time by its variations. Games are no new concept that most children will enjoy. This not only looks attractive because of the bright colors and design, but also because it allows the player to control the graphics on their computer or television screen.
In the new friv 2 games, you’ll see more than a thousand free games. Some of his costume up games comes with upbeat music to capture the sense of the joy of the players. The theme of the dress up games may vary such as princesses, countries, fairies, holidays, rabbit, pop stars, prom dates, and more. For those who do not have the slightest clue of what abcya is all about, it is basically a site that is equipped with an excess of online games. Many sites offer free online games, but to play free yepi 2 games are very popular on the internet despite the fact that there are so many sites out there that will provide the same kind of perk. The site will provide more free gaming experience worry so people do not have to fret about viruses and spyware-map is usually on the ground to see another game.
To support the popular notion that an idle mind is the devil’s advocate, play y8 games will help in the redevelopment of the important functions of the brain because it is put into running back. When you are playing, the brain is stimulated which will lead to an increase of blood flow hence improving your memory.
Besides, no matter how ironic it is, playing free online y3 games helped in your tired body. Prime then will make bigger hands and fingers just before each game as to ensure greatest flexibility. Almost all parts of our body will be put to a test like our ears that will work well to clutch and guidance. In the core, online gaming is not just a trend for the enjoyment of players but this is also a way to perk up health conditions of the body. To be sure, this article was able to expand our mind from the limited notion we have had with online gaming. So, now, open a new tab and visit unblocked games for an online gaming experience unlimited! In fact, kizi games exist in the online world for much of the year pretty since it was first created which is just a proof of how many people will vote for over pbs kids its competitors.
XDA:DevDB Information
45gerdf, Device Specific App for the Acer F1
Contributors
anhquoc90
Version Information
Status: Testing
Created 2016-08-26
Last Updated 2016-08-26

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