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Battleheart Developer Drops Android As 'Unsustainable'

mr100percent writes with this excerpt from Electronista: "Battleheart's creator Mika Mobile in an update explained that it was dropping Android support. Google's platform was losing money for the company, since it spent about 20 percent of its time supporting the platform but only ever made five percent or less of the company's revenue. Much of the effort was spent on issues specific to Android, where the diversity was only creating problems rather than helping. 'I would have preferred spending that time on more content for you, but instead I was thanklessly modifying shaders and texture formats to work on different GPUs, or pushing out patches to support new devices without crashing, or walking someone through how to fix an installation that wouldn't go through,' one half of the husband and wife duo said. 'We spent thousands on various test hardware. These are the unsung necessities of offering our apps on Android.'"

649 comments

  1. Who can blame them? by microbee · · Score: 1, Insightful

    Good choice

    1. Re:Who can blame them? by KDR_11k · · Score: 5, Insightful

      It's not Android that's unsustainable. It's their business that's unsustainable.

      Which is why they're making good money on the Apple market, right?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Who can blame them? by Pieroxy · · Score: 1, Insightful

      Their product would sell just as well on the Google Play Store if it wasn't shitty code. The great thing about IOS is anyone who isn't running the newest version is SOL. The android market base is far hotter and developers continue to blame android for not making much money on it, rather than write a decent app that doesn't rely on the IOShit framework.

      You sound like a jealous Android user. Why is that?

    3. Re:Who can blame them? by Anonymous Coward · · Score: 1

      Are you kidding? Do you even know who Mika Mobile is? They make extremely polished apps that top the charts on iOS. Get your shit straight fanboy.

    4. Re:Who can blame them? by Anonymous Coward · · Score: 0, Funny

      dur Apple is evil, google is open. dur the corporation i like (and dont work for, have an investment in, have friends at) is better than some corporation i dont like... durr

    5. Re:Who can blame them? by Anonymous Coward · · Score: 0

      Spoken like someone who doesn't make a living selling mobile apps. Android is a mess. It doesn't *have* to be, but it certainly is right now.

    6. Re:Who can blame them? by flowwolf · · Score: 0, Troll

      Oh please. This game is nothing to be impressed about. Not jealous at all. I'm only resentful of smear campaigns. All they're saying here is we couldn't release a quality product that sold, so we're blaming the entire Android platform instead of ourselves.

    7. Re:Who can blame them? by Cute+Fuzzy+Bunny · · Score: 4, Funny

      You bet. Those folks are already used to spending two or three times as much on stuff that isnt even that great. Anyone could make money selling stuff to Apple consumers.

    8. Re:Who can blame them? by Pieroxy · · Score: 5, Insightful

      Apparently, a whole range of devs can't release a quality product on Android while they do just fine products on iOS. Coincidentally, it's all the devs that needs 3D Rendering.

      Go figure. It cannot be that Apple's platform is much more leveled. Nah. Can't be.

    9. Re:Who can blame them? by CheerfulMacFanboy · · Score: 1

      It's not Android that's unsustainable. It's their business that's unsustainable.

      https://www.google.com/search?q=Battleheart+apk is why their Android business is unsustainable.

      --
      Fandroids hate facts.
    10. Re:Who can blame them? by Anonymous Coward · · Score: 0, Flamebait

      How about you face the fact that the game was a shitty port that didn't sell well so rather than fix the game e and make money the guy blames the platform. Its as simple as that.

    11. Re:Who can blame them? by Anonymous Coward · · Score: 0

      What do you get when you get too many Phds in a confined space? Nothing to celebrate.

      Such is the death of all Google products, except search (judge based on financial profit, not good feelings/images).

    12. Re:Who can blame them? by leenks · · Score: 1

      Ported? Where are the decent Android only apps that don't need porting? Where are the bad Android apps ported to iOS?

    13. Re:Who can blame them? by flowwolf · · Score: 2, Insightful

      IOS is too restrictive to allow direct ports from open platforms. This is what was being talked about by the OSS pioneers that said walled gardens were a bad thing. Remember that ?

    14. Re:Who can blame them? by Daniel+Phillips · · Score: 1, Interesting

      Quite right. They're clearly not cut out for the software business. They probably bought into the infamous lie that "anyone can take on a multinational corporation on the Internet." No, they can't. And these guys aren't going to make it either. It's not Android that's unsustainable. It's their business that's unsustainable.

      Whoa, it seems you got hit by some driveby spinmodding.

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    15. Re:Who can blame them? by Daniel+Phillips · · Score: 4, Interesting

      Which is why they're making good money on the Apple market, right?

      They don't come right out and say that, in fact it seems unlikely given their great concern over investing "a few thousand" in test hardware. Which seems like a dubious claim anyway, because it probably costs them little more than an email to get sample equipment from any given manufacturer. In fact, the whole story smacks of spintroll to me. After all, who except Apple cares about what a boutique game shop does not attempt?

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    16. Re:Who can blame them? by uberjack · · Score: 4, Informative

      No, it's an unfortunate choice. As a hobbyist dev, I find Android difficult to follow. Since I started adding tablet support to my app (which included, among other things moving from SDK 4 to 10), my app's stability has considerably worsened, with various problems in Android's core that often make no sense. The SDK change introduced problems with about 10 different types of hardware that required painstaking, slow fixes, which are difficult for anyone but a company with a dedicated test team. Some of the changes in ICS completely hosed parts of code (including services), and required considerable rewrites. Apple's not without its quirks - changes in Xcode are ridiculously capricious, and not always for the best (e.g. storyboards). That said, supporting only 3 -4 types of hardware, instead of thousands, is considerably more predictable. Android's in a unique situation - it's attempting to be everything to everyone, which ultimately puts the strain on the devs. For people like me (who aren't even mobile devs by profession), this is extremely taxing. However, for companies that have staff dedicated to exactly this type of thing, this should be a non-issue.

    17. Re:Who can blame them? by BasilBrush · · Score: 0

      Yeah, but if it's on an open platform and easy to copy without paying anything to anyone, that's better for everybody right? After all developers who make enough money to make a living are just greedy.

    18. Re:Who can blame them? by Alex+Zepeda · · Score: 2

      Well, on the plus side, it's not like services worked very well on Android prior to 4.0. I was (and still am) amazed that there's no way to gracefully stop a background "service".

      --
      The revolution will be mocked
    19. Re:Who can blame them? by peragrin · · Score: 4, Insightful

      developers need 100's of different pieces of hardware to sort out android issues. or one new apple model a year.

      Every android vendor is releasing 6-12 new models a YEAR. each one with different OS, hardware, and generic software configurations.

      Those vendors charge each developer for every phone they buy. Why? because 99% of the developers don't have the reputation to earn free hardware.

      --
      i thought once I was found, but it was only a dream.
    20. Re:Who can blame them? by BasilBrush · · Score: 0, Flamebait

      You don't actually have the first clue of what you're talking about do you. You've never developed so much as a Hello World app in your life.

    21. Re:Who can blame them? by OeLeWaPpErKe · · Score: 3, Interesting

      The exact same argument is often made for "real" programs being windows-only.

      If that's the kind of world you support, then of course you're right.

      You can also see that Google is doing what it can to fix this, and so there's a good chance this will get fixed, even if maybe not tomorrow. You want perfect google support, it's clear which devices to buy. This year's model is the galaxy nexus. It's a great phone.

    22. Re:Who can blame them? by BasilBrush · · Score: 4, Insightful

      Funny isn't it. When iOS development is in question, $99 to join the developer programme is too much money. But when it's Android, spending $thousands on test hardware is neither here nor there. It's even waved away with fantasies of free test hardware for developers.

      Android cheerleaders just don't live in the real world.

    23. Re:Who can blame them? by microbee · · Score: 2

      Yes, flag me flamebait and continue to deny the issue.

      People defending the status quo are people who apparently don't do real business. We've got a real developer on Android on the other hand, who has TRIED to support it. I best there are not many people in this thread that have done so.

    24. Re:Who can blame them? by PopeRatzo · · Score: 2, Insightful

      When iOS development is in question, $99 to join the developer programme is too much money. But when it's Android, spending $thousands on test hardware is neither here nor there.

      Well, hold on a minute. It's $99 no matter what you want to develop.

      I think spending "thousands" on test hardware for a company that is trying to sell what they are touting as a top-level game is indeed "neither here nor there".

      Gee, I hope companies that are selling games are using test equipment. Otherwise, what are the odds that the game is going to be any good? There are a whole lot of crappy games for handhelds for all platforms. I've got an iPod Touch and an Android phone, and I don't see one being all that much better, from a game user's point of view, than another. Except for the fact that the Android has more powerful, faster hardware and an SD card slot right on the phone.

      --
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    25. Re:Who can blame them? by BasilBrush · · Score: 2

      Hold on a minute, testing is necessary no matter what you want to develop.

    26. Re:Who can blame them? by ozmanjusri · · Score: 5, Insightful
      How about you respond to the comment instead of FUD spreading.

      As usual, the summary distorts TFA, but TFA clearly states that the developer's main complaint is a 50Mb limit to the download cache for Market apps. They then state that they don't want to commit resources to making game data a separate download.

      Think about that for a scond.

      This is not a challenging task, even for a moderately skilled coder - it's a solved problem. Now I have no doubt there's good reasons why this one developer can't support Android, despite 250,000 apps making it there, but the reason given in TFA is not the real reason.

      In reality, what's happened is that Google, recognising the need for larger apps and data, has increased the size of downloads from the Market as Expansion files. They did this so they could track when large in-game downloads were completing, because unscrupulous dvelopers were using large/slow downloads to make sure the user had no opportunity to finish the download before the refund period expired. Now the Market tracks that the user has completely finished downloading large applications, then starts the refund period. Most newer devices should download expansion files automatically, but older ones download them when you first run the application.

      I'm not suggesting that a developer with a poor quality port from a different platform might want to deny users the opportunity for a refund. Though, if they are really having trouble implimenting something as simple as in-game downloads, I might question the quality of their other work...

      --
      "I've got more toys than Teruhisa Kitahara."
    27. Re:Who can blame them? by crutchy · · Score: 1, Interesting

      actually, i have an android phone (s2) so i'm definitely no i-slave, and the only game worth installing is angry birds (see below), and even that is only while waiting for things when i'm out. android market is full of malware, scams and games that just wish they were even a fraction as good as the PC/PS/Xbox/etc originals they try desperately to rip off. there may be a gem, but its drowning in a festering pool of shit where it will never be found by the majority

      its pretty bad when angry birds is as good as it gets

      iphones and android phones are mainly driven by access to social media, not games

    28. Re:Who can blame them? by sl149q · · Score: 3, Insightful

      Hmm... Apple supports their products with updates and rewards their end users for staying current with better software and better apps.... I suppose that the downside to that is that you are SOL if you don't want to upgrade.

      On the other hand with Android products you are just plain SOL because you don't get the choice to upgrade at all for the most part.

    29. Re:Who can blame them? by Daniel+Phillips · · Score: 1

      Those vendors charge each developer for every phone they buy.

      You don't know that. And your wild exaggerations do not help you make your point, if indeed you have one.

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    30. Re:Who can blame them? by RonVNX · · Score: 1

      When Android disappears before they do, ask that again. Until then, use common sense.

    31. Re:Who can blame them? by Anonymous Coward · · Score: 1

      i blame the developer. People have been writing games on the Windows platforms with a huge amount of different graphics cards, processors, ram, and motherboards. a bad fisherman blames the tackle.

    32. Re:Who can blame them? by JAlexoi · · Score: 1

      There is also a big issue with Apple's way - they tend to break your old device. While Android devices tend to stay at the same level of functionality when you bought them.

    33. Re:Who can blame them? by Alex+Zepeda · · Score: 2

      In reality, what's happened is that Google, recognising the need for larger apps and data, has increased the size of downloads from the Market as Expansion files. They did this so they could track when large in-game downloads were completing, because unscrupulous dvelopers were using large/slow downloads to make sure the user had no opportunity to finish the download before the refund period expired. Now the Market tracks that the user has completely finished downloading large applications, then starts the refund period. Most newer devices should download expansion files automatically, but older ones download them when you first run the application.

      Say what? Depending on your device, you've gotta run the app to get the expansion packs in the first place because the market doesn't push the expansion files. OTOH if the market /were/ responsible for pushing and installing the expansion files, wouldn't that make it easier for Google to track and then determine when your grace period should start? Conversely, why on earth would Google include the download time in your grace period?

      Seems a bit archaic to me, because instead of having a single place to deal with updates, you've now got two. Instead of one bit of code to maintain (market app on the phone) there are now two (market app and the developer's app) that need to handle essentially identical tasks. Scratch that, it seems a lot archaic and like there are far more permutations to deal with than in iOS land.

      --
      The revolution will be mocked
    34. Re:Who can blame them? by JAlexoi · · Score: 3, Interesting

      That said, supporting only 3 -4 types of hardware, instead of thousands, is considerably more predictable.

      Sorry, unless you are doing something really hardware specific, like certain OpenGL ext, you don't care about hardware. I can state out of 2 years of experience in android development. And if you're a game dev, then it's the usual "make your OpenGL code run better on a particular GPU" carried over from the desktop.
      Android isn't the easiest, not is it bug free. Otherwise, I find your comment out of sync with what me and 3 Android developer communities I participate in have encountered.

    35. Re:Who can blame them? by BasilBrush · · Score: 2

      You don't have to buy that many Android test devices before you're in the thousands. And remember you have to pay full unlocked prices for them - you don't want a new carrier contract on every test device.

      BTW, you seem to have a habit of spinning way off topic into some random link when you're stuck for an argument. Hate is obviously making you very confused.

    36. Re:Who can blame them? by Anonymous Coward · · Score: 0

      It's not that the Andriod platform is necessarily bad, it's that more iPhone users pay for applications, his included by a wide margin. With more money coming in, he can make more money and get more bang for the buck only supporting a single platform and a few model of phones (iPhones). It is the same reason that the PC has had many more applications than Apple over the years. It's not that Apple has always sucked, there was never enough paying customers to make it worth while for most developers.

      Who loses here by him dropping the platform? I guess the small percentage of Android users he had as paying customers.

    37. Re:Who can blame them? by ozmanjusri · · Score: 1

      Say what [android.com]?

      Legacy device support. It's pretty clear in the dev guide.

      --
      "I've got more toys than Teruhisa Kitahara."
    38. Re:Who can blame them? by Anonymous Coward · · Score: 1

      That's a funny way of admitting that writing your apps for Android locks you in.

    39. Re:Who can blame them? by PopeRatzo · · Score: 1

      Hold on a minute, testing is necessary no matter what you want to develop.

      Of course, but the amount of equipment needed to test a game might not be needed to test a text editor. I assume, because I don't know anything about developing games or text editors.

      All I know is, a lot of the games I have played on various platforms lately don't seem to have been subject to much testing of any kind. But the text editors I've used appear to be rock solid across a variety of systems.

      --
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    40. Re:Who can blame them? by CheerfulMacFanboy · · Score: 1

      If it is so shitty, why does it get so many 5 star ratings?

      --
      Fandroids hate facts.
    41. Re:Who can blame them? by Anonymous Coward · · Score: 0

      How so?

    42. Re:Who can blame them? by Daniel+Phillips · · Score: 0

      Hey, don't shoot the messenger. It wasn't me who did all those unethical things. If you want it to stop, send Tim Cook an email.

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    43. Re:Who can blame them? by _KiTA_ · · Score: 3

      This year's model is the galaxy nexus. It's a great phone.

      And what, pray tell, would be this year's model for Tablet? Or the iPod analogue, which I typically use as a very small tablet?

      Serious question here. I have no need for a cellphone, and no desire to tie myself to some overly corrupt corporation's data plan. I was considering a Kindle Fire as my not-quite-Android tablet of choice, but hey, if there's a more sane model, I'm listening.

    44. Re:Who can blame them? by BasilBrush · · Score: 1

      As I said.

    45. Re:Who can blame them? by Altus · · Score: 1

      Yea and on windows it makes for a good return. If there was a good return on development time for Android these game developers would still be on the platform, but they aren't making enough money to justify the cost.

      The same argument made for not developing games for the mac and only for windows actually.

      --

      "In America, first you get the sugar, then you get the power, then you get the women..." -H. Simpson

    46. Re:Who can blame them? by jo_ham · · Score: 2

      How's that? There was the one case where the original 3G was messed up migrating to iOS4 whcih was fixed as much as possible (but still nowhere near iOS3 performance) with later point updates.

      As far as the other iOS devices that have migrated platforms go (iPhone 3GS, 4, iPad 1) they have been just fine. I was not expecting the 3GS to work well on iOS5 at all given the history of the 3G and iOS4 (when iOS 5 was targeted at the iPhone 4+ really, so things with the A4 CPU) but it's been great.

      So there's no "tending" to break your old device - they "tend" to update just fine, with the one major exception for an upgrade that should never have been pushed to the 3G in the first place.

    47. Re:Who can blame them? by AmazingRuss · · Score: 4, Informative

      As a developer, I can verify this. Some of them will send us phones, some won't. The cost of the phone isn't the big thing, the time involved in testing on each and every one is. Not to mention dealing with the enraged fanboids that raise hell about bugs in the app they pirated to begin with.

      Android just isn't worth the effort. Your work is rewarded by getting ripped off and abused.

    48. Re:Who can blame them? by Daniel+Phillips · · Score: 1

      According to you, anyone who calls out Apple on ethics is confused.

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    49. Re:Who can blame them? by sg_oneill · · Score: 4, Informative

      [quote]You don't know that. And your wild exaggerations do not help you make your point, if indeed you have one.[/quote]

      No, I can confirm that. I worked for a fairly major provider of white-label VOIP software, and we where mostly hired by telcos to produce VOIP apps branded to the telco.

      In hundreds of those contracts I can not remember a single instance where the manufacturers of the handsets provided us with free handsets. Sometimes the *client* would provide one or two,

      But considering that early Android versions had a very difficult hardware API (We could not use the old bridge-back-to-java trick because it introduced terrible latency) for audio that introduced subtle variations per model.

      In the end all we could do was guarantee our work for a certain select range of handsets.

      And the support calls would always be for some mysterious handset model we'd never heard of produced by some obscure chinese manufacturer that no, they would not give us a free handset.

      If we couldn't get the freebies, and remember with android we are talking *hundreds* of variations here, sure as hell the obscure basement game devs wouldn't be.

      And we'd still get paid more for the iphone apps anyway. And the only substantial differences we ever saw was that the older ones where a bit slow for certain codecs.

      --
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    50. Re:Who can blame them? by OeLeWaPpErKe · · Score: 1

      the xoom

    51. Re:Who can blame them? by CheerfulMacFanboy · · Score: 0

      While Android devices tend to stay at the same level of functionality when you bought them.

      You found a nice way to make the fact that you can't update your 1 year old Andriod phone look good.

      --
      Fandroids hate facts.
    52. Re:Who can blame them? by im_thatoneguy · · Score: 1

      it probably costs them little more than an email to get sample equipment from any given manufacturer

      Haha, good luck with that. No seriously, try it and report back how long you were willing to wait before giving up on ever hearing back.

    53. Re:Who can blame them? by CheerfulMacFanboy · · Score: 0

      Which seems like a dubious claim anyway, because it probably costs them little more than an email to get sample equipment from any given manufacturer.

      So all I'd have to do get a couple of free phones is to send an email claiming I'm an Android developer?

      --
      Fandroids hate facts.
    54. Re:Who can blame them? by CheerfulMacFanboy · · Score: 1

      Those vendors charge each developer for every phone they buy.

      You don't know that. And your wild exaggerations do not help you make your point, if indeed you have one.

      So only you are in a position to make wild exaggerations about how much (zero as you claim) developers pay for all phones.

      --
      Fandroids hate facts.
    55. Re:Who can blame them? by insertwackynamehere · · Score: 1

      So two programming environments are bad? Everyone should settle on just one thing that works everywhere? And if not they hate FOSS?

    56. Re:Who can blame them? by Anonymous Coward · · Score: 0

      bullshit. maybe if you have the latest or second latest iphone. Also android's problem has nothing to do with the devs its the manufactures, if they released all the details about their socs it would be a lot easier.

    57. Re:Who can blame them? by Altus · · Score: 2

      To be fair, if your application is fairly standard and isn't a 3d game for instance you aren't going to suffer as much with the diversity of devices. Chances are testing on a few will cover you fairly well and you will address outliers as they come in. With something like a 3d game you are going to need to test on a much wider variety of devices.

      --

      "In America, first you get the sugar, then you get the power, then you get the women..." -H. Simpson

    58. Re:Who can blame them? by JAlexoi · · Score: 1

      I find it funny coming from the side that had iPhone 3G supported a mere 6 months after last production stopped. Apple is not the ideal here, neither do I give out any praise in the Android manufacturer area.
      PS: It's actually ODMs obligation to keep the functionality at least at the same level.

    59. Re:Who can blame them? by rtb61 · · Score: 1

      Basically yes. They are more competitive on the limited Apple market and on Android due to greater competition they make less money. Reality is of course dropping Android support does not change the level of competition from the Android market.

      For them, there are basically too many free games on Android for them to make money out of, tiny only play when bored games.

      Reality is, although they don't seem to realise it yet, they are doomed because by their own admission their games do not cut it in a more competitive market.

      From a consumer point of view, this means go Android to access a far more competitive app market and avoid Apple, not only do you pay more for hardware, you pay more for software and you pay more for apps, not surprising it's the phone of choice for unthinking spoilt brats,

      --
      Chaos - everything, everywhere, everywhen
    60. Re:Who can blame them? by ozmanjusri · · Score: 2

      Coincidentally, it's all the devs that needs 3D Rendering.

      I somehow doubt that.

      The native Renderscript API is clean, device-independant and performs well. http://developer.android.com/guide/topics/renderscript/index.html. The people having difficulty are only the ones coming from iOS to other platforms.

      --
      "I've got more toys than Teruhisa Kitahara."
    61. Re:Who can blame them? by Anonymous Coward · · Score: 0

      There are a lot of different cpu families powering the various Android devices, pc's share the same basic cpu.

    62. Re:Who can blame them? by CheerfulMacFanboy · · Score: 1

      What's that (9 months actually - pretty loose with the facts here) compared to Android phones that are still sold and have only been on the market for 11 months that have been confirmed to not get a (full) ICS upgrade?

      --
      Fandroids hate facts.
    63. Re:Who can blame them? by Karlt1 · · Score: 2

      So in other words the only way you can guarantee a fully supported Android experience is by buying the one phone released a year by the operating system vendor. Hmm sound kind of familiar.

      But what happened to all of the "choices".

    64. Re:Who can blame them? by Analog+Penguin · · Score: 4, Interesting

      The really disappointing thing is that it sold GREAT when the app was new, but while the dev continued updating the iOS app with all kinds of new levels and features, he chose to abandon the Android app and bitch and moan about the ecosystem rather than keeping the Android version on par with its iOS cousin.

      Then he has the balls to wonder aloud why sales have dropped after that initial burst? Maybe if he'd updated the goddamn app anytime in the past eight months, it would have done a little better.

    65. Re:Who can blame them? by Daniel+Phillips · · Score: 0

      I worked for a fairly major provider of white-label VOIP software, and we where mostly hired by telcos to produce VOIP apps branded to the telco. In hundreds of those contracts I can not remember a single instance where the manufacturers of the handsets provided us with free handsets. Sometimes the *client* would provide one or two...

      You were hired by telcos to write voip apps and the telcos did not give you the hardware you needed to do your job? Or pay for it? Please excuse me if I mark your cred down to zero. Or maybe negative.

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    66. Re:Who can blame them? by sitkill · · Score: 4, Informative

      I can tell you don't work in the mobile sector. From my own company, we do heavy mobile development and we litterally have cabinets FULL of mobile phones. Not just one of each, we generally have the same phone with multiple versions on it as well. It's the nature of the beast. We've found issues that for device specific reasons need to be worked around. We catch a lot of the issues in our automated testing, but we do a sanity test on all major devices and revisions. Any that come up later on, we need a real world testing environment. I have no idea how you think Google can fix this, unless you thing Google is going to come around and start telling mobile handset developers to use X cpu, Y gpu, with no additional mods), with Z version. Good luck with that.

    67. Re:Who can blame them? by Daniel+Phillips · · Score: 1, Interesting

      So all I'd have to do get a couple of free phones is to send an email claiming I'm an Android developer?

      True. You have to claim you're a competent one, and be able to prove it.

      Well, all you Apple cultists in this thread, it moves me indeed that you hold such great concern for the welfare of Android devs, whether they can get hold of the hardware they need, whether it is free or not, and so forth. But don't get too teared up, Android devs are doing just fine judging by the number of Android apps in the market, apparently already more than Apple apps and accelerating.

      Of course, what I mainly care about is the number of free as in Freedom apps, vastly greater on Android than Apple. Because Android has free distribution whereas Apple is just one giant, shameless paywall.

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    68. Re:Who can blame them? by KDR_11k · · Score: 1

      Unfortunately that doesn't apply to software, anything priced higher than a dollar with years of developer support is a hard sale on iOS.

      --
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    69. Re:Who can blame them? by Daniel+Phillips · · Score: 1

      ...the only game worth installing is angry birds...

      You haven't played Fruit Slice?

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    70. Re:Who can blame them? by DurendalMac · · Score: 2

      Windows has been doing that for decades. Android has only been doing it for a few years. The platform is still relatively young and has its own hurdles to overcome. There are parts of Android development that can be a pain in the neck, that's for sure.

    71. Re:Who can blame them? by Daniel+Phillips · · Score: 1

      Seconded. Built a little more "sturdy" than some, but build quality is excellent, performance is flawless, features are complete. It works for me.

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      Have you got your LWN subscription yet?
    72. Re:Who can blame them? by JRowe47 · · Score: 1

      The choices are still right there. You get to trade off universal compatibility for pricing, support, community, customizability, and hardware specifications according to your own preference, rather than being restricted to only that mandated by the almighty fruit. Also, good luck getting iOS to behave as a good basic platform for anything other than Apple devices - whereas you can get Android to run on anything with a chip, short of a bag of Doritos.

      I think Android kinda sucks because it's so incredibly tainted by the walled garden mindset, but the whole idea of fragmentation being bad is premised on the notion that what Apple is doing is the "right" thing. It's not - it's good for Apple from a business standpoint, period. They're not in business to make a better world, they're in business to peddle gizmos with a logo.

      The case could be made that Android is in the business of making a better world, giving everyone a chance to peddle gizmos with a common logo.

    73. Re:Who can blame them? by KDR_11k · · Score: 2

      A different story I heard from co-workers that made Android apps in their free time was that the payment systems are too lacking. You need a credit card to buy anything from Android and in my home country (Germany, fourth highest GDP in the world) those things are a rarity. Apple, Amazon, etc have adjusted by offering different payment options that don't require a CC. Google hasn't. Insisting on a CC is one of the biggest signs that a company hasn't bothered to research and adapt to the peculiarities of the local market. I expect this situation to be similar throughout the EU so Google is forfeiting a large part of the tech hungry world.

      These people cannot buy paid apps on Android at all, they can only get ad-supported ones. iOS offers all kinds of payment options including those value cards you buy in stores (and are available practically everywhere now, even in grocery stores), that allows anyone to buy paid apps on iOS.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    74. Re:Who can blame them? by Alex+Zepeda · · Score: 1

      At this point, with the release of Android 4.0, legacy devices account for 60% of all Android devices in use.

      --
      The revolution will be mocked
    75. Re:Who can blame them? by TheTurtlesMoves · · Score: 1

      Which is why i have an Android. I can pick a model that fits what I want. I don't get to pick jack with apple. I wanted a small phone with a few days battery life. I don't want these big phones, the screen is still to small for a lot of reading and battery life is awful. Well i waited till there was a model that fits what i want, that was the galaxy fit, but by the time i got round to getting it, there was the galaxy y. A perfect model for my needs. It was also only 100EU, I get 3 days battery life mostly, and with a 16gig mem card is a pretty good mp3 player. It was perfect for skiing (gps tracking) etc. The much smaller size is great.

      As for the android market. Well yea, there is soo much for free and even if there is something in the 1EU range, it is such a pita to register for pay apps. The barrier to entry is that the free ecosystem on android is really good.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    76. Re:Who can blame them? by gmueckl · · Score: 1

      I'll give that question a shot: maybe this is because it's a bit harder to make your app crash hard in Java than it is in Objective C. In Java, even a null pointer access just throws an ordinary, catchable exception. So the follow-up question for me is: how many of these exceptions are caught and ignored on Android that would cause a crash on iOS?

      I am not an Apple fanboy, but I can understand the complaints about Android development and device compatibility. I'm not surprised that 3D rendering is a PITA on these things. It's not simple to create a decent renderer that works on all OpenGL implementations on the PC and that's with only 3 vendors putting a lot of effort into still crappy drivers. In the mobile phone market it's a lot more vendors with a lot more drivers and less resources for proper driver development. No suprise there.

      --
      http://www.moonlight3d.eu/
    77. Re:Who can blame them? by toriver · · Score: 1

      Which is why they are cutting their losses by dropping a product line that generates too little revenue compared to the costs.

      That is business wisdom.

    78. Re:Who can blame them? by toriver · · Score: 1

      Counter-point: Objective-C does not have nullpointer exceptions, since nil is an object that just does nothing. Effectively, the Null Pattern embodied in the object hierarchy. But many of the APIs used are in C, not Objective-C, and there you risk errors that are not so easy to remedy.

    79. Re:Who can blame them? by toriver · · Score: 0

      What is the Android equivalent of DirectX? Or do you not remember PC gaming before DirectX, with its horrid mess of graphics cards, proprietary APIs like Glide and memory extender juggling? That is where Android development is at now.

    80. Re:Who can blame them? by crutchy · · Score: 1

      actually at work i'm the programming geek and everyone else has iphones and ipads. i chose an android because the phone shop rep recommended it over the iphone so maybe i guess im just an embarrassment to android fanbois everywhere. i really feel like ive let you morons down now.

    81. Re:Who can blame them? by ozmanjusri · · Score: 1

      In the absense of a functioning time machine, it's hard to see how else this could be done. Unless you're suggesting not supporting older releases at all?

      --
      "I've got more toys than Teruhisa Kitahara."
    82. Re:Who can blame them? by Daniel+Phillips · · Score: 1

      I don't get your question, it seems to evade the issue. The bottom line is, did the app crash or not? "Apps behaving strangely" is another question entirely, and I do not have any good data on it, do you? But we have some data on total crashes. I would naturally tend to assume it has a lot to do with quality of developer, but of course that is just elitist me.

      --
      Have you got your LWN subscription yet?
    83. Re:Who can blame them? by Anonymous Coward · · Score: 0

      Hey shill, you've been quiet. Waiting for the check to clear?

    84. Re:Who can blame them? by Anonymous Coward · · Score: 0

      Otherwise, I find your comment out of sync with what me and 3 Android developer communities I participate in have encountered.

      Good for you! I don't do anything fancy other than streaming video and the video playback support is a fucking mess across devices. And when the devices work, they sometimes have hardware bugs where rotating the device destroys the playback or there is graphic corruption (with the end result we've had to disable rotation during playback).

      Heaven for you may be hell for somebody else.

    85. Re:Who can blame them? by gmueckl · · Score: 1

      App crashes as a metric are skewed by the potential to produce crash bugs within the specific runtime environment. Take a bad programmer and let him write C code and Java code. My guess is that the Java code will crash less in the end because the potential to make really bad mistakes is a lot less.

      Has anyone ever conducted that kind of experiment?

      --
      http://www.moonlight3d.eu/
    86. Re:Who can blame them? by schwinn8 · · Score: 1

      Actually, your referenced quote is incorrect as well. Android continues to evolve without OS updates, while iOS apparently cannot. For example, you can't get Siri or iCloud on an older iOS, but Android has these features, and continues to update them along the way, without needing an OS update. I'm still running my OG Droid today, and I have all the "new" features in hand already (unless they are hardware dependent, of course). Can't do that on iPhone, only because Apple apparently doesn't want you to. In other words, Android devices don't stay at the same level of functionality, because their capability isn't as tightly tied to the OS version.

    87. Re:Who can blame them? by NormalVisual · · Score: 1

      True. [zdnet.com] You have to claim you're a competent one, and be able to prove it.

      The linked article would have been a bit more helpful to your argument if you'd actually read it first. Google offering a reward to popular (there's no requirement for "competent") Android devs isn't anywhere near the same thing as getting evaluation/dev hardware directly from a handset vendor, which was what we're talking about. Also note that Google was only offering a choice between two of the most popular handsets at the time the article was written, both of which most serious Android devs were likely to have already purchased for development purposes.

      The fact remains that dev hardware isn't given out like candy as you have asserted. Screaming "yes it is!!" without any real citations doesn't make it so.

      --
      Please stand clear of the doors, por favor mantenganse alejado de las puertas
    88. Re:Who can blame them? by PRMan · · Score: 1

      I love my Asus Transformer. And it got updated to ICS a couple weeks ago. You might check out the Prime. Also, if you have an Android phone, check out FoxFi.

      --
      Peter predicted that you would "deliberately forget" creation 2000 years ago...
    89. Re:Who can blame them? by Anonymous Coward · · Score: 0

      Dubious claim how? If you need to test on Android you are going to have at least a Samsung Galaxy, a Motorola, HTC and Sony Ericsson handset just for QA and debugging. Probably a couple of tablets, too. The hardware cycles on Android are very short and you need to stay up to date. It can easily become a several thousand euro investment in a couple of years.

      --
      I value my privacy, so I NEVER use any product from the arrogant/hypocritical Google assholes.

    90. Re:Who can blame them? by PRMan · · Score: 1

      Just in this thread I picked up that it's: http://developer.android.com/guide/topics/renderscript/index.html

      --
      Peter predicted that you would "deliberately forget" creation 2000 years ago...
    91. Re:Who can blame them? by Anonymous Coward · · Score: 0

      Yes we are the morons because we can operate an android phone and marketplace and you can only get angry birds.

    92. Re:Who can blame them? by iamhassi · · Score: 1

      Agreed. I'm still on my old 3GS and was worried about ios5. I'm eligible for an upgrade but the 4s just doesn't offer enough to want to upgrade and the 3gs runs ios5 rather well. The 4s really needed 4g to be worth upgrading to, hopefully the 5 will follow the iPad 3 and offer 4g.

      --
      my karma will be here long after I'm gone
    93. Re:Who can blame them? by Karlt1 · · Score: 1

      So the alternate choice is to have a new phone running an old outdated OS that may or may not be updated - and probably won't be. How many of the current Android phones sold today are still being sold without the latest OS? How many are sold with hardware that is not even up to the hardware standard of the 2+ year old 3GS?

    94. Re:Who can blame them? by iamhassi · · Score: 1

      I find it funny coming from the side that had iPhone 3G supported a mere 6 months after last production stopped. Apple is not the ideal here, neither do I give out any praise in the Android manufacturer area. PS: It's actually ODMs obligation to keep the functionality at least at the same level.

      You mean the 3G from 2008? Wow! A 2008 phone can't run the latest and greatest? Thats completely unacceptable, good thing every Android phone from 2008 can run ICS.

      I'm surprised the 2009 3GS can run the latest iOS, you won't find many android phones from 2009 doing that... or 2010... or 2011... or... I give up, only real feature Android offers over iOS is the ability for its owners to bash iPhone owners every chance they get.

      --
      my karma will be here long after I'm gone
    95. Re:Who can blame them? by marsu_k · · Score: 1

      Anecdotes are not data, but personally, I've bought way more from the Market than I would have imagined. Yes, pirating is very trivial, but getting the app from the market is more convenient and if it's a € or two, it's a no-brainer. And I'm a filthy pirate (arrrr), I regularly download tv shows I'm not able to get otherwise, and try-before-you-buy games on the Xbox (unless it's a title I'm sure I'll get, like Skyrim, but believe it or not, I do buy the games I end up playing)

    96. Re:Who can blame them? by Glock27 · · Score: 1

      What is the Android equivalent of DirectX? Or do you not remember PC gaming before DirectX, with its horrid mess of graphics cards, proprietary APIs like Glide and memory extender juggling?

      The "Android equivalent of DirectX" is OpenGL ES, along with the various other APIs for sound, input and so forth.

      That is where Android development is at now.

      Nope...

      Android developers are caught in the twisty little maze of missing devices, different/buggy drivers, different amounts of memory, and different hardware capabilities. iOS pretty well deals with all of those issues, and also uses OpenGL ES.

      --
      Galileo: "The Earth revolves around the Sun!"
      Score: -1 100% Flamebait
    97. Re:Who can blame them? by pak9rabid · · Score: 1

      If your aim is to develop a cross-platform app that needs "porting" to other platforms, you're designing it wrong.

    98. Re:Who can blame them? by Anonymous Coward · · Score: 0

      Fans don't keep the lights on. Customers do.

    99. Re:Who can blame them? by jo_ham · · Score: 1

      Never been a shill, never been anyone else, never been paid to post, never given my login details to anyone else.

      Jesus, I wish I was paid to post on /. then maybe my undergraduate debts would be more manageable.

      You forgot to log in, kid.

    100. Re:Who can blame them? by Anonymous Coward · · Score: 0

      You bet. Those folks are already used to spending two or three times as much on stuff that isnt even that great. Anyone could make money selling stuff to Apple consumers.

      Oooh, look. Another "Apple is too expensive" troll. How cute.

    101. Re:Who can blame them? by sitkill · · Score: 1

      Not sure why you have difficulty believing this. Our company does major mobile dev, and I can attest to this. It really depends on each company, but almost all companies usually ask you to buy all the hardware. Unless you are the one or two companies that everyone is after, why would you expect another company to pay for your hardware? Don't even ask about trying to get early releases. The only company that has been consistently open about their handsets with us lately (and this could be a special cases with us) is Blackberry, who was willing to provide both handsets AND early releases of their upcoming handsets. Probably because they are losing market share (?).

    102. Re:Who can blame them? by CheerfulMacFanboy · · Score: 0

      Actually, your referenced quote is incorrect as well. Android continues to evolve without OS updates, while iOS apparently cannot.

      Oh, great, Android changes its own code now.

      --
      Fandroids hate facts.
    103. Re:Who can blame them? by CheerfulMacFanboy · · Score: 0
      Thanks fr proving you are a moron. When you make Google a lot of money, they give you one phone doesn't equal "it probably costs them little more than an email to get sample equipment from any given manufacturer".

      I sure hop the average Android developer is a whole lot smarter than you.

      --
      Fandroids hate facts.
    104. Re:Who can blame them? by maztuhblastah · · Score: 2

      Funny isn't it. When iOS development is in question, $99 to join the developer programme is too much money. But when it's Android, spending $thousands on test hardware is neither here nor there. It's even waved away with fantasies of free test hardware for developers.

      Or, alternatively, it's possible that *both* are too much for some low levels of hobbyist developer. The difference is that the Android cost isn't a barrier to entry for version 1.0 by the "bedroom programmer" types.

      A lot of good software starts as "some dude writing a program to do that thing that he needs" and goes from there. If he has to pay $99 just to scratch that itch, he might just learn to ignore it. If he's got an Android phone, writing and publishing an app to "scratch his itch" is as simple as grabbing the SDK and firing up Eclipse.

      It's important to distinguish between a platform's appeal to the entrepreneurial "professional mobile start-up" types and the classic, "I'm releasing this because it might be useful to you" types. I'd hope that the latter resembles many of us on /. For these people, several large on hardware isn't realistic -- we write what we need for our device and release it so that it might help somebody else. And yeah, for that, $99 often too much.

    105. Re:Who can blame them? by Anonymous Coward · · Score: 0

      Objective-C has pointers that can be dereferenced, and thus it has null pointer exceptions. You can safely send a message to nil, but that's completely different.

    106. Re:Who can blame them? by BasilBrush · · Score: 0

      And that last group is where 99% of the awful programs in the world come from. They've scratched their itch, but they've left their scaly scabs hanging around messing the place up for everyone else.

    107. Re:Who can blame them? by Cute+Fuzzy+Bunny · · Score: 3, Insightful

      I thought it was only a troll if it wasnt true and the lie only perpetuated to inflame.

      iPad, around $500-600. Any other tablet that I like just fine that does everything the ipad does are easily found for under $200.

      21" imac, $1200, equivalent i5 desktop machine with far more ram and storage goes routinely for under $500 with the monitor.

      15" i7 macbook, $1800, equivalent i7 laptop with more ram and storage can be had for under $600. Ha ha ha...they want $200 to bump it from 4 to 8GB of ram. What is that, like $30 on sale from newegg?

      As far as whether they buy the software on the ipad/ipod/iphone? I dont have any broad numbers but everyone I know that has one has dozens and dozens of apps on it.

      In any case, is this all really any sort of news? When you button up a platform and offer limited options and configurations and everything comes from the same company, its going to be easier to develop for and manage. So why doesnt apple software, apps, accessories and other stuff cost less than windows? After all, its a lot simpler to develop for.

      It doesnt mean Android is a bad product or an ipad is especially great. Its just that the latter has a lot less permutations. If lack of choice and paying at least a 100% premium somehow turns out to be appealing in exchange for fewer things that could go wrong, I guess I'm missing that appeal. If I wanted that, I'd buy a single vendor stable platform.

    108. Re:Who can blame them? by thsths · · Score: 1

      Android tablet is a problem. I would call the HP TouchPad the winner - CM 9 works reasonably well (except for the camera), and the price is really competitive. Shame they pulled out :-(

      There are a few decent offers from Asus, Samsung, Motorola, but to be honest they are not serious competition for the iPad 3. And unfortunately the 2nd generation tablets seem to be generally castrated (like the iPad), so they have lost any advantage they may have had in extensibility.

    109. Re:Who can blame them? by Almahtar · · Score: 1

      A (literally) mom'n'pop shop is concerned about a few thousand, yes. It's a percentage of their income and it matters - a 2 person shop will definitely miss a couple thousand. Additionally, no they can not get dev hardware with an e-mail. If that was true every 14 year old girl that wants the latest phone could whip up an e-mail pretending to be a successful dev. The only companies that get free dev hardware are large ones. Little shops (less than 20 devs) pay for every transistor.

      Who except Apple cares about the behavior of little shops? Uhhh... little shops do...

    110. Re:Who can blame them? by Anonymous Coward · · Score: 1

      The stock Android Music player, WinAmp, PowerAmp (one of the top 10 grossing apps) all seem to not have any issue with this. Perhaps they should actually do their research... or just simply call their own cleanup function when they're done.

      Complaining about the lack of an onStop() function demonstrates a basic misunderstanding of the Android Application Lifecycle.

      Any background service that doesn't have a notification icon can and will be terminated on-the-spot if the system needs more resources (RAM usually); providing an on-stop function would, at the very best, stutter/pause the foreground task (as it needed the memory) until this onStop() function finished. Bad idea.

      Any background service that has a notification icon should know when it finishes whatever it's doing, and clean up accordingly. This provides at least some indication as to why the system is slowing down -- the user has elected to maintain many services and one or more will slow down the system due to insufficient resources.

    111. Re:Who can blame them? by Daniel+Phillips · · Score: 1

      What is the Android equivalent of DirectX?

      OpenGL ES, the same as iPhone.

      --
      Have you got your LWN subscription yet?
    112. Re:Who can blame them? by Talonius · · Score: 1

      Buy an HTC phone. They allow you to unlock them - officially - and install any ROM you want on them. In return you give up support. The same choice that was made previously, but you had to break the law to achieve.

      I have an HTC Sensation 4G (T-Mobile) and I cannot stress how much I love this phone. It's already running ICS despite the T-Mobile official upgrade being available, and if I want a different feature set xda-developers has almost every choice I could want, including how to cook my own from the Android source.

      --
      My reality check bounced.
    113. Re:Who can blame them? by Anonymous Coward · · Score: 0

      nope, you are the moron because you assume just because i think all the apps on the market are shit implies i don't know how to use my phone

      go on... type something else so i can chuckle at your stupidity some more

    114. Re:Who can blame them? by Karlt1 · · Score: 1

      So my other "choice" is to use an unsupported hack? When Apple releases a patch for iOS 5, every user with an iPhone 3GS, 4, 4S or any iPad gets a notification that day without waiting on the carrier. If a security vulnerability or new feature is added to ICS, can every Android device that was released in the last two and half years get upgraded that day? Even WM7 users don't have to wait on the carrier or manufacturer for updates.

    115. Re:Who can blame them? by crutchy · · Score: 1

      my wife has. its even more lame than angry birds

    116. Re:Who can blame them? by Kalriath · · Score: 1

      A cheap ripoff of Fruit Ninja. Hardly a good example in opposition of his point.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    117. Re:Who can blame them? by smcdow · · Score: 1

      Ah, grasshopper, you haven't yet learned the truism that states: your customers hate you and want you to fail.

      --
      In the course of every project, it will become necessary to shoot the scientists and begin production.
    118. Re:Who can blame them? by Anonymous Coward · · Score: 0

      Out of the 250 000 odd apps out there you can't find any that are safe and improve your lifestyle (apart from angry birds)? I could sit here and list the cool shit you can do but honestly i don't care if you get more use out of your phone or not.

    119. Re:Who can blame them? by AmazingRuss · · Score: 1

      A textbook example of fanboid rage, of the passive aggressive variety.

    120. Re:Who can blame them? by mpfife · · Score: 1

      Amen sitkill - this has been my experience too. I'm absolutely no Apple fan - but the amount of anti-iPhone FUD on this thread is pretty terrible and continues a line of denial I've seen again and again. I've developed commercially for Android, Win7Phone, and yes, iPhone. When I test an app for Apple, I need *at most* 2 iPad's and 2-3 different iPhones. When I test for Android or Win7Phone, I need a box full of phones. Each one has a slightly different conrtrol layout, slightly different sensitivities, driver and version bugs, power-sucking hot paths, etc. How anyone can say it's as easy to validate for a Google phone market as it is for iPhone has no idea what they are talking about. Sure anybody can *develop* an app that should work just fine on any of those devices, but the reality is when you have a revenue stream on the line, you absolutely must validate it. In a marketplace where people will delete and badmouth your app if you so much as simply use their battery badly (let alone bugs or usability issues), you can't afford to live in an ivory palace. This is a huge problem for both Google and Win7/8 phones. It's certainly an additional cost to developers and I can only see a few solutions: 1. Common platform - require the use of one or only a few chip vendors and hardware mfcts with validated hardware/driver stacks 2. Simulators that can mimic all the hardware out there and all the driver stacks/OS versions and tell you of upcoming problems with power issues, rendering bugs, etc. 3. A defined set of control layouts garanteed to give good perf/responses and a means of changing control schemes in your game to whatever the user wants. This should help, but it sure seems like a very tall order to me since Google already has a slew of OS drops out there and some pretty badly behaving phone vendors racing to the bottom on some of their models.

    121. Re:Who can blame them? by crutchy · · Score: 1

      i use ZDTools-WIFI and Wifi Static, which does make switching from my dhcp wireless at home to the static wireless at work quite easy. i've also had a tinker with barcode reader. its not that i couldn't find the odd useful app if i searched long enough, but useful apps are few and far between (as i let on originally)

      i doubt you have really found many useful apps on the market either. i'm sure you've found plenty of stupid games that rot your brain even moreso than angry birds. words/hanging with friends are tolerable at best. i guess it depends on how low your expectation of engaging entertainment is. i'd much prefer classics like civilization ii, starcraft, gta vice city, unreal tournament or battlefield 1942 on a much larger pc screen. even simtower/yoottower shits all over tinytower. some of the other games are just ad-ridden and limited clones of facebook, reflexive or popcap games.

    122. Re:Who can blame them? by JRowe47 · · Score: 1

      Cyanogenmod on my phone and tablet, the cost of both being less than an iPhone 4, compatible with every game I've ever bothered buying, and I somehow am not weeping at the lack of Steve Jobs personal approval of the situation. It's smooth, supported, and consistent. If I *REALLY* need a driver or custom software, it can be done. Sorry, Android simply makes sense for a lot of things, from a rational, market perspective. I'm not saying Apple is worthless, or that the extra money you're dumping into their products is wasted. I'm saying that it's not necessary, and that I prefer independence to the Apple experience. I find it bothersome that fanbois seem to dispute my preference as some sort of evil. I'm not telling you what to do or what to think. I'm offering a personal observation from a casual users standpoint.

    123. Re:Who can blame them? by JRowe47 · · Score: 1

      Also, XDA kicks Apple in the nuts.

    124. Re:Who can blame them? by wvmarle · · Score: 1

      Android's in a unique situation - it's attempting to be everything to everyone, which ultimately puts the strain on the devs. For people like me (who aren't even mobile devs by profession), this is extremely taxing. However, for companies that have staff dedicated to exactly this type of thing, this should be a non-issue.

      That is only true if the need for extra dedicated staff in itself is a non-issue. I don't think those dedicated staff work for free, do not take up office space, and do not need any hardware or other supplies.

    125. Re:Who can blame them? by datavirtue · · Score: 1

      Pretty much anything from Motorola. I picked up a new Virgin Mobile Triumph with a "bad ESN" for $99 off [crappy auction site]. I just use it for a pocket WIFI device. It works great.

      --
      I object to power without constructive purpose. --Spock
    126. Re:Who can blame them? by Anonymous Coward · · Score: 0

      iPad, around $500-600. Any other tablet that I like just fine that does everything the ipad does are easily found for under $200.

      I don't doubt that you can find a sub 200 dollar alternative that does what you need, as you interpret things. Resistive screen is fine for some, as is running Android. You're just recycling the dumpster diving arguments of yore. $1000 dollars for a computer? I can dumpster dive for components, and pick-up an old copy of XP to make a computer just as good for my purposes for $300 and I'll probably find some pizza scraps along the way!

    127. Re:Who can blame them? by toriver · · Score: 1

      The difference is the iPhone has one GPU architecture (two counting the A5X in the new iPad), while Android has many, and as others have pointed out in this discussions, sometimes the drivers will lie about their capabilities, or fail in other ways to conform (e.g. the texture issues the developer mentions).

      And OGLES covers Direct3D mostly, with little in the way of the other DirectX components... this is the same issue that other platforms using OGL for 3D struggles with, that 3D is just one part of DirectX and there is scant standardization of the other features a game developer might need.

    128. Re:Who can blame them? by b0bby · · Score: 1

      I call BS on that - my kids' ipod Touches have handled every update (at least 3) gracefully. My Samsung Android update (which I'd say was more critical since it was laggy & buggy) was pretty painful, failed the first time, and required me to call support to have them resend the update.
      Now, I get that it's not really an *Android* problem when Samsung & my carrier screw up an update, and I also know that I bought a low end device & didn't expect a high level of polish, so I'm not really complaining. But I just don't see Apple updates breaking your old device, and for some Android devices staying with the same level of functionality they came with is not a great option.

    129. Re:Who can blame them? by b0bby · · Score: 1

      iPad, around $500-600. Any other tablet that I like just fine that does everything the ipad does are easily found for under $200.

      Please, link to one of these. I have been waiting & waiting for an Android tablet good enough and cheap to actually buy, but I haven't found it yet. Everything under $200 I have seen has way too many issues to bother with. Even the Samsung Galaxy Player 5" is over $200 & it's not getting ICS, and the newer Plus model looks like it will be Asia only.

    130. Re:Who can blame them? by chrish · · Score: 1

      I'm honestly curious about the i7 laptop; who makes good laptops these days, other than Apple?

      In a year or two I'd like to replace my Core 2 Duo MacBook Pro, and I'm not entirely sure I like where Apple is taking their OS. I could live with Windows 7, but I'd like some hardware that isn't crap thrown together and designed to be thrown out after a year.

      We've got Lenovo ThinkPads at work, and they seem to be crap, unless we've just fallen victim to their ten billion different models (and I hate the keyboard nipple). Who makes the good "Windows" laptops?

      --
      - chrish
    131. Re:Who can blame them? by Daniel+Phillips · · Score: 1

      ...Not to mention dealing with the enraged fanboids that raise hell about bugs in the app they pirated to begin with...

      Get real, those are the best testers you never paid. On the other hand, if you regard all your most avid fans as thieves I guess you can stop worrying about development issues because you will not be in business long.

      By the way, while you are bleating on about how hard Android development is, perhaps you can explain why Android apps crash less than Apple apps

      Wow, I wonder why Apple astroturfing shills hate the idea that Android apps crash less than Apple apps?

      --
      Have you got your LWN subscription yet?
    132. Re:Who can blame them? by JAlexoi · · Score: 1

      9 months? Discontinued - June 7, 2010, last update - November 22, 2010. I think that amounts to less than 6 months.
      And FFS! You Apple fanbois just can't take negative facts without feeling that you need to retaliate... Even though I personally bash both sides for transgressions.

    133. Re:Who can blame them? by milkmage · · Score: 1

      say what you want about the quality of code, but I promise you Epic has the money get all their apps into the Android market place.. but they're not there..

      http://www.androidcentral.com/epic-games-reveals-android-plans

      Wilbur: [Takes out a Galaxy S, shows Epic Citadel running on it] We’ve done some development on Android. That’s Epic Citadel running on Android – now, this is not for public release. It’s on iOS first, and then once the iOS version is released then we’ll start considering Android.

      Wilbur: One of the problems with the Android marketplace is hardware fragmentation, that’s a really big issue. The other thing is marketplace fragmentation, there are so many different appstores out there. The Android marketplace is a little more difficult [to develop for] because there is less control. I think the Android marketplace is robust I find it very easy to buy things on it, it’s just that Apple has very tight control. So anything in the Apple world is perfect. It’s just perfect. We like that, we like that a lot. We know that it’s just gonna work. Sometimes that’s not always the case in the Android marketplace.

      isn't that why Mika quit.. yep. this sounds identical to Wilbur's comment:

      "I would have preferred spending that time on more content for you, but instead I was thanklessly modifying shaders and texture formats to work on different GPUs, or pushing out patches to support new devices without crashing, or walking someone through how to fix an installation that wouldn't go through," one half of the husband and wife duo said. "We spent thousands on various test hardware. These are the unsung necessities of offering our apps on Android.

    134. Re:Who can blame them? by tgetzoya · · Score: 1

      I had mod points yesterday....I would have given you all of them. I make this argument on a daily basis.

  2. Wah wah wah by fnj · · Score: 0, Flamebait

    [sound of violins]

    Too bad you had to actually do work to develop and support your app.

    1. Re:Wah wah wah by Anonymous Coward · · Score: 1

      If they are spending more money than they are getting then what do you want them to do? The fragmentation of Android is a serious issue that I am sure affects lots of developers. As new phones come out the problem only gets worse.

    2. Re:Wah wah wah by KDR_11k · · Score: 2

      Of course it takes work, the question is if the work invested gives enough of a return to warrant doing it. Turns out it doesn't pay well so it gets dropped in favor of more profitable endeavors.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Wah wah wah by scottgfx · · Score: 2

      Too bad you had to actually do work to develop and support your app.

      Which they apparently did for awhile, without a good return on their investment.

      --
      It's mandatory to wash your hands before returning to the land of Dairy Queen.
    4. Re:Wah wah wah by Anonymous Coward · · Score: 0

      He's doing the work to develop and support his app on the iPhone. That's working well for him.

      What he's complaining about is that for android, he has to do the work to develop and support his app AND support a crippled OS as well. He's putting four times the development time into developing for android that he has to on the iPhone for the same amount of income.

      Google should be supporting their broken OS, not developers - especially not when there's a bigger, better competitor that does it properly.

    5. Re:Wah wah wah by digitig · · Score: 5, Insightful

      So they've done the right thing. They're not interested in sympathy; they found that a particular product on a particular platform was unprofitable, so they dropped it.

      --
      Quidnam Latine loqui modo coepi?
    6. Re:Wah wah wah by Anonymous Coward · · Score: 0

      ... platform was losing money for the company, since it spent about 20 percent of its time supporting the platform

      Sounds like for developers, Android is for mobile phones what the IE6 is for web development.

    7. Re:Wah wah wah by BasilBrush · · Score: 5, Insightful

      Development isn't a test of machismo or stoicism. The Android version wasn't making any profit for them. Time is money, and when you're having to do more more work than the sales you are making, it's a business decision to stop doing it.

      iPhone is less work for much bigger sales.

    8. Re:Wah wah wah by MrHanky · · Score: 5, Insightful

      App development for any mobile platform is a lottery. Most developers make very little from it. A few make tons of cash. Even on Android.

    9. Re:Wah wah wah by flowwolf · · Score: 3, Insightful

      It's not that iphone is less work. They started with a focus on IOS. It's more work to port a highly focused piece of software and they just couldn't handle multiple platforms being a 2 person team. What they ended up porting to Android was such a bug ridden POS that it didn't sell at all. That doesn't mean App's dont sell on the Android. Developers just have to make decent software for it. It's just as easy to make software for Android as it is IOS, given that you plan your project to include both. They obviously relied heavily on IOS frameworks. There is nobody to blame but themselves.

    10. Re:Wah wah wah by medcalf · · Score: 2

      Clearly, he didn't have to do the work. By not doing the work, his profit per hour went up. That the number of apps on Android went down is incidental to him, but probably not to Android users. Taken in aggregate, the end point is that there are fewer apps on Android, and even fewer really good apps, than on iOS. But that will be seen by Android users, no doubt, as "bad luck" in the Heinlein sense of the term.

      --
      -- Two men say they're Jesus. One of them must be wrong. - Dire Straits
    11. Re:Wah wah wah by AK+Marc · · Score: 1

      The issue with android is you are developing for a moving target. A near infinite number of hardware/software combinations, and no way to test on all of them. That's not an issue of not wanting to do work, but having to do near infinite work for a finite amount of return is bad business.

    12. Re:Wah wah wah by Anonymous Coward · · Score: 0

      I disagree there. iPhones are very similar to Mac's in that the hardware in them is relatively consistent hence software is more stable and compatible. With Android you get the benefit of a wider hardware variety but with the implication that software will not be as compatible across multiple vendors hardware, and their own custom Android builds. It is easy to see why they might have support issues with Android devices.

    13. Re:Wah wah wah by unrtst · · Score: 4, Insightful

      If they are spending more money than they are getting then what do you want them to do?

      The stats provided are damn near useless.

      Let's hypothesize and say I develop some app. Let's count the app-specific dev time/costs as a separate baseline cost (cause that's how comparison of cost to maintain a port should start).
      Now, out of my remaining monies, I spend 20% supporting "Android", and the rest (80%) supporting iOS.

      Would it surprise anyone if the platform receiving SIGNIFICANTLY less of my attention ran into more problems, bugs, bad reviews, fewer purchases, etc?

      I have no idea if that's what they meant by "20% of its time", but the other side of the coin is not even mentioned. It would be FAR more significant if they stated that they spent 5% of their time supporting iOS specific issues, 20% supporting Android specific issues, and 75% of their time improving core app and server functionality, and were still seeing 95% of their revenue come from iOS and 5% from Android.... but we just don't know.

      The only fact I can see is that their software had numerous issues on Android. Maybe if they fixed those they'd actually be able to turn a profit - people don't like to pay for shoddy work.

      It's EXTREMELY easy and common for businesses to spend more than they're making (ex. see restaurant turn-over). Plenty of people ARE making money though... so either you're spending too much, or you're not spending enough (assuming you're otherwise competent).

      This company had other viable options, such as:

      * go the hulu route - pick a small handful of officially supported devices, and add in device model restrictions. Only support those you can support well.
      * spend more time/money, and make sure you've got everything supported so people don't hate on your product.
      * combine those, and add devices as the beta/demo results show them working well.

      IE. this isn't as much an Android story as it is a business story (and a really poor one at that - no real details at all).

      And for the fanboy's ready to flame this... note I didn't say Android costs less to develop for or support. I'm only saying this "article" is for shit and doesn't provide enough to make any conclusions.

    14. Re:Wah wah wah by kwardroid · · Score: 2

      So they claim they spend 20% of dev and support time on the android versions. Now why was the last update to battleheary more than half a year ago?

    15. Re:Wah wah wah by Sarten-X · · Score: 3, Insightful

      It seems to be the other way around to me.

      iOS is like IE6: one particular implementation with a huge market behind it. It has its own particular set of bugs, but they're well-known and apply consistently everywhere, so the devs are used to working around them.

      Android is like standard HTML 4: A definition of how things should be defined, and many implementations following that specification. Each implementation comes with its own set of bugs, so when your program expects a certain undefined behavior, it fails on other implementations than what you tested.

      As with web development, there are two solutions. You can stick with the "one implementation to rule them all" model, and ignore the rest of the world hoping it will go away, or you can write your program from the ground up to be compliant with the One True Spec, and you can port over to other implementations more easily.

      --
      You do not have a moral or legal right to do absolutely anything you want.
    16. Re:Wah wah wah by Anonymous Coward · · Score: 3, Insightful

      You're all being ridiculous.

      The Android OS isn't really the major issue that these guys are facing. The biggest issue is how many different variations of hardware there are for Android devices and the fact that when you expect to be able to write it for one platform and then have it work perfectly well on other platforms (hardware specifically, though software does come into play with the modifications to the Android OS that all of the major manufacturers like to do like crazy), your plan is going to fail. You can see some of these same issues on PCs at times (I see it a little bit more in open source programs that haven't reached stable yet and have issues across different hardware it's being attempted to run on, to be specific).

    17. Re:Wah wah wah by pushing-robot · · Score: 1

      From what I've seen, most developers put very little effort into their mobile apps, and are content to write clones of better and more popular games and utilities. A few invest the proper time and effort and have a genuinely new idea. What you sow...

      --
      How can I believe you when you tell me what I don't want to hear?
    18. Re:Wah wah wah by Daniel+Phillips · · Score: 1

      Sure. It also sends a clear message they aren't making enough in the Apple market to sustain them. Otherwise... look at this: if you believe their own numbers, by investing an additional 20% of development resources they increase their market by 5%. Say their development expense is $200K and they pull in sales of $1M. By their numbers, $40K is incremental development expense and $50K is what they got back for it. Sounds like $10K of free money! Well, obviously they aren't making anything like $1M, from iOS or Android, and that is their real problem. I trust they won't quit their day jobs.

      --
      Have you got your LWN subscription yet?
    19. Re:Wah wah wah by Daniel+Phillips · · Score: 1

      Taken in aggregate, the end point is that there are fewer apps on Android...

      Except nobody actually has hard numbers to support such an assertion. Maybe you are special. Just thought I'd mention it. Carry on now.

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      Have you got your LWN subscription yet?
    20. Re:Wah wah wah by MrHanky · · Score: 1, Informative

      Originality has very little to nothing to do with success, in apps as in music and movies. E.g. Zynga.

    21. Re:Wah wah wah by Dhalka226 · · Score: 1, Interesting

      That may or may not be true, but I honestly have seen nothing to suggest any deep thought or analysis went into it. It sounds a lot like he went "herp derp, 20% is greater than 5% so I'll stop doing Android." There are a lot of questions one needs to ask beyond that to understand what's going on and if it was ultimately a good decision.

      The first and simplest is where is the growth? If sales for Android are growing while sales for iPhone are plateauing, he has probably made a bad decision. Relatedly, does having that extra 20% of his time allow him to make up the lost sales revenue? In other words, can he get more iPhone sales or more money out of existing iPhone sales or is he essentially saturated?

      The second question I would ask myself is why. Is it just that iPhone users are more likely to buy than Android users? Is it that he has obviously been developing for iPhone longer and sales have established themselves? Is he advertising for one and not the other?

      In other words, 20% of your time for 5% of your profits is only bad if you can put the time to better use (or would just rather have the free time based on the ROI). We don't have enough information to make that call and I don't know that he bothered to get enough either.

    22. Re:Wah wah wah by maccodemonkey · · Score: 5, Informative

      I know OpenGL isn't made of magic, but isn't the idea of OpenGL that it's supposed to work over multiple platforms?

      The point (and it was a good one) is that for iPhone he only has to do his shaders once. Bam, done. For Android, not only is he doing them again, but multiple times for different devices. His development cost to bring his app to iPhone is one set of shaders for a great return. What do you think his return is after he spends the time to fix his shaders for an obscure device that a few dozen people will likely purchase his game on? He either fixes it and takes a loss. Or he doesn't fix it, let the people deal with a buggy implementation, and then have people like you come along accusing his app of being buggy. It's a lose/lose, which is exactly why he said he's leaving Android.

      Not only that, but a mature platform doesn't have issues like shader disparities. If you're a game developer, that's a huge problem you should not have to deal with across the same platform. Desktop games got over that years ago with standardized shaders for each platform. I'd forgive Android if Android had it's own shader platform, but shader differences per device? Not cool.

    23. Re:Wah wah wah by Americano · · Score: 5, Interesting

      What they ended up porting to Android was such a bug-ridden POS that it didn't seel at all.

      Battleheart's Google Play page indicates that it's been downloaded 50,000 - 100,000 times. It has an average rating of 4.7/5 stars, based on 5,374 user ratings, and the overwhelming majority of those reviews are 5-star reviews.

      And if you sort reviews by latest, you can see that at least a couple dozen of those 1-star ratings were given today, in an apparent fit of "sour grapes" where users are giving the app a 1-star review with comments like, "The developer will no longer update this app. They stated that Android development is too hard for them and will no longer update their apps. Since when is objective C easier to write than java? Disgusting and Lazy!"

      Yep, sounds like a poorly written, buggy piece of shit to me. I'm sure the developer is just lazy, incompetent, and shilling for Apple. It couldn't be that Android has legitimate shortcomings that Android device manufacturers could learn from to improve their platform.

    24. Re:Wah wah wah by BasilBrush · · Score: 2

      1) You're basing a conclusion on numbers you're pulling out of your ass. Pull different numbers out of your ass and the conclusion would be different. The developer himself who made the decision does know.

      2) Even then, you conclusion would only make sense if he could just find 20% more time. But he's an indie and his time is limited. If he spends it on Android support, he isn't spending it on creating a new iPhone game, for which the rewards are bigger.

    25. Re:Wah wah wah by BasilBrush · · Score: 1

      Clearly he can put his time to better use. He can spend it on developing new iPhone games where the returns are better.

    26. Re:Wah wah wah by BasilBrush · · Score: 1

      It's just as easy to make software for Android as it is IOS

      It probably is just as easy to produce a game for a single Android model as it is to produce it for iPhone. It clearly is not as easy to produce it for the vast fragmented platform that is the reality of Android.

    27. Re:Wah wah wah by BasilBrush · · Score: 1

      Same reason the last version for iPhone was that long ago. One man, multiple games. Clearly he's experiencing the issue across all his games. But the line he's drawn in the sand is on the question of updating that particular game to be compatible with the latest Android devices.

    28. Re:Wah wah wah by MrHanky · · Score: 0

      And as a full time shill, you base this on absolutely nothing.

    29. Re:Wah wah wah by Anonymous Coward · · Score: 0

      What do you think his return is after he spends the time to fix his shaders for an obscure device that a few dozen people will likely purchase his game on?

      Can't you just say "supported on x, y, and z Android devices" and ignore the less popular models? I realize that means the overall bulk of work needed to support Android is split amongst a smaller total potential audience, but if I were to port over there I'd first be looking at just the big guns -- e.g., Galaxy -- and seeing if it's feasible to develop solely for them and have any other supported devices be a pleasant surprise.

    30. Re:Wah wah wah by Billly+Gates · · Score: 1

      Given the options most businesses chose IE 6 instead and loved the idea of only a single company with a single product with a single version and then cry foul when times change later as it would cut into the CEOs bonus

    31. Re:Wah wah wah by Anonymous Coward · · Score: 0

      From what I've seen, most developers put very little effort into their mobile apps, and are content to write clones of better and more popular games and utilities. A few invest the proper time and effort and have a genuinely new idea. What you sow...

      I believe I had an original idea that was well executed, it's only success came when I set it to free and it hit number 1 in Hong Kong briefly. Beyond that it made back the money I spent on tools but nowhere near the time I spent on it...

      But I guess it has managed to pay itself back in other ways. It's highly effective when used to introduce yourself to women day and night ;)

    32. Re:Wah wah wah by Rakishi · · Score: 1

      So you're saying they'd need a profit margin of 500%?

      I hope your comment was an utter fail of parody/sarcasm instead of being serious.

    33. Re:Wah wah wah by Anonymous Coward · · Score: 0

      so you've blatantly admitted to never having never developed any kind of software in your life, and you're apparently still a virgin but like to suck the odd cock occasionally

      go back to your mom's basement you fucking loser

    34. Re:Wah wah wah by Anonymous Coward · · Score: 0

      Curious how people keep bringing up OpenGL as a cause for these sort of problems, as if iOS is using an entirely different API. This really is just a perfect example of the sort of problems you're basically guaranteed to get when you try to have a single software stack/APIs over many hardware platforms. The problems will stop once people stop writing buggy software and HW drivers and once OpenGL starts defining performance requirements in addition to behaviour (neither of which I can see happening).

      I like Android, and I don't see myself switching to an Apple device, but I don't think this problem's going to go away until the number of different hardware platforms used for Android devices is significantly reduced.

    35. Re:Wah wah wah by Daniel+Phillips · · Score: 1

      1) You're basing a conclusion on numbers you're pulling out of your ass.

      Not at all, I used the number from the article, or didn't you read it? Giving the benefit of the doubt of course, because in truth I believe the whole little drama to be pretty much the sort of fiction we have come to expect from Apple

      --
      Have you got your LWN subscription yet?
    36. Re:Wah wah wah by Anonymous Coward · · Score: 0

      That's not "sour grapes", it's a fair warning.

    37. Re:Wah wah wah by Anonymous Coward · · Score: 0

      OpenGL should run everywhere, but even with the conformance tests available for GLES2, a number of devices have bizarre implementation bugs anyways. The shading language is the same across devices. The texture formats are also very simple and standardized. I'm not sure why they don't just cite 'driver bugs' as their biggest problem, and leave it at that.

    38. Re:Wah wah wah by Anonymous Coward · · Score: 0

      That's not "sour grapes", it's a fair warning.

      That's not "being pedantic", that's "being an entitled little shit". Too many of those reviewers are not reviewing the game as it exists. Instead, they're trying to hurt the developer like petulant brats. If the game has actual flaws aside from "the iOS version update got a free content update the Android version didn't!!!!!111! *WHAAAAAAAAAA!*" then list them as a warning to others. Don't bitch because nobody gave you a free fucking lollipop with your purchase.

    39. Re:Wah wah wah by BasilBrush · · Score: 1

      Not at all, I used the number from the article, or didn't you read it?

      You used some percentages from the article, and pulled some numbers from your ass. It was the latter I referred to.

      Giving the benefit of the doubt of course, because in truth I believe the whole little drama to be pretty much the sort of fiction we have come to expect from Apple

      WTF?

    40. Re:Wah wah wah by Daniel+Phillips · · Score: 1

      It's actually an invitation for a more aggressive developer to pick up on the concept and drop their own game into the slot. It's not like the barrier to entry is high.

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    41. Re:Wah wah wah by Altus · · Score: 1

      If he makes a better return on his time developing new games for the iPhone than he makes supporting old games (or porting games) to android then it makes more sense for him to develop for the iPhone.

      --

      "In America, first you get the sugar, then you get the power, then you get the women..." -H. Simpson

    42. Re:Wah wah wah by Anonymous Coward · · Score: 1

      There are many shader differences between devices, platforms, OS versions and more.

      Here are some examples.

      You may declare a variable "mediump" in GLSL. Indicating that you would like to use medium precision. This might work fine on your test device, where mediump means 16bits, but it will fail on some other device where mediump means 12bits. Sure, the standard defines a valid range for lowp, mediump and highp, but all this means is your test device is not guaranteed to produce results like any number of consumer devices.

      You might use the "discard" qualifier in your shader when hitting a branch that doesn't need to compute pixels. Faster than letting the shader run through to completion, right? Wrong. On desktop hardware, and Nvidia Tegra it may be faster, but on Imagination PowerVR it is significantly slower. So you end up with a shader for each platform.

      These are just the immediate things a developer will notice when getting into shaders. Do any complex work with shaders and you will unearth hundreds more incompatibilities.

    43. Re:Wah wah wah by Anonymous Coward · · Score: 0

      Okay, but if the software is buggy should it bring the whole phone down?

      Android testers, go ahead and run the Monkey test on your phones. Did the phone hang, or go black screen? Check your debug logs--start from the bottom of the logfile. See any SIGSEGV or CPU may be pegged? Okay, now... how many times is Dalvik the one with the error?

      Now you make the determintion about how stable or unstable the Android environment is for your software. An operating environment should not be totally brought down due to a buggy app. Saw that in Android GB and HC too many times. Hope it's been fixed in ICS.

      Then again, if it's the specific hardware you are working on, get the engineers to fix your CPU or GPU, or whatever else is causing the Dalvik errors.

    44. Re:Wah wah wah by CheerfulMacFanboy · · Score: 0
      Nice attempt at rationalization. http://mikamobile.blogspot.com/2011/06/android.html

      Porting work: "The technical side of supporting android isn't so bad, but it is a bit of a nuisance. 95% of the heavy lifting is handled by Unity, the game development engine we use to develop our apps. Actually porting the game only took about a day."

      Quality:" On Android it's a stunning 4.8, with 1000 ratings. So not only is it reviewed more highly, it's also reviewed more often, with a huge percentage of android users taking the time to rate the app. I think the lack of competition makes quality apps really stand out, and generates a lot of enthusiasm from app-starved android users. "

      Sales: "Battleheart on Android is currently very high in the android charts (top 50 apps) [...] Edit: It's come to my attention that Battleheart became a featured tablet app on the android market while I was writing this post, and saw a sales bump the following day as a result. "

      --
      Fandroids hate facts.
    45. Re:Wah wah wah by Anonymous Coward · · Score: 0

      Developers (and their managers) should understand that a single android platform is an illusion. There is no such thing. The fragmantation problem is too big to consider all android phones as the same platform. Instead of dropping android support entirely, why not choose a target device or two (gs2 for example) and write your game specificly for that device? Only when it is in your financial interest(you have the resources) develop and test for other devices. Where is it written that you must support all or none?

    46. Re:Wah wah wah by CheerfulMacFanboy · · Score: 0

      Sure. It also sends a clear message they aren't making enough in the Apple market to sustain them. Otherwise... look at this: if you believe their own numbers, by investing an additional 20% of development resources they increase their market by 5%. Say their development expense is $200K and they pull in sales of $1M. By their numbers, $40K is incremental development expense and $50K is what they got back for it. Sounds like $10K of free money! Well, obviously they aren't making anything like $1M, from iOS or Android, and that is their real problem. I trust they won't quit their day jobs.

      http://forum.unity3d.com/threads/93625-Unity-iOS-iPhone-Apps-sales-(Updated-thread)

      Game: Battleheart
      Release Date: Jan 31st, 2011
      Sales: 400,000+
      Units per day average: 1200
      Units per day: unknow
      Current Price: $2.99
      Last updated: Feb 21, 2011

      They've made their $1M a long time ago in very short time. Jealous? Just to kick you in the nuts once more, here's the returns for one of their older apps, still available for Android:

      Game: Zombieville
      Release Date: Feb 10, 2009
      Sales: 1.5 millon (and counting!!)
      Units per day average: 1744
      Units per day: 1250 (last update)
      Current Price: $1,99
      Last updated: Jun 20, 2011

      --
      Fandroids hate facts.
    47. Re:Wah wah wah by CheerfulMacFanboy · · Score: 0

      Taken in aggregate, the end point is that there are fewer apps on Android...

      Except nobody actually has hard numbers to support such an assertion. Maybe you are special. Just thought I'd mention it. Carry on now.

      That's funny coming from someone who keeps pulling numbers out of his ass.

      --
      Fandroids hate facts.
    48. Re:Wah wah wah by toriver · · Score: 1

      Maybe things have changed in the NINE MONTHS that have passed since that article was posted?

    49. Re:Wah wah wah by DarkDust · · Score: 1

      From the fine blog post (emphasize mine):

      We spent about 20% of our total man-hours last year dealing with Android in one way or another - porting, platform specific bug fixes, customer service, etc. [] Meanwhile, Android sales amounted to around 5% of our revenue for the year, and continues to shrink. Needless to say, this ratio is unsustainable.

    50. Re:Wah wah wah by toriver · · Score: 1

      I thought that both Google and Apple were boasting about their app numbers every so often, are you suggesting the companies are lying?

    51. Re:Wah wah wah by MrHanky · · Score: 0

      A link would have been a better retort. Apple fanboys speaking about "reality" is just funny.

    52. Re:Wah wah wah by Chozabu · · Score: 1

      They were making profit - 5% of their total was from android. I'd rather they add a notice saying "this platform is not 100% supported - very sorry if your device is not supported" and keep supporting it, but only as much as they feel like. If some new/old devices cant play the game... so what? Cant they just hide their app from hard to support devices?

    53. Re:Wah wah wah by vlm · · Score: 1

      I know OpenGL isn't made of magic, but isn't the idea of OpenGL that it's supposed to work over multiple platforms?

      The point (and it was a good one) is that for iPhone he only has to do his shaders once. Bam, done. For Android, not only is he doing them again, but multiple times for different devices. His development cost to bring his app to iPhone is one set of shaders for a great return. What do you think his return is after he spends the time to fix his shaders for an obscure device that a few dozen people will likely purchase his game on?

      I think I'm the only person here who has played battleheart, or at least who has played and is also a software dev (but not a game dev or graphical dev or even a android dev). I haven't done "game programming" since the 80s on ms basic...

      I know what you're talking about WRT opengl and first person shooters and flight simulators and such. But battleheart is a basic more or less 2-D sprite RPG. There are some amusing and entertaining animations during battles. Its about as intensely graphical as perhaps a solitaire card game. Does that really need a byzantine 3-d interface? or rephrased, is the only available graphics API a byzantine 3-d interface? If so, that graphical API is the problem, not the OS, not the devs.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    54. Re:Wah wah wah by Anonymous Coward · · Score: 0

      +1000 mod this guy up. This was a huge reason why once the iPhone 4S came out on Verizon I switched to iOS from Android.
      Mika Mobile the creators of Battleheart are some of the biggest names in mobile gaming with Zombieville being a prime example. If they are calling it quits on Android thats pretty big news.

    55. Re:Wah wah wah by CheerfulMacFanboy · · Score: 0

      Maybe things have changed in the NINE MONTHS that have passed since that article was posted?

      So which things would have changed since then? The time it took them to port? The quality of the game? Well, sales of course - that was their point, they don't make enough money on Android anymore, while they still do on iOS. Still the OP's point that it "was such a bug ridden POS that it didn't sell at all" was obviously false.

      --
      Fandroids hate facts.
    56. Re:Wah wah wah by Americano · · Score: 1

      A fair warning? Yes, a fair warning to devs that "if you engage with Android, and then make a business decision to end support for Android as a platform, we'll talk shit about you, your capability as a developer, and the quality of your code, even though up until the moment you announced you were discontinuing support, the overwhelming majority of people who had bought your product were quite happy with it."

      With a fair warning like that, don't be surprised when other developers make similar decisions to discontinue support for a bunch of spoiled children. In fact, this behavior is the exact definition of "sour grapes" - pretending that something you value quite highly is suddenly inconsequential and useless because you discover you can't have it.

    57. Re:Wah wah wah by medcalf · · Score: 1

      I was speaking speculatively about the future. I figured everyone would get the tautology that if fewer apps are developed for Android, there would be fewer apps on Android. I guess you're special, too, though.

      --
      -- Two men say they're Jesus. One of them must be wrong. - Dire Straits
    58. Re:Wah wah wah by Anonymous Coward · · Score: 0

      To hear some android developers talk about it, it's worse than that. Sometimes things break because the OpenGL driver reports that it *does* support feature X, but the app (or even device!) crashes when you actually try to use feature X. It may not be a problem with 'Android' the OS, but it's a serious problem with 'Android' the end-user experience and marketplace.

    59. Re:Wah wah wah by Grishnakh · · Score: 1

      You're assuming that things are constant, and are ignoring trends. As the OP said, what if Android sales are growing while iPhone sales are plateauing? If this were the case, then ignoring the fast-growing platform isn't necessarily a good business decision (of course, this depends on real numbers; exactly how much are the Android sales growing, etc.).

      The simple fact that iPhone is only available on two out of four US carriers (and one of those only recently) makes me question the wisdom of focusing solely on that platform.

    60. Re:Wah wah wah by maccodemonkey · · Score: 1

      Explaining the problem all over again doesn't really fix it.

      Not to mention, your post again highlights how this is an Android only issue. Windows Phone standardized their graphics hardware, so they don't have this issue. iPhone doesn't have this issue. OpenGL/DirectX doesn't necessarily have similar severity of issues. Neither do the gaming consoles (because by definition they're standardized.)

      The argument seems to be "well of course the hardware has differences! That's the way Android was intended to be used!" In that case, Android wasn't really intended as a game platform, and Android fans shouldn't be surprised when game developers dump it. If Android wants games, they need to get their OpenGL drivers and hardware under control. Otherwise, their competitors are going to steamroll them when it comes to games, and Google will have no one to blame but themselves.

      If Google doesn't care about game developers, that's their choice. But I'm just saying, don't blame the developers for the platform. If Google wants to make an open hardware/driver stand on principal, they should be willing to accept the consequences.

    61. Re:Wah wah wah by BasilBrush · · Score: 1

      You're assuming that things are constant, and are ignoring trends. As the OP said, what if Android sales are growing while iPhone sales are plateauing? If this were the case, then ignoring the fast-growing platform isn't necessarily a good business decision (of course, this depends on real numbers; exactly how much are the Android sales growing, etc.).

      Sure. But if the Android growth of app sales is accompanied with even more Android models, then it can be becoming even more of a problem for indie developers in spite of rising sales.

      On the other side also have to consider that iOS release versions of a game or app from a single code base. And Android likewise can do it for Android phones and Tablets. So it's not just the phone market to consider but phone+tablet. And in tablets iPad is where it's at.

      The simple fact that iPhone is only available on two out of four US carriers (and one of those only recently) makes me question the wisdom of focusing solely on that platform.

      3 out of 4. AT&T, Sprint and Verizon all have iPhone. It's only T-Mobile that doesn't. And they are struggling and admit much of the reason they're struggling is because they don't have the iPhone.

      In Britain all the networks have iPhone, and I think that's more typical around the world.

    62. Re:Wah wah wah by Anonymous Coward · · Score: 0

      I have developed apps for both Android and IOS and now have enough experience to have a valid opinion. Android is a time consuming moving target for developers and as time goes by its getting much worse. Small screens are precious real estate for the user interface. Some phones have made on-screen keyboards that are easy to type on but leave insufficient real estate to build a useful business application. With some devices having mechanical keyboards in a landscape orientation, you must develop a UI that works equally well in portrait and landscape modes. Oh, and security... We used the Android unique device identifier to make it easy for end users to stay logged into the system to access their specific data in the cloud only to discover that certain phone models were released with a bug that caused all of these phones to have the same unique device identifier. These are only a few of the show stopper issues that are forcing me to suspend more development for the platform. Its like being in a dim smoky room getting more and more crowded with everyone shouting in different langages while yet more are constantly pouring in to make it more crowded.

    63. Re:Wah wah wah by unrtst · · Score: 1

      From the fine blog post (emphasize mine):

      We spent about 20% of our total man-hours last year dealing with Android in one way or another - porting, platform specific bug fixes, customer service, etc. [] Meanwhile, Android sales amounted to around 5% of our revenue for the year, and continues to shrink. Needless to say, this ratio is unsustainable.

      Uh... so what I said was accurate. Assuming they're supporting 2 platforms (Android and iOS), well, we still don't know the figures because that still doesn't tell use how much time was spent on iOs specific things (some part of those total man-hours must have been on common tasks, like artwork and payroll and stuff). The only (poor) assumption that could be drawn is that they spent about 80% of their total man-hours last year dealing with iOs in one way or another. There is no comparison unless they're spending equal or greater time on Android than on iOS (regardless of revenue), and nothing has even hinted at that being the case.

    64. Re:Wah wah wah by Anonymous Coward · · Score: 0

      Since AFAIK they're only doing app development, that would mean that the remaining 95% of revenue must be from iOS development. But what really matters is that the time spent vs. revenue is way out of proportion for Android. Because as you said, there's other work to do in a company that's not directly linked with develoment, and if you add that to the 20% of total man hours the proportion gets even worse. Say what you will, twist the numbers as you will, they made a strong point that Android development is economically nonsense for them.

  3. What is by Anonymous Coward · · Score: 0, Insightful

    Battleheart? What? Never heard of it.

    1. Re:What is by Anonymous Coward · · Score: 0

      Surely, in their house they know them well. I, for one, will not miss them (never heard from them too).

    2. Re:What is by BasilBrush · · Score: 5, Insightful

      If only your lack of knowledge meant the problem didn't exist.

    3. Re:What is by interval1066 · · Score: 1, Interesting

      I've never heard of it either. That so I of course don't know how badly or well the app is written. The developer says it came down to the bottom line, the android version was a money loser.I'm not going to argue with him. But plenty of other developers seem to be ok with android, so I dunno. Weather or not the not the code was good, I think there is a point to be made the android's hard abstraction layer might need some work. Or perhaps the 3rd party hardware companies are not following their guidlines closely enough.

      --
      Python: 'And then suddenly you have a language which says "we're all stuck with whatever the whiniest coder wants".'
    4. Re:What is by Anonymous Coward · · Score: 0

      Battleheart? What? Never heard of it.

      It's a really cool game. You should try it.

    5. Re:What is by flowwolf · · Score: 3, Informative

      The problem is shitty port's don't sell.

    6. Re:What is by St.Creed · · Score: 1, Interesting

      If you need anything beyond the currently supported standards, Microsoft and Apple are surprisingly easy to work with. Google just flips you the finger. That alone is driving programmers and companies away already, including one of the biggest companies in the world. Google needs to get its act together and listen better to the community. Especially if said customers have the backing of a huge multinational and are pissed off at the support it's (not) getting.

      --
      Therefore, by the (faulty) logic you're using, you're just a cow with a keyboard - osu-neko (2604)
    7. Re:What is by Svartalf · · Score: 4, Informative

      If you need anything beyond the currently supported standards, Microsoft and Apple are surprisingly easy to work with.

      Really? REALLY?!?

      You've got to be kidding me, right?

      Considering it took pretty much EVERYONE reading Apple the riot act over the scripting language thing... I'd say that this was an example that negates your take on Apple. They're NOT surprisingly easy to work with.

      Considering that Microsoft had TIGHT restrictions until recently on Indie titles... I'd say this was an example that negates your take on Microsoft. They're NOT surprisingly easy to work with.

      If you're outside their parameters or standards, they're going to flip you the bird like you accused Google of doing- unless you're big or you've got damned near everyone bitching at them. Much like Google's situation.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    8. Re:What is by stephanruby · · Score: 2, Informative

      No wonder you never heard of it. It never had a free lite version to begin with.

      This is an iPhone developer who thinks he can sell an Android app just like he can sell an iPhone one.

    9. Re:What is by AmiMoJo · · Score: 1, Insightful

      Maybe they are just shit programmers. Lots of other developers seem to be able to write complex games for Android without these kinds of issues.

      Perhaps they are getting confused by broken drivers on certain phones or something. If they were developing for Windows they probably wouldn't bother patching their game to support old graphics cards running old drivers that the card manufacturer should really update/fix.

      The bottom line is that plenty of other devs are getting on well with Android. This whole story just seems like a typical "tabloid" media story, i.e. find one disgruntled guy and try to make out he has discovered a huge flaw in the system that affects everyone.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    10. Re:What is by BasilBrush · · Score: 3, Insightful

      Maybe they are just shit programmers.

      Or maybe it's a horribly fragmented platform.

      Lots of other developers seem to be able to write complex games for Android without these kinds of issues.

      That's not at all what it seems like. See the comment elsewhere about the Game Developer's Conference.

    11. Re:What is by cloudmaster · · Score: 0

      You mean "if only developers would use the APIs instead of insisting on going around APIs to directly access lower-level hardware", I think. Or are we supposed to believe that every other developer who has an Android game also has to have an army of test hardware just to make their product work?

    12. Re:What is by BasilBrush · · Score: 2

      You're kidding yourself if you think Android is write once run anywhere on anything moderately advanced. And yes, you do need an army of test devices. You don't buy them all at once, but when someone reports a bug that you don't have on a device that you don't have, you have to purchase that device.

      Same goes for iOS, but there is only one iPhone and one iPad per year that you might have to purchase.

      Believe what you like, that's the reality. I know there are a lot of people here who would rather stick with their beliefs rather then reality.

    13. Re:What is by Suddenly_Dead · · Score: 2

      The problem is shitty port's don't sell.

      For any demo/trial/limited-free apps on the market, the majority of the negative reviews always seem to be of the "I really like it, but $2 for the full version? Fuck you, you must be kidding!" variety. They seem to get downright angry when an app isn't free.

    14. Re:What is by beelsebob · · Score: 1

      Perhaps they are getting confused by broken drivers on certain phones or something. If they were developing for Windows they probably wouldn't bother patching their game to support old graphics cards running old drivers that the card manufacturer should really update/fix.

      The problem is that on any mobile platform you make money buy selling in volume, not by selling at a high price. Combine that with the fact that android has managed to grab so much market share mostly by people going into a phone shop and going "hmm, iPhone - $500, thing that *looks* like it's as good as an iPhone –$29", and you find that if you want to make money on android, you have to support shitty 600MHz arms with barely any GPU at all.

      This developer actually sounds a lot like they actually cut a lot of hardware out of their support loop already – the fact that they're talking about modifying shaders means that they must be demanding you have at very least OpenGL ES 2.0 hardware.

    15. Re:What is by Anonymous Coward · · Score: 0

      The obvious solution to that problem is making something that gets reviews like: "OMG!? Only $2 for the full version! I love you and I want to give birth to your children RandallSoft!".

    16. Re:What is by Anonymous Coward · · Score: 0

      Yes, you haven't heard of them but that doesn't change the fact, of their 3 games on iTunes, Zombieville has 32713 ratings with an average of 4 stars, zombieville 2 has 41887 ratings with an average of 4.5 stars and Battleheart has 5815 ratings with an average of 4.5 stars.

      They clearly satisfy their customers (on Apple devices at least). They're using the Unity engine so it's like they've concocted their own buggy engine.

      The general impression seems to be that slashdot wants to dismiss the guy (or people) because they don't want to face the truth about Android but I think developer has proven themselves. For all we know unity on Android could be the problem and he's sick of dealing with it but whatever the issue is I don't think he's some incompetent unknown.

    17. Re:What is by vlm · · Score: 1

      I can't believe I'm the only /. poster who has ever played the game, yet looking at the comments..

      Its sort of a turing tarpit of RPG gaming. Do we need 3-D and fancy maps? naaw we'll just use fixed sprites on a 2-D "perspective" side view in (generally) open field battle. Do we need a full set of character attributes/numbers? Naaah we'll just use attack/defense numbers. You get tanks and ranged and healer characters thats all. Is there any difference between magic and arrow-based ranged fighters? Naah. Every 5 levels you get another feat, sometimes you get to select, sometimes not. The mid and advanced game seems to revolve around which characters you selected and your selection of feats, the early levels focus on the items you purchase using coin gathered from dead monsters. Much like a turing tarpit is a language designed to the minimum necessary, this is kind of the absolute minimum RPG you imagine that still has "RPG-like" gameplay.

      Gameplay is grind MMORPG-like in that you're not allowed to loose, your skill level at playing determines how fast you advance, not if you advance. So if you're worried about casual gaming and a real world distraction destroying your carefully crafted character, don't worry, worst case is you just wasted some time. Its a ratchet, only turning "upward". Months ago when I was playing, there was no real world cash involved, although I could imagine the ability to trade dollars for coin would be ... appreciated as often in the early levels I was grinding for coin. That would probably throw the balance of the game completely off.

      Take something like nethack, remove all the maps, most of the monsters, most of the storyline, most of the items, most of the puzzles, tear it down to the absolute minimum RPG, add in some 2-d sprite graphics and some animations, and you're basically there.

      Oddly enough, its actually pretty good. I completely beat it months ago, playing a knight, thief, wizard, healer group and haven't played since. Stereotypical "well, I'm sitting in the waiting room... what to do?" game.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    18. Re:What is by Anonymous Coward · · Score: 0

      Every time I think of working with Nintendo/Sony I weep like a little girl reading your claims of hard work with Apple/Microsoft.

    19. Re:What is by gl4ss · · Score: 1

      If you need anything beyond the currently supported standards, Microsoft and Apple are surprisingly easy to work with. Google just flips you the finger. That alone is driving programmers and companies away already, including one of the biggest companies in the world. Google needs to get its act together and listen better to the community. Especially if said customers have the backing of a huge multinational and are pissed off at the support it's (not) getting.

      what the fuck maaaaaaaaaaaaaaaaaaaan?

      try doing anything on windows phone beyond currently supported standards and on iphone and then try to get it to the store! YOU CAN'T! you develop what you're told to develop and in limits you're told and that's it. want to use some random library? it better be the right kind of .net code!

      I think you meant _within_ the supported development set. then yes, both apple and microsoft(in mobile space) are wonderful to work with, but it's going to be a bitch for this developer to port to wp7 from ios - with android they could share a lot of the code.

      but all and all. why are they even announcing that they're dropping their android support? to advertise their ios version? why burn the platform, why not just list all the devices it does work with and let it be on hibernate.

      --
      world was created 5 seconds before this post as it is.
    20. Re:What is by St.Creed · · Score: 1

      Your link to the Microsoft page is about the pricing policy on the XBox... hardly indicative of their stance towards developers.

      Apple had a beef with Flash and scripting languages for reasons having to do with battery usage. Not completely stupid, actually. Why allow unskilled developers on your platform anyway, it will probably just lead to more fart apps. Geniuses, they're not. A competent developer can switch to objective-C in a day.

      But the whole point was: how easy is it to actually get support from them when you have a good idea and need extensions in their environment? Well, pretty darn easy if you have a really good idea.

      But with Google it's plain impossible, they won't even talk to you. And when you have a 90 billion dollar revenue company backing you, this attitude is simply stupid in terms of their business.

      --
      Therefore, by the (faulty) logic you're using, you're just a cow with a keyboard - osu-neko (2604)
    21. Re:What is by St.Creed · · Score: 1

      I meant within the supported development set, and getting them to extend that supported development set. Not "hey here's my app and I need this library" but just asking in advance to extend their platform.

      They won't do it for just any developer. But yes, they will do it if you're from a big company and have serious backing and a very good reason *FOR THEM* to improve their platform *because they will make more profits*. And they will actually listen to people doing elevator pitches. Google reps don't even listen.

      --
      Therefore, by the (faulty) logic you're using, you're just a cow with a keyboard - osu-neko (2604)
    22. Re:What is by cloudmaster · · Score: 1

      You got a code example or two, or are we just going to argue theory? I've never specicially programmed for Android, but I've written Unix (not just Linux) apps and web apps for quite some time, and I know that there are a whole lot of bad programmers out there in both areas who often blame the devices instead of learning specifications. So, I'm understandably skeptical when some no-name developer says "it's too hard to support all these devices" - especially when their application is not in any way technically demanding, and when somehow thousands of other developers are almost certainly getting by without owning one of every Android device out there.

      If it's actually true that any Android developer actually must physically own hundreds of devices to test upon, then yeah, the testing cycle in development is clearly impossible, and the platform can't possibly succeed. But the platform is succeeding somehow, so I'll need an alternate explanation as to how that can be.

    23. Re:What is by BasilBrush · · Score: 1

      The explanation isn't hard. It's a graphical game. It uses custom shaders, as more advanced graphical games do these days. Those shaders don't with the same on different graphic chips. Android devices have a variety of different graphics chips in them. Other games programmers DO have the same issues with Android.

      $thousands != hundreds of test devices.
      Buying unlocked, as one needs to do for test devices (one can't support a contract for every test device.) Half a dozen devices is already in the realm of $thousands.

      The platform is succeeding somehow, and I've gone into that elsewhere - its off topic here. But it certainly hasn't been succeeding on the strength of it's games portfolio.

    24. Re:What is by cloudmaster · · Score: 1

      Weird. When I search Google for "android custom shader", I find a bunch of sample code which doesn't ever mention specific graphics hardware capabilities. But I supposed I can take your word for it. It's a shame that Google failed to provide a portable API for games (well, a shame for someone - I don't care about games on cell phones). It's also a shame that this problem experienced by "all game developers" hasn't led anyone to write a library yet.

    25. Re:What is by BasilBrush · · Score: 1

      Of course Android has API for it. But that doesn't get around the fact that every graphics chip has different capabilities and different limitations in what it can actually do.

      It's hardly unique, PC games get bugs on some graphics cards and not others, and due to differences in performance, some will have to have certain graphics effects turned off, etc. So PC games developers have to have a bunch of different graphics cards too for customising, testing and debugging, even though they're using DirectX or OpenGL. And sure enough PC game development is expensive.

      iOS devices change graphics chip too, but you're talking one change per year. Not the 100+ variations per year of Android. It's far closer to programming for the fixed spec of a console.

  4. Sounds fair enough by lakeland · · Score: 4, Interesting

    But I can't help wondering if there is something wrong with the code that it struggled with different GPUs or crashes on new devices without special patches. Most code seems pretty robust to such things.

    1. Re:Sounds fair enough by guruevi · · Score: 5, Informative

      For these devices (mobile devices) though the problem is that

      1) you have to go pretty deep into the guts of these devices to get the performance required. I would compare it to some of the tricks that were used in the first 3D shooters like Doom etc. in order to render properly.
      2) Not all device support the whole subset of whatever environment you may want to use. I think that was the main problem here is that you program a specific shader through eg. the OpenGL interface (is that even available on Android?) and then device x comes along and the manufacturer decided to either drop or not implement that feature in their GPU in order to save costs, brainpower etc.

      --
      Custom electronics and digital signage for your business: www.evcircuits.com
    2. Re:Sounds fair enough by Anonymous Coward · · Score: 5, Insightful

      That's not the real problem, if the GPU doesn't support a feature you can fall back to another implementation. The problem arises when they don't properly advertise what features are available. OpenGL has this in the API, but most mobile drivers say they support features they actually don't have.

    3. Re:Sounds fair enough by Anonymous Coward · · Score: 0

      Nothing new, opengl sucked on windows, now on andoid. Both operating systems can run on great variety of hardware. Android needs directx.

    4. Re:Sounds fair enough by flowwolf · · Score: 2

      This game is a 2d tile based game. Doesn't take incredible rendering power to blit sprites.

    5. Re:Sounds fair enough by erroneus · · Score: 1

      On one hand, I see that Angry Birds works on all android devices equally well regardless of graphics hardware or dimensions. On the other hand, I don't know anything about this other game, but it sounds like an entirely different style of graphics... not that different now that I see screenshots on the market. So I can't imagine what they are doing wrong.

      But that said, I can't say that this is an "uncommon" problem. I see on lots of Android apps there are comments about "crashes on {model x}" and such. I can't help but wonder if they are doing it "PC style" or if they are following the documented APIs. When I say "PC style" I mean using shortcuts, work-arounds and direct hardware access to squeeze extra performance out of the machine. (From the very beginning of the IBM PC, programmers were writing directly to hardware to get more speed from the machine breaking all kinds of rules which would later prevent the i386 from becoming an effective multitasking machine from early on.

      Now that I think about it, direct hardware access should be impossible because it's all Java-like isn't it? [Dalvik?] So I wonder what would be causing them so much trouble while others seem to do it seemingly effortlessly?

      I must say, the game looks attractive though... maybe they'll release it free now that they are dropping support for it.

    6. Re:Sounds fair enough by Karlt1 · · Score: 5, Interesting

      Angry Birds is a bad example. When Angry Birds first came out, there was an official list of 20 Android phones that it wouldn't support, including some then current phones.

      Right now they claim there are some Android phones that it doesn't support.

      http://www.rovio.com/en/support/faq&support_device=Android

    7. Re:Sounds fair enough by binarylarry · · Score: 0, Flamebait

      Only on Slashdot would such a moronic post get modded up.

      Basically your stupid ass just said "The real problem lies with writing GPU powered software on these GPU powered devices."

      --
      Mod me down, my New Earth Global Warmingist friends!
    8. Re:Sounds fair enough by Anonymous Coward · · Score: 0

      That's funny, I game pretty happily on my phone. It may be derived from a device designed to make phonecalls, but that's not what it is now.

      Same as I game on my PC - also a device derived from something else, a data processing and home business machine. Bit more removed than my smartphone, but that's just a matter of months and years.

    9. Re:Sounds fair enough by mangobrain · · Score: 5, Insightful

      Have you looked at the specs of modern smartphones? Dual core CPUs are increasingly commonplace, with quad core on the way - in fact, already here in some of the high-end tablets. We're talking about Android devices here, not sub-£50 "feature phones". Comparing the tricks needed on this sort of hardware with what was required to squeeze performance out of DOOM-era PCs is an insult to the ingenuity of the programmers behind the early ground-breaking titles. OpenGL ES 1.0 has been available since API level 4 (Android 1.6), and 2.0 available since API level 8 (Android 2.2).

      The primary language for Android development is Java. You *can't* go "pretty deep into the guts" from so high up; that's the very reason you can run the same bytecode on x86 and ARM devices. Yes, there's always the NDK if you really want to use C/C++, but if you stray outside the realm of the supported libraries then you deserve everything you get.

      MASSIVE DISCLAIMER: I'm only just getting started with Android development myself. Still, I have to wonder how many of the problems lie with the platform, and how many lie with developers not really understanding what they're working with, assuming that the size and nature of the audience automatically turns mobile game development into some sort of free lunch.
      * We all know that GPUs have driver issues, but don't rule out the possibility that issues are really to do with your own code: in my limited experience with OpenGL on the desktop, it's easy to write something that only works on certain hardware because you have unintentionally violated the spec, for example by setting something outside its officially specified range of values, or assuming some default piece of state which the standards don't mandate. Unless you're writing the next Unreal, this is more likely than uncovering driver issues with your 2.5D platformer or simplistic first-person engine. Keep your rendering pipeline as simple as it can be.
      * Apps published on the marketplace had (until very recently) a size limit of 50mb. Anything above that had to be installed via a follow-up download within the app itself, which adds complexity, and increases the chances of failure. This limit has now been raised to 4GB, but before that, any developer blowing the limit ought to have thought long and hard about whether they really needed to before going down that route. Even if you get it right, there will still be scores of complaints from users who just don't understand that trying to download several hundred megabytes (non-resumable) over a patchy GPRS connection is just not going to end well, no matter how much care you take to warn them up front.
      * I could be missing something here, but it appears to me that Android doesn't hand-hold your application through state management, especially if you're using OpenGL. This isn't just about saving basic state such as high scores, but the much lower-level business of simply writing something which is robust in the face of how Android handles multi-tasking. Read up on what events can and cannot cause an app's EGL context to get trashed, and what exactly you need to do when that happens. Remember the bad old days not so long ago, when alt-tabbing was a good way to crash full-screen games on Windows? Well, those days are still with us, just not on the same platform.
      * Another good thing to understand is how to use the manifest. Declare what screen sizes and orientations you support, what texture format support you expect from the hardware, and so on. I have no evidence of this, but it wouldn't surprise me if some devices claim support for texture formats which they can't actually handle (those pesky GPU vendors), but hey, sometimes issues are out of the developer's hands - that's what trial versions are for, right?

      I'm not saying it's easy. I don't fully understand how to navigate my way around most of the above issues myself, but rather than le

    10. Re:Sounds fair enough by zieroh · · Score: 4, Insightful

      Ah no, that is also not the real problem.

      The real problem lies with people who have the mentality that we should be even attempt to code 3D FPS games on devices that were designed to make phone calls and occasionally surf the web.

      A tablet or cell phone is not a gaming machine. "Smartphone" is an oxymoron. And the only people trying to convince you otherwise are the people selling them.

      FFS, get over it. It's 2012. Your fantasy about these being incapable devices ceased to be convincing three years ago.

      --
      People who say "sheeple" have about as much sophistication as an AOL user, and in fact are probably actually AOL users.
    11. Re:Sounds fair enough by Calydor · · Score: 1

      So we should never try to do something new?

      --
      -=This sig has nothing to do with my comment. Move along now=-
    12. Re:Sounds fair enough by Ihmhi · · Score: 1

      I imagine there were more than a few people 20 or 30 years ago saying the same things about servers and PCs.

    13. Re:Sounds fair enough by Daniel+Phillips · · Score: 1

      1) you have to go pretty deep into the guts of these devices to get the performance required. I would compare it to some of the tricks that were used in the first 3D shooters like Doom etc. in order to render properly.

      The Youtube video tells all. You are wrong, the game graphics are roughly late 1980's, mostly flat shaded, black spots for shadows, sprites. This is not at all challenging for a modern mobile renderer running OGL ES, not even close. With those production values you'd need to put in special effort to discover creative ways to bog it down.

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    14. Re:Sounds fair enough by AmiMoJo · · Score: 2, Informative

      you have to go pretty deep into the guts of these devices to get the performance required. I would compare it to some of the tricks that were used in the first 3D shooters like Doom etc. in order to render properly.

      So the problem is them trying to get console like performance out of a large variety of phones? Sounds like they just need to accept that their game won't run on the low end.

      I think that was the main problem here is that you program a specific shader through eg. the OpenGL interface (is that even available on Android?) and then device x comes along and the manufacturer decided to either drop or not implement that feature in their GPU in order to save costs, brainpower etc.

      Yes, Android uses OpenGL. You query it to see if the GPU supports the stuff you want, just like most platforms. If it doesn't support what you want then you either degrade the graphics gracefully or device not to run. There are thousands of Android games that manage to do that, I don't know why this guy is struggling.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    15. Re:Sounds fair enough by erroneus · · Score: 1

      You may be right, but their FAQ is sorely out of date. At the time of its writing, there was no paid version for Android but I've had mine for quite some time... 5 to 6 months I would say.

    16. Re:Sounds fair enough by geekmux · · Score: 0

      I imagine there were more than a few people 20 or 30 years ago saying the same things about servers and PCs.

      I seriously doubt it. Hand someone a rack-mount server-class piece of hardware for serving files 20 years ago, and they'll likely look at it and expect it to do nothing more than that. Same thing applies today for server hardware. My file server pretty much does the same damn thing it's always done. Sure with NAS hardware, it's gotten faster, but it's purpose remains the same.

      And PCs, while a slightly different beast sitting somewhere in the middle of all this, still have a monitor, keyboard, and a mouse. It still sends emails, surfs the web, and helps with homework. Again, it's purpose hasn't changed much over the years.

      Now, compare and contrast these with a cellular phone. Try and hand someone a phone today that does nothing more than make phone calls and plain texting, and they'll look at you like you're bat-shit crazy. Where's my two cameras for taking pictures and video chatting? Where's my bluetooth so I can connect it to my stereo and stream music? WTF, no wifi to tweet and FB with? How am I supposed to live my life without anyone knowing about it? And how am I supposed to find my way around without a GPS?!? How can I figure out the tip for this meal without my calculator?

      I can hear all of these complaints and much more.

      The entire purpose of a "phone" has been completely redefined by the rather ridiculous demands of society today.

    17. Re:Sounds fair enough by Rakishi · · Score: 1

      What's your point again? Anything is possible but clearly since they didn't support all phones at release it's very far from trivial.

      So I suppose if you're willing to spend massive amounts of money it's not an issue but most game developers don't have that luxury. More profitable to create another iOS game with those resources rather than waste them on Android.

    18. Re:Sounds fair enough by Anonymous Coward · · Score: 0

      1. The game in question is a 2D sprite-based game. If they struggle with sprite performance, they're doin' it wrong.

      2. Android requires OpenGL ES 1.0 support and has required 1.1 since Donut and 2.0 since Eclair IIRC. These are well- documented. Shaders are only supported from ES 2.0.

    19. Re:Sounds fair enough by JAlexoi · · Score: 2

      There was one single reason why those devices weren't supported - they didn't have an actual GPU. And plain failed to initialize the OpenGL context.

    20. Re:Sounds fair enough by Anonymous Coward · · Score: 0

      That's the naive approach. Why would you waste time copying memory around when you can use the 3D accelerator to get alpha blending for free. God I was doing this on the stupid OpenGL1.1 Rage Pro card. 2D Games are entirely CPU based, while a 2D game using the 3D accelerator gets essentially zero-penalty math coprocessor. Enough with the derp.

      I'm not exactly sure what the developer's problem is, but when you write against OpenGL, the OpenGL driver is supposed to say "I support the full OpenGL ES (version) with (extension list.)" If the driver lies (which is what I'm assuming is going on) then the game breaks. Sometimes in horrible ways. Using my example above, if you decide to run your Tile engine through the shader system so you can get a free layer/blending/effect system without imposing on the CPU (put it this way, create each tile as a textured quad, and then copy it everywhere you need it(Map looks like Z, all Y tiles are X) instead of having to do the old fashioned blitting of copy rectangles from memory space X to Y every frame. Each tile could be blinking or flipping around, or whatever, but the point is you'd be doing this all on the CPU otherwise, burning more CPU cycles when you don't have to. This is the difference between a SNES version of "Super Mario World" and the Wii version of "Super Paper Mario", when the game runs in 2D "flat" mode there is still 3D geometry, it's just FLAT.

      Anyhow, Android is a sinking ship. Expect going forward the developers will only support whatever Android devices they have, and if you have something else, SOL.

    21. Re:Sounds fair enough by Anonymous Coward · · Score: 0

      gotta say, you're kind of an idiot.

      i've got a g2x, the battery lasts over a day. not great compared to my old non-smartphone, but great for what it is.

      if I were to use it for gaming, I wouldn't expect it to last the entire day, and would realize that it probably wouldn't last more than a couple hours without a charge without disabling lots of other features.

      smartphones nowadays are multipurpose devices.

      if you choose to use them as a phone and for occasional internet-based apps (e.g. email, facebook), they work fine. if you choose to use them as something else, realize that they need a charge.

      its getting better as gpus/cpus are getting faster and consuming less power. battery life is slowly getting better as well (though not fast enough).

      small form-factor and energy efficient power sources are not a phone-only issue.

    22. Re:Sounds fair enough by EdIII · · Score: 2, Insightful

      I don't think that is what he is saying at all. Basically, don't try to turn a can opener into a rocket launcher, is what he is trying to say.

      He does have a point. The form factor alone, combined with several other technical flaws (or challenges) such as processing power and battery life, make using cell phones as anything other than a phone, just plain foolish. We have ended up with very expensive devices that don't do any particular function really well, have a piss poor form factor for web surfing (in standard page layouts) and applications.

      As far as the tablet goes, I disagree. Tablets do have a form factor suited for gaming and applications. That extra size allows for more processing power and battery life.

      I understand the desire though. One device. Dock it at home, have a different form factor and inputs, take it with me, have different functions, etc. Multiple devices really suck. Going back to the days of a cell phone, Palm, MP3 player, etc. is not something I want to do.

      The biggest gripe in the article is a problem plaguing Android right now. That is inconsistency in the hardware and platform itself. It seems to be less consistent and reliable than a PC as far as software and drivers go. Gaming is a bleeding edge industry anyways, and Apple has always had that benefit of homogeneous hardware. I don't really see the point in griping about it. If it does not make financial sense to develop on it, stop doing it. That will send a message to the manufacturers to get their shit together and start working with a standard a little more seriously.

      At this point I am ready to go back to a clam shell phone. I really, really don't want something that operates so terribly because it is trying to be too many things at once. While I would like one device, I am thinking that a tablet and a phone might just be the way to go here.

      The form factor just sucks and trying to slam more and more power into it to do something else in a mediocre fashion that is also just a losing battle as far as battery life is concerned seems rather pointless to me.

      So it's not that I don't want to try something new. We have. I call it a failure. Now, let's try something different. Perhaps, modular devices and flexible displays that expand. Allow me to just take a very very small phone device with me, and choose when to dock into a tablet. Retinal displays, or displays built into my glasses. Basically anything other than the form factor and inputs on the standard smartphones today. They just plain suck to me.

    23. Re:Sounds fair enough by Anonymous Coward · · Score: 0

      There are events on Android that can trash the EGL context?? That is extremely bad.

      They really need to fix this so developers don't have to waste time with housekeeping tasks like this and can concentrate on their apps. iOS has no such issues with EGL contexts.

    24. Re:Sounds fair enough by Karlt1 · · Score: 1

      I had an HTC Hero at the time that I had a GPU and was on the list of supported phones.

      But really even if that is the reason, if a significant number of Android phones that are sold don't have a GPU (which many of the low end phones don't). That still means that fragment ration is a problem. If you can't count on at minimum a real GPU. No software emulation won't usually cut it.

    25. Re:Sounds fair enough by Ihmhi · · Score: 1

      Hand someone a rack-mount server-class piece of hardware

      You mean those things that MMOs are hosted on today? Or how about MUD1? Thirty years ago that particular sort of hardware was used to host one of the earliest multiplayer games.

      The purpose of a machine is to be used for what it's good at. You shouldn't use, say, a drill for mixing margaritas (although I'm sure you could and I'd wager you could find someone trying it on YouTube easily enough). Computers are good at crunching numbers, storing lots of data, etc. A phone of any kind today is a computer. Computers are sometimes used to play games.

      "It can't be done" has been said about lots of things with technology in the past, and they've been proven wrong a hell of a lot of the time.

    26. Re:Sounds fair enough by Anonymous Coward · · Score: 0

      FFS, get over it. It's 2012. Your fantasy about these being incapable devices ceased to be convincing three years ago.

      Insightful +5 for not offering any insight and simply flaming the guy without providing any evidence, citation or proof.

      Yup, must be on slashdot.

    27. Re:Sounds fair enough by insertwackynamehere · · Score: 1

      So your point is demand for portable computing is irrelevant because the demand is arbitrary and stupid and desired by the masses? Why do you think anything exists? Mobile phones with powerful capabilities are the only things ever that the public has wanted? Don't get so caught up with fact we use the term "phone" to describe personal pocket sized computing devices; mobile computing was science fiction and now it is reality. It happens to have a phone function built in, and it's lineage traces back to making phones mobile, but honestly most technology these days can trace back to phone network advances and yet we aren't all keeping to telephony with the tech itself.

    28. Re:Sounds fair enough by beelsebob · · Score: 3, Interesting

      Actually, Rovio published a lot of stuff about struggling to support all the hundreds of different devices out there, and even went as far as publishing a list that they didn't support, because they just couldn't make it work right.

    29. Re:Sounds fair enough by Anonymous Coward · · Score: 0

      He is using Unity so imagine that most of the work on that front has been taken care of. Of course Unity on Android may just be shit too.

    30. Re:Sounds fair enough by realityimpaired · · Score: 1

      But really even if that is the reason, if a significant number of Android phones that are sold don't have a GPU (which many of the low end phones don't). That still means that fragment ration is a problem. If you can't count on at minimum a real GPU. No software emulation won't usually cut it.

      It would surprise me that a significant number of low end phones don't have a GPU. Unless we're redefining low end... The phone sitting on the desk next to me cost $150 at retail, no contract. Admittedly, I bought it within the last week, but it's a model that's been on the market for over a year now, and hasn't dropped significantly in price (Samsung Galaxy Ace). It's got an MSM7227 SoC powering it, which includes a 128MHz Adreno 200 GPU. That's exactly the same GPU that's found in several higher end smartphones, in a phone that I would consider "entry level" for smartphones. The other alternatives I had from my carrier in the same price range were equally powered... actually, with the carrier I'm with, every Android-powered smartphone they have has the same GPU in it, whether it's powered by the 600MHz MSM7227, the 800MHz MSM7227 (like the phone I got), or the higher end Snapdragons.

      Even dumphones are starting to ship with GPU's built in, because it's becoming easier to just buy a SoC that has a GPU than to get a chip fabricated without one.

    31. Re:Sounds fair enough by TheRaven64 · · Score: 1

      That's not the real problem, if the GPU doesn't support a feature you can fall back to another implementation

      That is the real problem. That 'other implementation' doesn't just magically appear. You need to implement it and you need to test it. And it needs to be fast enough that you can use it. And if different GPUs support different subsets then you need to test each combination of your fall-back code paths. All of this adds time and cost to development.

      --
      I am TheRaven on Soylent News
    32. Re:Sounds fair enough by TheRaven64 · · Score: 1

      It's also a bad example because Angry Birds is the most popular game in the Android Market. This means that even if it's costing five times as much to develop as the iOS version it's still going to be massively profitable. This is not the case for smaller developers.

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      I am TheRaven on Soylent News
    33. Re:Sounds fair enough by Anonymous Coward · · Score: 0

      Ziero - I first played (the original) Quake -- a 3D FPS -- on a system with an Intel Pentium running at 100 MHz. I think modern ARM cpus have more power than that.

      The millions of hand-held console systems - Nintendo GameBoy, DS, 3ds; Sony PSP, PSP Go, Vita, etc.indicate consumers want and will pay for games on hand-held units.

      While hand-held consoles and smartphones aren't currently up to running something like "Crysis 2", 3D FPS games of lesser ambition can be successfully coded for current smartphones.

    34. Re:Sounds fair enough by mangobrain · · Score: 1

      As with so many things in the world of computing, it's a trade-off. If the OS wants to maintain an application's EGL context when the user switches applications, it either needs its own state management so it can recreate that context behind the scenes without any specific application support (I imagine this would be quite complex, if it's even possible in the general case), or it has to take RAM hit of leaving the context intact, meaning decreased performance and/or fewer concurrent applications before things start being forcibly terminated. The EGL spec has a section on power management for a reason.

      I've never developed for iOS, so I don't know exactly what it does, but I can understand why Android works the way it does - developer unfriendliness aside. Applications don't terminate the moment the user switches away from them, so they don't have to be launched from scratch if the user switches back; however, if something else wants to perform accelerated rendering whilst your app doesn't have focus, your app loses its grasp on the GPU. Personally I don't think this is unreasonable. AFAIK, if your app doesn't use OpenGL, loss of focus (distinct from termination) doesn't imply anything special.

      Just hook into the right events, re-upload your textures & set desired GPU state before trying to render the next frame, and you're good to go.

    35. Re:Sounds fair enough by Glock27 · · Score: 1

      That still means that fragment ration is a problem. If you can't count on at minimum a real GPU. No software emulation won't usually cut it.

      "Fragment ration"? That sounds like an interesting OpenGL metric... ;-)

      --
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    36. Re:Sounds fair enough by Karlt1 · · Score: 1

      Stupid iPhone autocorrection.

    37. Re:Sounds fair enough by Anonymous Coward · · Score: 1

      What drugs on you on? I AM an android developer. Many vendors have pushed out devices with flat out broken OpenGL profiles. The profile says it works but its fucking broken. Worse, some profiles sorta work but leak memory or offer performance completely out of touch with what the profile should actually provide. And yes, this even includes some of Samgung's devices. We're not talking about obscure hardware with these problems.

      The fact is, Google badly fucked up supporting Android and protecting developers. Piracy is rampant on Android. Quality on many lower level aspects of Android devices is a very hit or miss prospect. Google, contrary to their marketing bullshit and lies, has changed and deprecated many APIs right out from under applications and developers. I've literally spent hundreds of hours fixing applications which Google SPECIFICALLY broke.

      The FACT is, most any application which attempts to work closer to the hardware (video, WIFI, USB, bluetooth, so on and so on) frequently require device specific tweaks. And the only way you're going to get there is by trial and error and pissed off customers unless you have really deep pockets to spend many thousands of dollars on a large array of android hardware.

      So bluntly, YOU are the only one living in a fantasy world. Android has a fucked up eco system and has chased away many, many developers, including me. Given I'm a small developers, but in Android developer circles, over the last few years, developers leaving because of Google's extremely poor execution is a fact of life which all the hard core Android developers know about.

      Sorry, but please stop spreading ignorance and FUD. Android is a very, very poor ecosystem for all but a tiny handfull of developers. And even then, unless they got very lucky, they typically struggle to stay afloat.

    38. Re:Sounds fair enough by Anonymous Coward · · Score: 0

      At this point I am ready to go back to a clam shell phone. I really, really don't want something that operates so terribly because it is trying to be too many things at once. While I would like one device, I am thinking that a tablet and a phone might just be the way to go here.

      I am thinking of doing the same. Every since I tried to answer my smart phone when the sun was shining on it, and I couldn't see anything.

      Aside from that, I don't like the expense of a data plan, that I practically never use.

      A netbook with a data plan, and a clam shell phone, may be the way to go.

    39. Re:Sounds fair enough by Anonymous Coward · · Score: 0

      There's still Android devices out there without hardware floating-point support, and devices without multitouch. Screens from 320x480 (maybe lower) up to 1280x720 or maybe higher on the latest tablets. It's a game developer's nightmare.

      The gap between low-spec and high-spec Android devices is probably worse than when dealing with Windows PCs!

    40. Re:Sounds fair enough by msobkow · · Score: 1, Insightful

      So in essence the whole article is bitching about the difficulty of developing games for these devices, and have encountered the same problems PC game developers have struggled with for decades: inconsistent driver level support for OpenGL features and buggy implementations.

      To imply that this is a problem with the Android platform is disingenuous. The problem is the graphics programming stack, not the operating system, it's languages, or it's libraries.

      And quite frankly, the "problem" is irrelevant to anyone doing "real world" applications instead of graphical eye candy for video games. Had this been someone doing a "news reader" or some such other common style of application, it would have made me sit up, take notice, and question the sanity of Android as a platform.

      But as it is, it only makes me question the sanity of a game developer being surprised that there are differences between the hardware and driver stacks for different machines/cards.

      --
      I do not fail; I succeed at finding out what does not work.
    41. Re:Sounds fair enough by Xest · · Score: 1

      "Still, I have to wonder how many of the problems lie with the platform, and how many lie with developers not really understanding what they're working with"

      You're absolutely right, this is really the fundamental problem, it's become easier to wrtie some software - PHP has simplified web development, and writing mobile apps is fairly easy as there are some decent tools available.

      It's also great, it means we get news stories about how some 6 year old has released an app and made a million dollars off it, it means everyone can develop.

      But just as with Visual Basic in it's pre-NET incarnation, bringing development into the reach of everyone and anyone was great to a point, but when those people then try and do something out of their depth it comes back to the bite them and they blame the platform, not their inherent lack of knowledge of the topic at hand.

      The arguments in the topic aren't new, anyone whose developed games in something like C++ and DirectX/OpenGL on the PC, and before that even using direct access to cards has faced exactly the same issues.

      The problem is simply that cross platform (and by platform, I mean hardware platform) development isn't an easy task, but when many thousands of people have done it just fine before you, and in a financially healthy manner, recognise that it's not the fault of the platform per-se, but simply that you're not yet at a level where you're competent enough to deal with cross-platform development. The people behind this game need to recognise their limitations and stick to that, moaning about it wont change things, the only thing that will is if they choose to invest time in becoming a little more competent at multi-platform development.

      It's absolutely true that a platform with less differences is going to be easier to target, I don't think anyone's arguing that. Even now though it's not as if the iOS platforms offer a single unified set of hardware - there are are growing number of configurations to handle there. There's nothing to stop a developer supporting just the most popular and numerous Android handsets in much the same way as an iOS developer likely wont bother with the earlier iPhone models nowadays.

      If you're going to try and target absolutely every single Android device you're bound to run into some problems because Android's strength is that it can run on everything from the highest end handsets like the £500 Samsung Galaxy S II, to the cheap budget £80 ZTE Blade, because the ecosystem is so varied. This is obviously even more the case if you don't have a good grasp of writing portable software in the first place.

      This is yet another story of "Developer gets out of his league, fails to understand the technology, fucks up business model, blames the technology".

    42. Re:Sounds fair enough by Xest · · Score: 1

      Whilst you're right and pointing out the GP is wrong, what you say is still kind of the point.

      Many games don't support the original iPhone and some even the 3GS, simply because they really are just underspecced for some of the high end games.

      Android is no different in this regard - you have to be sensible about what you can realistically support. I'd be amazed if there wasn't a strong correlation between those with high end Android devices like the Galaxy SII and those putting down money on app purchases - this developer should've checked that, if that was the case they could've probably brought down their 20% of their time for 5% of their profits to 5% of their time for 5% of their profits. Chasing obscure low end devices when there's probably lower app purchasing levels on the low end budget devices is as stupid as spending weeks trying to make your game work on the original iPhone for the very small handful of people still even using it.

      The complaints in the summary smell very strongly of being a failed business plan stemming from a lack of understanding about the technology being targetted above anything else.

    43. Re:Sounds fair enough by Xest · · Score: 1

      On the flip side whilst not really what the GGP intended it's also a good example because it demonstrates that part of Rovio's success likely stems from the fact they understand the importance of targetting your resources against acheivable goals - i.e. only both supporting devices that are financially feasible to support.

      Rovio clearly understood with Android that focussing on every device from the outset was going to be a mugs game, and targetted their release on the most popular devices, spreading out as it became financially feasible to do so. The muppet in TFA tried to support everything no matter how obscure and unlikely to turn a profit from the get go by the sounds of it.

    44. Re:Sounds fair enough by Karlt1 · · Score: 1

      Say I just want to support all iOS devices with a retina display. I can purchase a $200 iPod Touch to test with and be done. How many different A droid devices with different GPU's and screen resolutions do you have to buy?

      How many different Android devices do you have to buy to support high end phones? According to one article, 5 months after IOS 5 came out, 75% of all iOS devices are running 5.x. What percentage of Android devices will be running ICS 5 months after introduction? Will 100% of new devices evenness running ICS by then?

    45. Re:Sounds fair enough by Wovel · · Score: 1

      Pretty typical on Android, there really is a massive problem. They at far from the dirt developers to rech this conclusion. There is a reason that EA has like 5x th titles on ios as Android. Thereis a reason very few game are making it over.

    46. Re:Sounds fair enough by Xest · · Score: 1

      You really don't have to buy that many, because it's not the overall configuration that matters, but the GPU configurations that are the problem with games.

      The OS version is really not the problem here unless you need some cutting edge feature - but again, iOS is no less prone to this - if you want to target the iPad 3's higher resolution then you've only got the iPad 3 and no other iOS devices to work with. Android has decent backwards compatibility so in terms of OS you just work with the lowest common denominator you're willing to support.

      The problems arise, as with this dev, when you want to support every device under the sun, rather than a sensible subset, some Android devices at the low end don't even have hardware accellerated graphics so if you choose to support them you're bound to be creating problems for yourself. Even if you choose some of the more obscure accellerated devices you'll run into issues.

      But fundamentally if you target something like the Samsung Galaxy series, and Google's phones, as well as HTC and Motorola's flagship phones then you'll still have a higher potential userbase than you have with the iPhone yet no more disparity in terms of hardware - it's only when you step outside that and go for HTC, Samsung, et. al's cheaper phones, more so if you want to target ZTE etc. budget range too.

      It's still simply about being sensible as to what you support - it's no different than desktop game development always was, certain chipsets (i.e. Intel's) often weren't supported for many games - game devs didn't just try and get it to work for everything, they just focus specific minimum standards, and that's what things like DirectX 9 or DirectX 10 compatible graphics cards were all about - a guarantee that said system with said card would support a minimum standard.

      On a wide ranging platform like the Windows PCs, and Android cell phones, trying to support everything is a mugs game, it's doomed to fail, but that doesn't change the fact some of the most popular software of all time has succeded on said platforms despite that issue. Again, it's about knowing your market, and targetting specific sets of hardware based on that - the guy in TFA quite obviously failed at this, which is, more than anything, a business failure, rather than a technological failure. If you're an Apple fan then consider the people who developed for iOS and found they couldn't make millions after all - plenty have complained vocally on blogs about specifically that, but is it a fault of iOS, or is it simply a case of blaming the tech rather than their inability to play out a proper set of business decisions? It's no different here.

    47. Re:Sounds fair enough by Karlt1 · · Score: 1

      Studies have already shown that the IOS app store revenue us 4x that of the Android market and then you only want to sell to a subset of that? How many high end Samsung phones did Samsung sell? Motorola only sold about a third of the number of phones Apple sold and some of those were low end crap. HTC also sells a lot of low end crap.

    48. Re:Sounds fair enough by Chuckstar · · Score: 1

      AND Rovio was making a fortune on Angry Birds. They were not developing the Android version on a mom-and-pop budget.

    49. Re:Sounds fair enough by ArsonSmith · · Score: 1

      that must be why the desktop computer market never really took off.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    50. Re:Sounds fair enough by TheRaven64 · · Score: 1

      I take it you don't remember the mid to late '90s. Whether a game would actually work with your graphics card was a crapshoot. Typically the system requirements would list half a dozen supported cards. If you had something else, then it might work, or it might not. Microsoft addressed this in later versions of Direct3D by mandating a set of features that must be implemented in hardware for each version, so as long as you had a DirectX >= n card, you could run a DirectX n game.

      --
      I am TheRaven on Soylent News
    51. Re:Sounds fair enough by Xest · · Score: 1

      If that subset is 95% of the Android revenue then absolutely yes, that by far makes the most sense. It's certainly far more sensible making what revenue you can from the platform with minimal effort. It's not really about relative profits from Android vs. iOS but about increasing your profits - if you want to grow your company that's what you do - you target the easy money first (i.e. iOS) then you grow it where you can, if that means focussing on a smaller set of Android devices for a 5% profit increase then it's going to be worth it as porting to and maintaining the app on the high end devices isn't hard. Muddying things by targetting every low end device going obviously is, and this is the mistake this guy made.

      Samsung sold more phones than Apple last quarter by a decent margin, it's best seller was the Galaxy S II, so it's quite possible the Galaxy SII alone was on the heels of or outsold the iPhone. That's obviously not a small market.

      There's just no point focussing on the budget stuff, it's not where the revenue is for things like games, mostly because such budget handsets can't run them well so people don't bother paying for them on those platforms. Devices like the Galaxy S II? Absolutely, go for it, you'd either have to be a fool or uninterested in company growth not to.

    52. Re:Sounds fair enough by Karlt1 · · Score: 1

      Yes Samsung sold more phones, but nowhere near as many smartphones. Samsung sold millions of dumb phones. Where did you get the idea that Samsung sold more than 35 million smart phones last quarter?

      Angry Birds works on every single IOS device ever made. Including the 2007 original iPhone and iPod touch.

    53. Re:Sounds fair enough by Xest · · Score: 1

      "Yes Samsung sold more phones, but nowhere near as many smartphones."

      No, check again, they outsold Apple in terms of smartphones. Apologies though, it was for the whole year, not the quarter:

      http://www.electronicsweekly.com/Articles/30/01/2012/52838/samsung-out-sells-apple-in-smartphones-in-2011.htm

      Angry Birds works on every equivalently priced Android handset too, and many lesser priced handsets to boot. All in, there are far more Android handsets on which Angry birds will run than iPhones.

      Regardless, your focus on iOS makes one thing clear, you're a fanboy whose only interest is protecting your pet platform through some irrational feeling to protect a company whom you really owe nothing to, so I'll step out of this discussion now as it's pointless discussing something with someone who only hears what they wish to. My point was merely that Android is another platform you can choose to support to increase company profits, if you do so you have to understand it like you understand any other platform, if you do it wrong you'll fail like the developer in TFA. I'm not really interested in Android vs. iOS discussions per-se, merely that to grow a mobile business you simply cannot ignore Android, but similarly you must be sensible about how you support it. This guy wasn't, he suffered for it, but it's ultimately his loss, and his problem. You'll face the exact same problems with the PC for a desktop app because it's more awkward than supporting MacOS X, but we all know that's not really smart if you want to grow your business.

    54. Re:Sounds fair enough by Karlt1 · · Score: 1

      Apple sold 93 million million according to their financial statements. Samsung was estimated to sell 93 million - but they don't publish their numbers. In that 95 million there are an unknown number of Bada and windows phones.

      But that isn't a lot more either way. But android users only spend 25% as much on apps and Samsung also sells low end crap smart phones.

      As far as Macs, companies have successfully ignored Macs for years and been successful.

      Again Rovio didn't have to ignore a single iOS device with Angry Birds because Apple was sensible enough not to ship a device without a GPU..,,

    55. Re:Sounds fair enough by JAlexoi · · Score: 1

      HTC Wildfire was a very nice example of a phone that would not initialize an OpenGL context.

    56. Re:Sounds fair enough by JAlexoi · · Score: 1

      FYI: The number of devices without a GPU is insignificant. All of them are ultra low end that were sold 2 years ago. For example - ZTE Blade is a lowest end phone from last summer that already had a GPU.

    57. Re:Sounds fair enough by drinkypoo · · Score: 1

      What drugs on you on? I AM an android developer.

      No, you're an anonymous coward.

      Many vendors have pushed out devices with flat out broken OpenGL profiles. The profile says it works but its fucking broken.

      Name and shame or it didn't happen.

      The fact is, Google badly fucked up supporting Android and protecting developers.

      How is that a fact?

      Piracy is rampant on Android.

      And on iOS, too.

      Quality on many lower level aspects of Android devices is a very hit or miss prospect.

      Yes, that's called consumer choice. Don't serve those users. Provide a list of guaranteed devices and everyone else can buy if they want but they get no support. Additional overhead? True. Sorry.

      The FACT is, most any application which attempts to work closer to the hardware (video, WIFI, USB, bluetooth, so on and so on) frequently require device specific tweaks.

      Is this some kind of surprise?

      Sorry, but please stop spreading ignorance and FUD. Android is a very, very poor ecosystem for all but a tiny handfull of developers.

      Now here is where I take serious exception, because it's been a problem for you you act like it's a problem for the majority but the majority are making fart apps.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    58. Re:Sounds fair enough by drinkypoo · · Score: 1

      The form factor alone, combined with several other technical flaws (or challenges) such as processing power and battery life, make using cell phones as anything other than a phone, just plain foolish.

      I keep hearing this, but we used to put 100 users on a machine with a 68020 and we liked it. Maybe it's time to put the emphasis back on efficiency. My first linux system was a 386 with 8MB RAM and I was able to run a browser, and you can do an awful lot in a browser. You could do an awful lot even back then. I'm tired of hearing excuses as to why cellphones with more power than the first dozen computers I owned put together aren't suitable for mundane computing tasks.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    59. Re:Sounds fair enough by EdIII · · Score: 1

      I am also talking about form factor.

      I'm tired too of having something so ultra powerful that it cannot accomplish simple tasks. Part of the reason why I am tired of owning a smart phone is the piss poor battery life. If the system were more efficient and not always trying to be bleeding edge we might actually get some serious battery life. 8 hours just does not cut it for me.

      That's what I meant by processing power and battery life. They are screwing it up and creating something I don't want to use.

      All of that aside, I don't think the form factor is suitable for many tasks it is trying to do. I don't care what anyone says, you can't browse a webpage on a tiny fucking screen. Sure, if you are really young and have 20/20 vision and teeny eeeny wittle bitty fingers you can make do with it. For somebody with glasses already and big hairy sausages for fingers it's looks like I am Neanderthal from The Far Side squinting with my tongue out.

      I would much rather have a tablet or wait till we have some durable expandable screens.

      That's why I am very seriously considering going to a cheap clamshell phone and using a tablet for everything else. The software is already becoming one platform designed for it anyways with Microsoft 8, Android, and iOS right?

      Only drawback is two devices.... but at least the clamshell phone can be pretty damn small.

  5. He's wrong. by Anonymous Coward · · Score: 0, Interesting

    I'm sorry, but this is just complaining from an Apple Fanboy. He's wrong on several points, and it's easy to see with a little thinking.

    Android has what, four versions in the wild? iOS has 3, 4 and 5 taking up something like 15, 20, and 65% roughly. Not a great deal of difference there.

    As for crashing, has he ever used an iOS device? Apps and the OS crash about equally to android.

    And if your app is approaching Android's 4GB limit, then I'm sorry, but you're doing something REALLY wrong and should step back and take a look at efficiency,

    This sounds like a complaint from a guy who is basically saying "Development is hard, and I don't want to work to make things good". Just as well he's calling it quits, shape up or ship out I say.

    1. Re:He's wrong. by Chrisq · · Score: 2, Funny

      I'm sorry, but this is just complaining from an Apple Fanboy. He's wrong on several points, and it's easy to see with a little thinking.

      Android has what, four versions in the wild? iOS has 3, 4 and 5 taking up something like 15, 20, and 65% roughly. Not a great deal of difference there.

      As for crashing, has he ever used an iOS device? Apps and the OS crash about equally to android.

      And if your app is approaching Android's 4GB limit, then I'm sorry, but you're doing something REALLY wrong and should step back and take a look at efficiency,

      This sounds like a complaint from a guy who is basically saying "Development is hard, and I don't want to work to make things good". Just as well he's calling it quits, shape up or ship out I say.

      Yes, and his battleheart is obviously a gay fantasy game that will have much more demand from an apple audience.

    2. Re:He's wrong. by Anonymous Coward · · Score: 5, Insightful

      Android has what, four versions in the wild? iOS has 3, 4 and 5 taking up something like 15, 20, and 65% roughly. Not a great deal of difference there.

      You've conveniently ignored the hardware diversity.

      This sounds like a complaint from a guy who is basically saying "Development is hard, and I don't want to work to make things good". Just as well he's calling it quits, shape up or ship out I say.

      Yeah, fuck him for having limited resources and wanting to make a living out of a small business.

    3. Re:He's wrong. by Anonymous Coward · · Score: 2, Insightful

      /. really is a pile of freetards who think they know everything. Do you really think Android has only four versions in the wild? Have you ever developed for Android? How about for iOS? Until you release some apps on both platforms you are officially ignorant of what is actually required and your opinion is not valid.

    4. Re:He's wrong. by Relayman · · Score: 2

      Let's look at the numbers: 20% of his development dollars is supporting 5% of sales. And the 5% is declining. Anybody who would keep developing for any platform in this environment is not a good business person.

      --
      If I used a sig over again, would anyone notice?
    5. Re:He's wrong. by the+linux+geek · · Score: 4, Insightful

      Version diversity isn't the only kind. Implementation and hardware diversity matters too - for instance, I've run into a crash bug when attempting to start a new Activity from within a TabHost that only occurs on Galaxy S devices. That sort of thing is really incredibly frustrating, and makes QA far more of a pain in the ass than it should be.

    6. Re:He's wrong. by davester666 · · Score: 0

      Um, no. Every different Android phone model has it's own particular version of Android, which is largely similar to other phones, but also different in important ways. Each manufacturer may have different revisions of drivers for the various chips in their phones [GPU, display, touch screen], which can have a great effect on how any specific application will work on that specific device.

      And you seem to not really understand what he is saying. It's not "I made this one application for Android devices, and I found it really hard to make it work well and make decent money from it". He is saying "I made this application for both iOS and Android, and I have found that it is much harder to make it work well on the wide variety of Android devices out there versus the more limited range of iOS devices, and I make much more money from the iOS version".

      To sum up, he'd rather work make aftermarket parts for only Mercedes Benz for $100/hour than make aftermarket parts GM or affiliate cars $20/hour

      --
      Sleep your way to a whiter smile...date a dentist!
    7. Re:He's wrong. by Anonymous Coward · · Score: 1

      So require either 2.3 GB or 4.0 ICS and be done with it. HE does NOT have to support 1.5 - 4.0 and he can still make money. This " I have to support all versions of Android and every handset no matter if it's a paygo phone or a Galaxy Nexus. " is a load of crap. Just like with Windows ... sometime the requirements exceed the install base of a version. If Windows 2000/XP can't do what a game requires then ... wait for it ... support is DROPPED.

      This whole thing is a whiny excuse. Period.

    8. Re:He's wrong. by Anthony+Mouse · · Score: 3, Insightful

      You're obviously not very good at math. If you're spending $X on development but still making $2X in returns, you end up losing $X by discontinuing development. That doesn't change just because you spent $4X on development on another platform and then made $20X. Losing $X is losing $X.

      On top of that, have you considered that spending 20% of the time on a platform that has 50% of the users may be a bad idea? How about spending equal time on it, so that your app doesn't suck on that platform and your sales don't keep dropping?

    9. Re:He's wrong. by nedlohs · · Score: 1

      Because you know his revenue and expenses for the various versions so much better than him.

      He says nothing about relative crash rates beteen Andoid and the iPhone, just that his app crashes on new phones and hence requires tweaking. That might be because his code sucks, it might be because the graphics libs are crap, it doesn't matter it's an extra support cost.

      And it wasn't Android's 4GB limit, it was Android's 50MB limit. Sure Google just made a new way to get more data downloaded, but using that would require yet more development effort.

      And no he's not saying development is hard. He's saying he make more revenue for each dollar he spends developing/supporting our product for the iPhone than he does for Andoid. In fact he's saying he spends more than he makes, and hence one particular platform is not worth the effort.

    10. Re:He's wrong. by unrtst · · Score: 1

      Let's look at the numbers: 20% of his development dollars is supporting 5% of sales. And the 5% is declining. Anybody who would keep developing for any platform in this environment is not a good business person.

      Uh, you're not looking at the his numbers... you're looking at only 2 of them. That statement would make sense if he was developing for 5 platforms, 20% of his time to each, and getting 5% sales from one of them. If there are two platforms, and he's putting 20% to one and 80% to the other, it's no surprise he makes less on the one he barely supports! And anyone thinking that is not a good business person. (of course, there are too many unknowns to make either conclusion, but that didn't stop you)

    11. Re:He's wrong. by phantomfive · · Score: 4, Informative

      Android has what, four versions in the wild?

      No, they have dozens. You can't just look at the OS version, you have to look at the hardware, and the manufacturer modifications. As an example, the Kyocera Milano has a weird hardware bug where sometimes the clock goes backwards. Really tough bug to find. A lot of the Tegra devices have unusual graphics problems where only one process can open the framebuffer at a time. There is a lot of variation in the video hardware, actually.

      Now, if you stay in the Dalvik VM, you don't have to worry about most of that. You only have to worry about different screen sizes and API versions (and you never know what weird thing will pop up.....for example, on the Xoom, gradient-buttons default to white text, whereas on most other phones they default to black text. Then if you have a mostly white gradient, you might be left wondering what happened to your text). But if you are writing graphics applications, you leave the VM, and then you have to deal with hardware issues.

      Note, Apple has exactly the same issues. There are some things that are inexplicably different between the Verizon and AT&T versions of the same phone model, same OS. But Apple only has a few devices, whereas Android has dozens. Which is what makes Android more difficult to support.

      --
      "First they came for the slanderers and i said nothing."
    12. Re:He's wrong. by edxwelch · · Score: 1

      If you read the blog his biggest gripe is the android market, not the technical problems:
      "As an android app developer, you have to sign up as a vendor with google checkout, where all transactions take place. This means that you alone are responsible for resolving any billing concerns. We actually have a tiny handful of people getting refunds on our iOS games every day, but since all billing and possible refunds are handled by Apple, I don't have to deal with it. On Android, I do, and I really wish I didn't. I just want to make games, not listen to people whine about how their app won't install (due to user error 9 times out of 10) and they missed the 15 minute window to give themselves a refund, or didn't even know there was such a policy... even though its prominently featured on their order confirmation which is instantly sent to the device being held in their f***ing hand... Yea, my patience is low at this point. :)"

    13. Re:He's wrong. by Alex+Zepeda · · Score: 5, Interesting

      I was about to ask if you were thinking of the TabHost bug where clearAllTabs() will randomly provoke a crash. But a quick DuckDuckGo search turned up a bunch of other mysterious bugs with the Android tab bits. My favorite was issue #12359 where the fix is a couple of lines, and it would be an easy fix were Google to not mark their classes as final (thus preventing you from subclassing them). Unfortunately the proper fix is to roll your own copies. The official Google response was to ignore the problem and tell everyone to stop using ActivityGroups (which are useful in tabs) and start using Fragments (introduced in Android 3.0).

      Google applies their hands off approach to updates and support to both hardware (as evidenced by all the fairly new phones that don't ever get updates) and software. I'm pretty sure Google never fixed the broken widgets in Android 2.3, leaving developers to completely reinvent even rudimentary pieces of the Android framework.

      QA in Android is a freaking mess, I'm not surprised that the Battleheart team gave up on it.

      --
      The revolution will be mocked
    14. Re:He's wrong. by Svartalf · · Score: 2

      Yes, and his battleheart is obviously a gay fantasy game that will have much more demand from an apple audience.

      You, sir, owe me a monitor and a keyboard...

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    15. Re:He's wrong. by Anonymous Coward · · Score: 0

      Wait, wait, wait... so, you think that he should stop whining about having to drop support, and instead do the wise thing and... drop support?

    16. Re:He's wrong. by Svartalf · · Score: 1

      Hardware diversity shouldn't be a big problem if you're coding to the APIs in question. People keep running this up the flagpole on Android and Linux- never accounting for the hardware diversity for Windows, MacOS, or iOS (iOS doesn't have as much diversity- but it's still there...and NOBODY bitches about stuff having issues running on an iPhone 2 versus an iPhone 4GS...). In the case of this game, looking at the screenshot, I'd say I can't get why he's burning 20% of his efforts on Android...unless the code wasn't well ported from Objective-C to Java and from iOS to Android.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    17. Re:He's wrong. by Anonymous Coward · · Score: 0

      You're obviously not very good at english. Or math. If you drop support, but your app still remains on the app store, you continue making $2X until the already-supported hardware becomes obsolete. Discontinuing support means you raise profits from $X to $2X for some amount of time.

      On top of that, the company never said 80% of their time was spent on iOS bugs. In fact, they specifically stated how they desired to spend more time on content, so one could safely assume that at least some of that 80% is on content.

      On top of *that*, 20% is still a greater share of time than the 5% share of revenue.

    18. Re:He's wrong. by Svartalf · · Score: 1

      So saith the Anon Coward...

      I can't say what it takes to make iOS apps at this time- mainly because I've not done it yet (though I do happen to have access to source code FOR a game selling on it...). I do know something of what it takes to make Android apps- just not anything that is selling in the Market (Ooops... Google Play...). It's NOT that difficult unless you're trying to make a mostly native code application to make a fairly solid beast for Android. And it's not that much more difficult once you understand how it works under the hood to make a native app.

      iOS has several versions out in the wild, as best as I know. They each have differing hardware associated with them. Some things don't work on earlier versions, much the same as Android's story. But...since it's not Apple and iOS, many drub the Android side, claiming that they know something about Android development and that there's more problems with it than iOS. Yourself included there. Without knowing you from adam, I can't say with veracity that you're talking straight- all I know is what I've had the experience to develop and work with.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    19. Re:He's wrong. by breeze95 · · Score: 1

      Let's look at the numbers: 20% of his development dollars is supporting 5% of sales. And the 5% is declining. Anybody who would keep developing for any platform in this environment is not a good business person.

      Not necessarily. Is the 5% in sales covering development costs? If sales are not covering costs then the developer should drop the platform. If sales are covering costs then the developer should look at opportunity costs. In other words, will net revenue increase by dropping Android and investing all the money in iOS? That's for the developer to know. In the end, Android will continue to grow and attract developers.

    20. Re:He's wrong. by CheerfulMacFanboy · · Score: 0

      I'm sorry, but this is just complaining from an Apple Fanboy. He's wrong on several points, and it's easy to see with a little thinking.

      I'm sure you are right, and you will show us.

      Android has what, four versions in the wild? iOS has 3, 4 and 5 taking up something like 15, 20, and 65% roughly. Not a great deal of difference there.

      Now that may be true - or you just made it up. But the "Apple fanboy" makes no mention of OS versions. None at all.

      As for crashing, has he ever used an iOS device? Apps and the OS crash about equally to android.

      Errm, are you now claiming he's a Apple fanboy who has never used an iOS device? Anyway, he only mentioned "crashing" on new devices - and you'll agree there are much more for them for Android than from Apple.

      And if your app is approaching Android's 4GB limit, then I'm sorry, but you're doing something REALLY wrong and should step back and take a look at efficiency,

      And again you didn't get his point (okay, that's because you read the article who didn't either) - the new limit of 4 GB did not change the limit of 50 MB for the APK. And that's not even a hard limit, some phones (Samsung's most notably) can't handle anything larger than 30MB in their download cache.

      This sounds like a complaint from a guy who is basically saying "Development is hard, and I don't want to work to make things good". Just as well he's calling it quits, shape up or ship out I say.

      No, it sounds like the complaint from somebody who didn't understand the complaint by a developer - or is too much of a Fandroid to accept the facts.

      --
      Fandroids hate facts.
    21. Re:He's wrong. by Anonymous Coward · · Score: 0

      Equivalent to a PC developer dropping support for Windows 98.

    22. Re:He's wrong. by Anthony+Mouse · · Score: 1

      If you drop support, but your app still remains on the app store, you continue making $2X until the already-supported hardware becomes obsolete. Discontinuing support means you raise profits from $X to $2X for some amount of time.

      Which is, of course, not really dropping support. Because the next bug someone reports which you realize is significant and would make you an thousand extra sales on Android if you fixed, you decide to fix. And then that happens a few more times, meanwhile the installed base of Android increases by ten million devices and you end up getting more Android sales solely by virtue of that, which makes you decide it's cost effective to work on the Android version even more, etc.

      On top of that, the company never said 80% of their time was spent on iOS bugs. In fact, they specifically stated how they desired to spend more time on content, so one could safely assume that at least some of that 80% is on content.

      Which is irrelevant unless you actually know how much time they spent on iOS bugs. It could be 79% of the time or 1% of the time. Which is still irrelevant to the fact that you can't compare percentages of different values to determine which is bigger in absolute terms.

      On top of *that*, 20% is still a greater share of time than the 5% share of revenue.

      Which is exactly the thing I already explained is a totally inane thing to care about. You can't compare percentages of time to percentages of revenue because they're different amounts. 5% of the revenue could still be several times as much as 20% of the development budget.

      Let me see if I can make you understand why it's stupid. Let's suppose that you divide the development budget into pieces and then assign portions of the revenue to each development cost. The average development cost will naturally equal its percent share of the revenues. Then some will provide better and worse than average bang for the buck. So let's say you now create a heuristic that says whatever has worse than the average bang for the buck, you cut. The problem is this: As soon as you cut whatever that is, you change the average. It used to be that half your development costs were above average and half were below, and now you've cut half of them out. Well, now there is a new average, and a quarter of the original development costs are now below the new average. Repeat this process a couple of times and you end up with a product that costs 0.1% as much to develop and brings in 2% as much revenue as it used to. Which is a great way to cut 99.9% of costs if you don't mind losing 98% of your revenue.

      The reason for that is because the heuristic is stupid. You don't compare one development cost to the other development costs, you compare it to the amount of revenue it produces, and if you come out ahead then you keep it.

    23. Re:He's wrong. by jasomill · · Score: 1

      Android has what, four versions in the wild? iOS has 3, 4 and 5 taking up something like 15, 20, and 65% roughly. Not a great deal of difference there.

      Especially since carriers only advertise Android 4 devices, current models from "high-end" Android device manufacturers use Android 4 exclusively, and all Android 3 devices sold in the past year can run Android 4 with a free upgrade supported by both carriers and manufacturers.

    24. Re:He's wrong. by JAlexoi · · Score: 1

      Hardware diversity shouldn't be a big problem if you're coding to the APIs in question.

      Actually in their case, hardware is the problem. They want a very high level of optimization, while not really testing them on all GPUs. Shaders and texture compression are the two biggest elements to their issue. Both have nothing to do with the OS version.

    25. Re:He's wrong. by Anonymous Coward · · Score: 0

      He's wrong.

      Yes. He clearly has no idea how much time he's spending on what, and from where his revenue is coming. If he has any brains at all he'll read some slashdot comments and base his business decisions on our superior knowledge of his situation.

    26. Re:He's wrong. by Altus · · Score: 1

      You really don't know a whole lot about mobile game development do you?

      --

      "In America, first you get the sugar, then you get the power, then you get the women..." -H. Simpson

    27. Re:He's wrong. by Altus · · Score: 1

      If the return on that time is not as profitable as the return on, say, developing new games for iOS, then it really doesn't matter if 5% covers development cost unless you are doing this for the love of android. This guy is probably trying his damnedest to make a living developing mobile games and he is going to take the best profit for his time he can get.

      --

      "In America, first you get the sugar, then you get the power, then you get the women..." -H. Simpson

    28. Re:He's wrong. by ShieldW0lf · · Score: 1

      Fuck him for making video games. Go starve.

      --
      -1 Uncomfortable Truth
    29. Re:He's wrong. by KDR_11k · · Score: 1

      That's when opportunity cost comes into play. If spending X$ on Android support gives 2X$ revenue and spending X$ on something else gives 6X$ revenue then supporting Android is the bad choice despite being profitable. Since his investment is in the form of his time he cannot spend it on both. He could hire a third developer for the company but that's a significant expense that may not be justified for the returns.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    30. Re:He's wrong. by beelsebob · · Score: 1

      Yes, a guy making a business decision based on one platform having 4 times the support costs, and 4 times less the income is clearly fanboyism.

    31. Re:He's wrong. by toriver · · Score: 1

      What whiny excuse? This is a "bedroom coder" deciding on what to support. Android users are not entitled to anyone's output.

      So he requires iOS and is done with it. His fault was trying to tell people why, he should just have done it without an explanation, since he does not owe that to anyone.

    32. Re:He's wrong. by Anonymous Coward · · Score: 0

      There are 5 versions of Android listed on Wikipedia as 'recent versions' and they only go back as far as 2.3 so it's not complete. Secondly the issue is probably more the hardware versions. If you take every iphone version you can probably hold all of them in one hand. Now if you take every model of Android phone, you could probably bury yourself.

      He doesn't have an issue as such with Android crashing or supporting it. The issue is more that Android is 5 % of his income and taking up 20% of his time. So it's not cost effective.

      You're right if you're breaching the 4gb limit then you're clearly a faggot loser baby. No game should ever need more than 64 meg and all the classics like pacman need far less than that. So he's obviously an idiot.

      He needs to man up and spend his life testing to prove he's a real developer.

    33. Re:He's wrong. by Anonymous Coward · · Score: 0

      He doesn't mean supporting broad sense. He means bug fixing where as he rather be spending that time creating brand new content for the game. Of course creating new content for the game is support as well. If he splits his time 50-50 amongst the iphone and android and 20% goes towards bug fixes then that means only 30% goes towards new content. Which isn't necessarily bad but he's obviously not seeing the return to justify that.

    34. Re:He's wrong. by TheRaven64 · · Score: 1

      What world are you living in? People - especially game developers - have been complaining about the hardware diversity of the PC platform since the mid '80s! Macs have it worse because there is still enough hardware diversity to be annoying (RAM, CPU and GPU performance can vary significantly) but a smaller market share. Consoles, on the other hand, are much easier to develop for. They're less powerful, but once you've got something working on a console it would work on all of the same model of console.

      --
      I am TheRaven on Soylent News
    35. Re:He's wrong. by Anthony+Mouse · · Score: 1

      You're assuming the opportunity is not already being taken. He doesn't have to discontinue iOS development to keep developing for Android. And it seems very, very unlikely that spending 20% more time on iOS is going to substantially increase sales there: Likely he already has most of the customers who want his game. The better approach is to figure out why you aren't getting the same level of penetration on Android and do something about it, because that's where the untapped market is.

    36. Re:He's wrong. by maztuhblastah · · Score: 1

      I was about to comment with a similar slam of iOS by linking to the bug tracker and source repository for it, but then I realized that Radar (Apple's bug tracker) is private, and iOS is closed source.

    37. Re:He's wrong. by breeze95 · · Score: 1

      If the return on that time is not as profitable as the return on, say, developing new games for iOS, then it really doesn't matter if 5% covers development cost unless you are doing this for the love of android. This guy is probably trying his damnedest to make a living developing mobile games and he is going to take the best profit for his time he can get.

      Wrong. That's not what the Economists and Cost Accountants will say. Assuming he is in the business of making money, if net revenue is going to fall from leaving Android platform then he should continue to develop for Android.

    38. Re:He's wrong. by Anonymous Coward · · Score: 0

      Come on now. It's not his fault that all those game companies you applied to rejected you.

    39. Re:He's wrong. by Anonymous Coward · · Score: 0

      And you're not good at understanding opportunity cost. If you discontinue the $X spending on the low-profit platform and instead put that into the more profitable platform, it would have (potentially) made $5X. Count the loss on that.

  6. Seems to be common by trawg · · Score: 5, Interesting

    Just spent the week at the Game Developers Conference in SF and this seemed to be a bit of a recurring theme from having conversations with a couple mobile developers. The cost of supporting Android is too high in many cases and not worth the effort.

    Once of the sessions I sat in on (can't remember who it was now, embarrassingly - I think it was PopCap talking about Bejeweled - not a bit player) pointed out that Android has many many variants on many different handsets. Even though the market size is roughly the same as iOS (his numbers were around ~250m each), iOS has way fewer variants to deal with, whereas Android had many. So you get to spend a lot of time messing around trying to make sure it's working on all platforms.

    I've noticed from flicking through app reviews in the Market, it's not uncommon to see people with complaints about it not working on their particular handset. I haven't had this problem with anything I've tried so it's hard to tell how big a deal it is, but I don't use many apps.

    The general feeling I got from speaking to a few indie developers was that they wouldn't bother doing an Android version unless their title turned out to be a big hit on iPhone.

    1. Re:Seems to be common by KDR_11k · · Score: 0

      If the additional income was big enough they'd probably do that work but it seems the sales on Android aren't up to snuff either. Maybe it has to do with the terrible layout of the marketplace that makes it literally impossible to see apps that aren't in the top lists without knowing a name to search for.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Seems to be common by mrmeval · · Score: 2

      I've had a few flat out crash. 3D is right the hell out as is any decently functioning 2D. I can't get gingerbread because samscum won't release it as they'd have to go with stock android rather than their execrable UI extensions.

      "Pocket Gods" did the support fandango and got rid of about every cool aspect of the game for android as a work around rather than bothering to make it work.

      If I want a game machine I'll get a desktop. I won't be buying another samsung phone and will most likely stay away from their products. I don't like apple as a company but they do well with their product. I'll play with this almost smartphone of samsung's till it breaks and then get something I can depend will be supported.

      Android does need some sort of baseline but it seems the cool and wanted features are not going to be standardized.

      --
      I'd go on a Vegan diet but the delivery time from Vega is too long. --brownkitty
    3. Re:Seems to be common by symbolset · · Score: 0, Flamebait

      There are three hundred million Android devices in the field, adding almost a million more every single day. If you can't profitably sell your application into that base, it's your problem.

      --
      Help stamp out iliturcy.
    4. Re:Seems to be common by Rich0 · · Score: 1

      I think selection bias may also have something to do with it. Who is more likely to spend $5 on a game? Somebody who just spent $300 for a phone with a contract, or somebody who spent $50 for something comparable, assuming they didn't hold out for a $0 sale? Your android phone owner is also more likely to be on a network that costs less per month in the first place. From what I've seen iPhone/Pod owners are also much more likely to buy $30 cables, $30 protectors, and the $1000 Bose clock radio with a dock on it.

      So, if the people who buy your phone are also the people who are loose with their money, then it stands to reason that you're going to make more money on app sales, even if there are more Android phones out there.

      Now, if you were talking about accessories for BMWs vs Fords I could see how the latter could make money through volume (though the diamond-studded steering wheel cover will probably sell better on the BMW 7-series than on the Focus). However, when you look at iOS vs Android while Android has more volume it isn't such a huge difference that the sheer volume will make up for the fact that nobody wants to buy $5 apps.

    5. Re:Seems to be common by Anonymous Coward · · Score: 0

      There are problems that exist beyond those listed. A big complaint I've heard, and not necessarily from game developers, is that it wasn't possible for a longest time to even sell paid apps in many countries through the Android Marketplace. Throw on how difficult it can be to find anything in Google's store and you're exposure is pretty limited. Also, there have been several studies indicating that iOS users download more apps and are willing to pay more for those apps. Apparently for whatever reason, iOS users are just better customers.

    6. Re:Seems to be common by tp1024 · · Score: 2

      You're barking up the wrong tree. The fact is, that nobody can earn any of my money with google apps, for the simple reason that google won't take any of it. I don't have a credit card, as do a lot of people outside of the USA. I could pay for apple apps, if I had any apple products by buying coupons at a local store for cash.

      Don't you agree that giving you customers the ability to pay in a way that is even remotely convenient for them, is a bit of prerequisite for any income whatsoever?

    7. Re:Seems to be common by francium+de+neobie · · Score: 1

      I see. I suppose you must be selling your application profitably on every single platform - from toasters, TVs to smart phones and desktops, with hundreds of millions of devices in the field, then? If it's that easy, what's your ranking in the Forbes list?

    8. Re:Seems to be common by DerekLyons · · Score: 1

      There are three hundred million Android devices in the field, adding almost a million more every single day. If you can't profitably sell your application into that base, it's your problem.

      That sound you heard was the OP's point whooshing over your head.
       
      There aren't three hundred million Android devices - there's five million Android Vx.y on handset Z, ten million on Vx.z on handset Y, eight million on Vy.z on handset X.... Etc.. etc... It's not a single market or a 'base', it's an incredibly fragmented ecosystem.

    9. Re:Seems to be common by Anonymous Coward · · Score: 0

      The general feeling I got from speaking to a few indie developers was that they wouldn't bother doing an Android version unless their title turned out to be a big hit on iPhone.

      Wow. Imagine stepping out of a time machine, where you just jumped ahead from 10-15 years ago - and saw that game developers were leaving the fragmented, "open" hardware platform in favor of the closed environment that Apple - Apple!! - created. If that doesn't make you go WTF then I don't know what will.

      This also provides another data point worth thinking about in the never-ending console vs. PC debate. What are iDevices, if not handheld consoles? Little variance in hardware and software, and a software environment curated by the company that made the hardware. Lot of money in that arena right now.

    10. Re:Seems to be common by Swampash · · Score: 4, Insightful

      What's the point of targeting a base of three hundred million people who are statistically unlikely to ever spend money on apps? Better to target the numerically smaller group of people who spend LOTS AND LOTS OF MONEY on apps.

    11. Re:Seems to be common by DrEldarion · · Score: 1

      That didn't stop Windows.

    12. Re:Seems to be common by Roogna · · Score: 3, Informative

      It may surprise people, but larger market share of the target platform doesn't always make for better sales. It's not just a marketing thing either. Much like Windows vs Mac vs Linux. While all three are simply operating systems. The reality is that the users behind them made their choice of OS for various different reasons. Just because Windows has a larger market share on the desktop doesn't mean it's a good target for every product. Same of course goes the other way as well.

      A great example of this is movies. Where sometimes a movie will do horribly here and great in Europe, or a movie might be a blockbuster here but no one in Asian would bother to see it if you paid them. Larger population doesn't always provide any correlation to sales.

    13. Re:Seems to be common by tftp · · Score: 4, Informative

      That didn't stop Windows.

      As far as I know, MS never gave the sources of Windows to likes of Packard Bell and Compaq and then told them to go ahead and compile their own Windows as they like and sell the result as Windows.

      Windows was always compiled by MS, had the same Windows API and the same UI. Only drivers were hardware-specific ... and who haven't had problems with them?

      Coding for Windows was doable because you didn't need to test on every PC in existence. Video cards were the hardest nut to crack, and some games did fail on this or that card (I recall something about Far Cry and ATI, for example.) But then the game vendor dealt not with a computer but with a video card - and the number of GPU vendors was still manageable.

      Even that was only a concern when low level access to the video hardware is needed. If all you care about is BitBlt then if Windows runs on the box then your software will run as well. DirectX and OpenGL are also convenient abstraction layers that a video card can be tested against.

    14. Re:Seems to be common by Anonymous Coward · · Score: 0

      Cell phone apps are the modern web page - everyone thinks they can build one. And, much like web pages, that's true - to an extent. There are pretty drag-n-drop tools, and given HTML5, several of the apps actually *are* web pages. The web page / app works great on the developer's target browser / phone, but because he used device-specific features, we see failures with varying levels of spectacularity on other platforms. :/

    15. Re:Seems to be common by Anonymous Coward · · Score: 0

      Coming from a J2ME background, I can state with certainty that Android is not a difficult platform to code for.

      Almost all the criticism I hear comes from whiny iOS devs that can get off my lawn.

    16. Re:Seems to be common by jeti · · Score: 1

      Sounds like an opportunity for a 3rd party 3D API or a simple gaming engine that takes care of these issues.

    17. Re:Seems to be common by Anonymous Coward · · Score: 0

      You don't have a debit/ATM card? Where the heck do you live--China?

      Oh, wait... I've been there. Everyone uses plastic, just like they do in most of Europe, Asia, Australia and everywhere else I've lived in the last 12 years... except the US of A.

    18. Re:Seems to be common by Anonymous Coward · · Score: 0

      With the Apple market, there is a perception that if you get burned on an App, then Apple has your back and you'll get your money back.

      With the Android market, there is a perception that if you get burned, too bad you're just fucked. If you can even find any applications which you're interested in to start with... as you mentioned the layout is pure shit.

      Notice I said perception, not reality. But in this case, the perception is what matters in terms of consumers paying for the apps.

    19. Re:Seems to be common by Anonymous Coward · · Score: 0

      Well, then you probably also saw the talk from Epic about their porting of Unreal Engine to IOS (Bringing AAA Graphics to Mobile Platforms http://schedule.gdconf.com/session/6601/Bringing_AAA_Graphics_to_Mobile_Platforms), where they talked about the amount of bullshit they had to do to run with reasonable performance on PowerVR (and for me it was mind boggling). Sample texture using zw instead of xy interpolators and the performance goes to hell.

      Mobile devs got used to console like platform homogenity on iOS and suddenly they are stumped by diverse Android ecosystem. Somehow this did not stop game development on Windows where devs need to handle 3 OS versions (XP, Vista, Win7), 3 gfx APIs (DX9, and usually DX10 or DX11), and graphic cards from at least 3 manufacturers with wildly different features and orders of magnituede difference in performance, amount of video card memory, screen resolutions etc etc.

      And then you see mobile game devs bitching that then have PowerVR, Mali and Tegra to deal with and (Froyo, Gingerbread, Honeycomb and ICS to deal with?).
      I can see it can be a problem for amateurs though. In PC world somehow you have as many PC manufacturers as there are people who can build their own PC and somehow everything works just fine. Maybe because people who write games for PC can write portable code - hell, after all most games gets released for PC, XBox and PS3 running roughly the same content and engine on different GPUs, APIs, architectures (x86 vs PPC).

    20. Re:Seems to be common by Anonymous Coward · · Score: 0

      Nobody in Germany uses credit cards, for example. That's a good 80 Million people.
      Nobody in Europe in general under 18 has a credit card (and no, not debit with a credit card number either, the system is called EC/Maestro for those under 18).

    21. Re:Seems to be common by toriver · · Score: 1

      So are you deaf to all the Android devs complaining then? Or do you stick to simple forms-based apps that will not run into any of the issues a game developer runs into?

    22. Re:Seems to be common by toriver · · Score: 1

      But not by "bedroom coders" then. Sad is the day when a Slashdot poster inadvertently would indicate that software development should only be done by large professional companies.

    23. Re:Seems to be common by realityimpaired · · Score: 1

      This.

      I'm now on my third Android handset. My first was an HTC Dream (known in the US as a G1), and I bought it when there was no other game in town. To this day, I have not spent any money directly in the Google market. I sincerely doubt I ever will spend money on it... almost all of the functionality I want from my phone is available either from stock apps, or from stuff that's available free on the market.

      A small handful of apps I use are ad-supported. I don't have a problem with that. I never buy anything that's advertised at me, but if advertisers want to pay developers to develop free stuff for me, then I'm fine with that. The ads don't use a lot of bandwidth, and don't actually cost me anything to use. Free but ad-supported is the way to make money on Android, I think.

    24. Re:Seems to be common by jareth-0205 · · Score: 1

      Just spent the week at the Game Developers Conference in SF and this seemed to be a bit of a recurring theme from having conversations with a couple mobile developers. The cost of supporting Android is too high in many cases and not worth the effort.

      Once of the sessions I sat in on (can't remember who it was now, embarrassingly - I think it was PopCap talking about Bejeweled - not a bit player) pointed out that Android has many many variants on many different handsets. Even though the market size is roughly the same as iOS (his numbers were around ~250m each), iOS has way fewer variants to deal with, whereas Android had many.

      I think this is a natural issue from the two models, with iPhone's headstart it's only now that Android are getting comparable numbers. You can imagine this is going to change though, with the wider variety of manufacturers and handset form factors Android phones are outselling iPhones by almost 2-to-1. How long until the installed base is significantly bigger and starts earning more support time?

      The whole match is playing out so similarly to the Mac-vs-PC in the 90s...

    25. Re:Seems to be common by Glock27 · · Score: 1

      If I want a game machine I'll get a desktop.

      I think that's a backwards way of thinking about it.

      Wouldn't it be cool if you could have fun with your phone or tablet when you're out and about?

      The iOS devices do this well, and it is clearly a huge advantage for them versus their Android counterparts.

      --
      Galileo: "The Earth revolves around the Sun!"
      Score: -1 100% Flamebait
    26. Re:Seems to be common by Glock27 · · Score: 1

      Yes, and the other point you didn't mention involves a "I want it free" mentality, and piracy.

      iOS is very attractive to developers as it largely avoids such problems.

      --
      Galileo: "The Earth revolves around the Sun!"
      Score: -1 100% Flamebait
    27. Re:Seems to be common by Theaetetus · · Score: 1

      It may surprise people, but larger market share of the target platform doesn't always make for better sales. It's not just a marketing thing either. Much like Windows vs Mac vs Linux. While all three are simply operating systems. The reality is that the users behind them made their choice of OS for various different reasons. Just because Windows has a larger market share on the desktop doesn't mean it's a good target for every product.

      True. Consider, most geeks were blasting the iPhone and iPad when they first came out as being shiny "toys," and not useful for real work... so we're then really shocked when the people who buy toys play games with them, and the people who buy non-"toy" devices don't?

    28. Re:Seems to be common by Zadaz · · Score: 1

      I think I sat in this same session. Except it was about 6 or 8 years ago and the topic was Symbian, not Android.

      It started with great talk about the number of phones out there running the OS and the great features of the OS and everyone was excited.

      Then the last half hour was talking about how you couldn't depend on any phone having any particular features, couldn't expect buttons to be in the same place (or to exist), how many different versions of the OS were out there, that you have to test on every single phone model, etc, etc, etc. When it was over all the developers shuffled out of the room shaking their heads. (With the exception of the few who stayed behind to try to hit on the woman giving the presentation.)

      When I mentioned it to a senior at PopCap he said (roughly) "Yeah. The only reason we've developed mobile versions of Bejeweled is because the carriers paid us to."

      I'm glad those lessons have been well learned. Shame they were only learned by Apple.

    29. Re:Seems to be common by mrmeval · · Score: 1

      *shrugs* I can go with apple that will coddle my cock and make it all better for a price or I can go with android and have a chance of being left with my freedom and a cold cock for cheaper.

      I suppose I should learn android and be a technologist and not a whiner.

      --
      I'd go on a Vegan diet but the delivery time from Vega is too long. --brownkitty
    30. Re:Seems to be common by Anonymous Coward · · Score: 0

      What's the point of targeting a base of three hundred million people who are statistically unlikely to ever spend money on apps? Better to target the numerically smaller group of people who spend LOTS AND LOTS OF MONEY on apps.

      No. You have it all backwards. It should be "What's the point in trying to make your money via app sales instead of advertising revenue for a numerically larger group that can make you lots and lots of money on advertising?"

    31. Re:Seems to be common by CarbonShell · · Score: 1

      I used to work in the mobile gaming industry for about 5y during the J2ME period and I can only say 'you aint see nothing!'

      We had to build ~ 45+ 'unique' builds to support most of the phones back then. Unique being that we could often group certain features together and thus increase the amount of devices we could support with one version. It was also because back then we were limited to 64k, later 200k.
      Also it allowed us to map the quality to the phones, so that we could provided the needed quality on each phone set. It made no sense to provide a high res gfx set to a nokia brick that had like 120x64 pixels.

      One of my pet peeves back then was when someone asked me how they could write an app for the mobiles and sell millions, yet were clueless of the market. I explained countless times that they could either focus on a hand-full of devices with limited effort or build up a team for the whole she-bang, but that would not be something you did on the side. You would need latter for the profits.
      Lets just say that they were often not very enthusiastic after this.

      Then again, there were (game) comps that were highly profitable in doing exactly that because they had the knowledge and the team to hit all devices.

      This also meant we had to build our games so that they could run under different platforms with little to no changes.
      Hence and specialities you created your app on had to be 100% covered on all devices or you had a backup for when that did not work.

      Now while with android a lot of problems were solved, you still have the fragmentation of devices and like. So like it or not, you will have to do this if you want to support a large device base.

      In summary: know your market, know you platform and accept that you cannot have everything your way if you want to support a large device base.

      Side note: all this kinda reminds me of a programming-generation-conflict I often see, especially (usually) between people who programmed in 'old' languages such as ASM, C/C++ or like, and 'newer' languages such as Java, C#, et al.
      People who learned the ropes on the 'old' languages had to deal with all kinds of rudimentary stuff that 'modern' languages simply 'automagically manage' today. So many 'modern' programmers expect stuff to automatically work because the language is supposed to handle it for them.

      i.e. Write once, run everywhere, even with hardware hacks.

      Kinda also reminds me of discussions today concerning people using 'modern' languages complaining about having to write 'to much code'.

    32. Re:Seems to be common by Relfos · · Score: 1

      In fact, the games created by Mika Mobile make use of a 3rd party engine, Unity 3D. So many people around here talking about shitty ports, when none of his games were written in Objective-C and then later ported to Java, but they were rather written in C# and just recompiled to Android (albeit with some minor modifications, as handling different resolutions etc). The problem with Android is well, lots of problems, piracy is rampant, and there indeed lots of problems with hardware drivers (even using a 3rd party is not enough, and with so many devices, there are lots of bugs to find)

    33. Re:Seems to be common by tepples · · Score: 1

      Nobody in Europe in general under 18 has a credit card

      That's why you borrow your parent's credit card or your parent's debit card with a credit card number.

  7. Not at all surprising. by Anonymous Coward · · Score: 1

    Its not surprising. They have to support as many devices and configurations as possible while at the same time deal with people who either expect having something for nothing or very close to it. This is exactly why iOS games and apps are much more polished.

  8. How the free market works by 93+Escort+Wagon · · Score: 4, Insightful

    The developer feels he's spending more to develop for Android than he's getting back - so he decides to stop developing for Android.

    I suppose that's interesting at some level, given past stories about Android developers not making money; but, in the end, it's just the free market operating rather than some amazing news item.

    --
    #DeleteChrome
    1. Re:How the free market works by Dunbal · · Score: 5, Insightful

      You don't get free markets with 800lb gorillas like Apple and Google in the room. Stop kidding yourself.

      --
      Seven puppies were harmed during the making of this post.
    2. Re:How the free market works by jedidiah · · Score: 1

      Let's not forget about EA. They're probably the most relevant gorilla in this context. Plus they're probably at a disadvantage in terms of experience when compared to developers that already have decades of experience dealing with "fragmentation" in the PC market.

      --
      A Pirate and a Puritan look the same on a balance sheet.
    3. Re:How the free market works by Anonymous Coward · · Score: 0

      It's interesting enough. What are you looking for, cold fusion?

    4. Re:How the free market works by 93+Escort+Wagon · · Score: 1

      It's interesting enough. What are you looking for, cold fusion?

      Sheesh. It's just a comment. I wasn't expecting the Spanish Inquisition!

      --
      #DeleteChrome
    5. Re:How the free market works by Anonymous Coward · · Score: 0

      The market will undoubtedly "take care of" this developer. Hope they have a plan for what to do when they go under.

    6. Re:How the free market works by MaxwellStreet · · Score: 1

      Nobody does...

    7. Re:How the free market works by Anonymous Coward · · Score: 0

      Nobody expects the Spanish Inquisition.

    8. Re:How the free market works by damnbunni · · Score: 2

      And even EA can't seem to get their games working across Android devices reliably. I can't get Plants vs Zombies to run for more than two minutes on an Asus Transformer Prime with ICS.

    9. Re:How the free market works by whoop · · Score: 5, Insightful

      I bought the game last year, and this article got me to thinking. I cannot recall when I last saw an update in the market for it. So, I pulled up AppBrain page for it, and see updates were coming in from May to July 2011. Then there has been nothing since. So, I have to wonder how many tweaks to the shaders and whatever they say they really did? I mean, they gave up on the game a long time ago. It hit 50k purchases in August, so there's $150,000 in sales made. Google takes what, 30%? So that's $105,000 minimum.

      I know I've seen some nasty comments in the user reviews on the market, so I pull up their page there. I see 4991 four or five star reviews, and 383 one to three star reviews. That's just 7% of the reviews are bad. That looks quite good to me. Looking at the recent ratings, there have been many of the 196 one-star reviews posted just in the last couple of days. Since March 1, people have been giving it one star for not having updates like IOS has (Did that version just get an update?), which is an understandable sentiment.

      Now, that's considered a failure for small-time developers? They really put in more time/effort on this than to make it a losing venture?

    10. Re:How the free market works by whoop · · Score: 1

      Hmm, Itunes page lists the game as having 5814 total ratings for the game. That's comparable to Android's number. I can't believe the number of purchases can be too much further off.

    11. Re:How the free market works by Anonymous Coward · · Score: 0

      As a developer, it certainly is news to me. I have always thought about spending the effort to port things to android.

    12. Re:How the free market works by Anonymous Coward · · Score: 0

      What are you talking about? This is great news for actuall Android developers, less competition from halfassed ports.

    13. Re:How the free market works by Anonymous Coward · · Score: 0

      No one expects the Spanish Inquisition!

    14. Re:How the free market works by Anonymous Coward · · Score: 0

      The real problem here is that, if the original developer decides that it's not worthwhile for them to support their app for Android, nobody else can come in and do it for them. To have a real free market in software, you have to legislate that commercial software must be open-source (but not necessarily copyleft). Then if the original developer sells it for $X on the iPhone, someone else can port it to Android and sell it for $(X+Y), forwarding $X from each sale to the original developer.

    15. Re:How the free market works by NotOddManOut · · Score: 1

      $105K is not worth it, if you spend 75% of your time supporting it, when the other 25% goes to supporting the iOS version which probably earns an equal amount. It's just a business decision, and I completely understand where they are coming from. Sometimes it just isn't worth it.

    16. Re:How the free market works by Mr+Bubble · · Score: 1

      Except for the fact that Apple was a 20lb monkey 10 years ago and only became an 800lb gorilla because of great products, great execution and the free market.

      --
      "The world is a construct of forceful imagination. Those who don't know walk around in the reailties of those who do"
    17. Re:How the free market works by nightfell · · Score: 2

      You don't get free markets with 800lb gorillas like Apple and Google in the room. Stop kidding yourself.

      I think you meant to say to Apple and Google, 4+ years ago, "you don't get free markets with 800lb gorillas like Nokia and Blackberry in the room."

    18. Re:How the free market works by whoop · · Score: 1

      I'd wager they did not spend much time supporting the Android version. I heard good things about it from iDevice people. I looked periodically for it on the Android market. I bought it June 3, 2011. So, it was released near that time, maybe 2 weeks or so prior. I'd say they gave up quite quickly, without a whole lot work. They sold between 50 and 200k units at $2.99 with a few months work. That's certainly not bad for a married duo operation.

      In the end, I believe they just didn't care about Android, which is acceptable. But to blame it as Android's fault??

    19. Re:How the free market works by Anonymous Coward · · Score: 0

      Fair enough. What did the 800lb gorilla do to this particular developer that caused them to pull support from this particular platform?

    20. Re:How the free market works by ExpVal · · Score: 1

      You also don't get free markets when businesses also have to compete in both the courts and the legislatures.

    21. Re:How the free market works by Anonymous Coward · · Score: 0

      According to the article (and summary!), they spent about 20% of their time supporting Android-specific issues, compared to the 5% of revenue it generated. If you can't blame Android-specific support issues on Android, what *can* you blame it on?

    22. Re:How the free market works by Anonymous Coward · · Score: 0

      Even if we assume $100k, which I suspect is high, that's the cost of a work-year for a mid-career programmer. Not QA, not support, not marketing, not art, not management, not anything else.

      It was clearly a bad bet.

    23. Re:How the free market works by Anonymous Coward · · Score: 0

      I have a feeling that Plants vs. Zombies on Android is among the most poorly ported games in existence. It has crashed on a HTC Mytouch 3G Slide, SGS Captivate, SGS 4G, and will most likely do the same on my Transformer. If i were to guess, I would say they copy - pasted the web version and tried to compile it.

    24. Re:How the free market works by Anonymous Coward · · Score: 0

      Don't forget taxes (coutry of developers?) and possible training fees to code in "Android" language or any other fees I didn't care enough to call out.

    25. Re:How the free market works by Anonymous Coward · · Score: 0

      And EA can't get their games working properly on consoles either. So what's your point? I know they are a big company, but if they can't put out a game without significant bugs on a platform with uniform hardware, why do you expect them to do better on a platform that runs on many disparate pieces of hardware?

  9. Re:Horrible Code by KDR_11k · · Score: 5, Informative

    This article would be less FUD if it actually went into the reasons why the Android platform is unsustainable.

    How about "sales are significantly lower"? They say they're making about 5% of their income from Android with the remaining 95% presumably from iOS (I doubt that Windows Phone is a factor). That would mean iOS gets 19 sales for every 1 sale Android gets. If this applies to more than this developer then it's a real reason to make iOS software instead of Android software.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  10. Frag smag by Anonymous Coward · · Score: 1, Interesting

    This is the kind of BS that was stated when Windows was competing with Apple, and yet Windows won. I'm not a big Windows fan, but paying attention to history has it's advantages. I have to wonder if the frag whiners are all inexperienced brats who weren't around during the Windows/Mac wars?

    1. Re:Frag smag by vakuona · · Score: 2

      Not the same. Different markets. And this is 25 years later. The market dynamics are completely different, and the choice of hardware that WIndows gave is not helping in this regard. Whilst many people will buy their Android phones and find them completely satisfactory, software makers have to choose between trying to make games work on as many handsets as possible to take advantage of the deep Android market, or intentionally ignoring a large portion of the market, not optimise their software for these handsets and fragment the market. It may not turn out to be as much of a problem as feared but, depending on the relative popularity of the better handsets compared to the more basic ones, it may mean that games have to be detuned to run on as much hardware as possible.

    2. Re:Frag smag by phantomfive · · Score: 1

      I don't remember people complaining about that when windows was competing with Apple. I remember people complaining about custom Apple ROMs. I remember people complaining about the truly miserable platform incompatibility between C64, Atari, Apple, and DOS. After that mess, the incompatibilities in the Windows world were kind of small.

      --
      "First they came for the slanderers and i said nothing."
  11. Wow by Anonymous Coward · · Score: 4, Interesting

    And I thought Apple fanboys were bad. Android seems to be garnering its own set of rabid followers who disregard reality in favor of their favorite.

  12. Context vs platform tweeking by bobby1234 · · Score: 3, Interesting

    I think you will find his complaint was that he was spending all his time making up for androids fragmentation and thus not producing content.

    He uses Unity which is a great tool for doing much of the underlying work so the developer can focus more on the game. But if android is dragging him back to messing around with boring details (platform specific and multiple variation for that platform) then the cost/fun/productivity balance gets all wonky.

    1. Re:Context vs platform tweeking by SplashMyBandit · · Score: 4, Interesting

      All mobile development is platform specific, whether you like it or not. Apple in particular always has an interest in making you develop for their platform only. The fragmentation of the market is deliberate and always occurs in the current *innovation space*. Same thing happened with web 'standards' (ECMAscript and W3C standards), same thing happened with 'operating systems' (until Java came and levelled most of the differences for the developers interested in doing cross-platform stuff), same thing happened in hardware.

      At the mobile development is balkanized while the big players fight for turf. Who suffers? developers. It would have been nice to have proper Java work on the mobiles too (funny thing is, the early Apple devices actually had hardware JVM support, which Apple did not use) - that way developers would get a benefit of 'write once run everywhere, test everywhere' (which your JUnit and Continuous Integration environments help with - if you are smart enough to use them). However, every hardware manufacturer wants to do their own thing (just like sound, CPUs, disk drives, networking etc etc all used to have non-standardized interfaces in the past). The current mess on mobiles is Apple's fault as much as it is Google's. Face it, they just don't give a sh!t about developer needs, they just want to rule the mobile world and feel that trying to capture the market with non-standard interfaces helps themselves.

    2. Re:Context vs platform tweeking by robmv · · Score: 3, Insightful

      using Unity? so the real news here is that Unity must be crap on Android because that must be the work of the engine developer. Why do they write about different textures types support on each handset and things like that? Unity must be able to abstract all that if they want to be called a cross platform game engine

    3. Re:Context vs platform tweeking by Anonymous Coward · · Score: 0

      You're buggin'. Java has too many latency issues for any kind of real time music apps like synthesizers or drum machines and Apple has always been sure to pay attention to the needs of "creatives" and realized Java wouldn't work. This is one of the reasons Android has essentially no good synthesizer apps. Sure, there may be one or two now but most of them will be too laggy to actually use for anything besides showing your buddy over beers. Also do you really want to write an OpenGL app in Java? Other than somebody who only knows Java I can't imagine who would think that's a nice idea.

      Apple isn't doing anything to "make you develop for their platform only" other than offering a product that people actually want to develop for.

    4. Re:Context vs platform tweeking by Anonymous Coward · · Score: 0

      Unity actually does do that. If he's supporting texture type individually per device it is because he is trying to optimize for memory or speed. Using the standard setting it will work on everything.

      In the case of Battleheart, he's using an older version of the engine, probably because upgrading is a bit of a hassle. But if he kept up to date with the versions he wouldn't have the problem he has now. Do a little bit of work upgrading on each release to avoid a whole crapload of work that he now has if he wants to upgrade.

      The game hasn't been updated in ages. If he spent a bit more time using the fixes Unity provided he wouldn't be having this problem.

    5. Re:Context vs platform tweeking by mevets · · Score: 1

      | until Java came and levelled most of the differences ..
      And that would be by being indistinguishable from the x axis?

    6. Re:Context vs platform tweeking by SplashMyBandit · · Score: 1

      > Apple isn't doing anything to "make you develop for their platform only" other than offering a product that people actually want to develop for.
      Bullshit. That is exactly part if their strategy.

      > Java has too many latency issues for any kind of real time music apps like synthesizers or drum machines and Apple has always been sure to pay attention to the needs of "creatives" and realized Java wouldn't work.
      You are right if you are talking about Java SE. There is a real-time Java specification if you really need it. Plus, even with Java SE you are not limited by the Sun/Oracle/OpenJDK implementation. What matters is programming to the interface, not the particular implementation. For example, you could use the gcj implementation which essentially has C runtime performance. Is C too slow for you? You can have multi-platform implementation (Java) as well as deterministic performance. With Apple technologies you get what they give you and if they decide to withdraw it (which they do from time to time, still using Hypercard? Carbon? even Cocoa will die). By tying yourself to some niche you are guaranteeing that your future growth will be constrained - as any significant product cannot be re-written on a whim. While mobile is hot now its growth will slow and picking to develop for iOS-only you choose short-term profit (which can be a legitimate goal) at the expense of a business model that can be maintained in the long term (we've seen the same crap in the past with those that chose Mac-only products in the past). Incidentally, the latency of Java can be negligible compared to the latency the operating system introduces - so you will always suffer poor real-time performance on any desktop OS. If you are serious about real-time you use Solaris, one of the dedicated real-time OSes (VxWorks etc), or use hardware. Your argument doesn't really hold water under close scrutiny.

    7. Re:Context vs platform tweeking by Anonymous Coward · · Score: 0

      It's sounds like you're a just a java fanboi. Your post just doesn't hold up in the real world since every damn Android phone has it's own set of hardware fuckups that need to be fixed. So in the time it takes to write an iOS app in C once you'll be tweaking and rewriting your Java app a dozen times to get it working on every obscure phone and crap tablet out there and in the end the stingy ass Android users won't even buy it! Good luck with that.

      And then at the end you're defending Solaris? Seriously? Wanna tell me how awesome OS/2 and HP-UX are too while you're at it? Give me a break.

    8. Re:Context vs platform tweeking by JAlexoi · · Score: 1

      Your argument doesn't really hold water under close scrutiny.

      Because he's a troll? Just look at his last statement and the controversy with FPX.

    9. Re:Context vs platform tweeking by Anonymous Coward · · Score: 0

      "...had native hardware support..."

      By native hardware support, you're referring to the at-the-time on the stock built-in Jazelle instruction set, which no-one has really ever used and has been largely dropped by ARM itself in newer core versions.

      You're kind of twisting the facts in sickening ways there.

    10. Re:Context vs platform tweeking by Anonymous Coward · · Score: 0

      It's sounds like you're a just a java fanboi. Your post just doesn't hold up in the real world since every damn Android phone has it's own set of hardware fuckups that need to be fixed. So in the time it takes to write an iOS app in C once you'll be tweaking and rewriting your Java app a dozen times to get it working on every obscure phone and crap tablet out there and in the end the stingy ass Android users won't even buy it! Good luck with that.

      And then at the end you're defending Solaris? Seriously? Wanna tell me how awesome OS/2 and HP-UX are too while you're at it? Give me a break.

      You're either a stupid little shit or a really shitty developer who "didn't have time" for the University thing. I'm guessing the latter.

    11. Re:Context vs platform tweeking by Glock27 · · Score: 1

      You are right if you are talking about Java SE. There is a real-time Java specification if you really need it.

      Is RT Java even available on Android? I doubt it.

      Plus, even with Java SE you are not limited by the Sun/Oracle/OpenJDK implementation. What matters is programming to the interface, not the particular implementation. For example, you could use the gcj implementation which essentially has C runtime performance.

      Wow is this a straw man argument! Gcj suffers from the same problems as most SE implementations, garbage collection pauses. It also generally loses head-to-head shootouts versus the Sun/Oracle implementation.

      Is C too slow for you?

      Another straw man. Gcj and C have very different performance characteristics due to Java language design.

      You can have multi-platform implementation (Java) as well as deterministic performance.

      Perhaps, but on Android? Citation please..

      With Apple technologies you get what they give you and if they decide to withdraw it (which they do from time to time, still using Hypercard? Carbon? even Cocoa will die).

      Cocoa may in fact die - when MacOS X is perhaps replaced by some next-gen OS decades from now. All OS have some level of API churn, but Apple has generally handled it well by giving its developers transition technologies that stick around for years. We'll see how Android does in that regard, just judging by how the fragmentation issue is being handled it won't be pretty.

      By tying[sic] yourself to some niche you are guaranteeing that your future growth will be constrained - as any significant product cannot be re-written on a whim. While mobile is hot now its growth will slow and picking to develop for iOS-only you choose short-term profit (which can be a legitimate goal) at the expense of a business model that can be maintained in the long term (we've seen the same crap in the past with those that chose Mac-only products in the past).

      I'd have to say that focusing on iOS is just as much of a long-term strategy as any other. Don't forget that writing as much of your app as practical in portable C++ will allow you to target both iOS and Android more easily, btw.

      Also, many of those who've focused on "Mac-only" products are crying all the way to the bank just now...

      Incidentally, the latency of Java can be negligible compared to the latency the operating system introduces - so you will always suffer poor real-time performance on any desktop OS. If you are serious about real-time you use Solaris, one of the dedicated real-time OSes (VxWorks etc), or use hardware. Your argument doesn't really hold water under close scrutiny.

      Wow, another major straw man. Yeah, you're right, games don't work well on Windows, MacOS X, iOS or Android. We've all just been confused all this time.

      With today's electronics, devices are fast enough in general to nicely make up for the lack of hard realtime.

      --
      Galileo: "The Earth revolves around the Sun!"
      Score: -1 100% Flamebait
    12. Re:Context vs platform tweeking by SplashMyBandit · · Score: 1

      > With today's electronics, devices are fast enough in general to nicely make up for the lack of hard realtime.
      Well, apparently you didn't read the original parent post. He seemed to consider that real time was necessary for his drum kit sim.

      > Also, many of those who've focused on "Mac-only" products are crying all the way to the bank just now...
      Nope. They went broke when windows took over. It will happen again to those who aren't doing portable code (which you correctly point out can also be done it C++, but then you are not writing iOS code in Objective-C are you, which is my whole point - write portable! the thing that differs is our choice of language [Java being my preferred language as its frameworks are vastly more portable than C++ on all platforms save for those that are locked out by the vendor - which was the point I was trying to get across - avoid the lock-in]).

      Nb. why can't you get RT Java on Android? because the vendor doesn't want you to! that was my point. It wasn't about whether you should be using Java on mobile, it is the fact the vendors *won't let you* when otherwise you could really 'write once, run anywhere' [WORE].

      If we set aside my points about vendor lock-in and address your concerns about Java itself. How do I know that the write once promise works and the performance is good enough? Well because I'm able to use Java for a jet combat flight simulator code I'm building for Windows, Linux and Mac - 'WORE' really does work if you know wtf you are doing and choose your libraries carefully (JoGL, JOAL, JInput, etc). Unfortunately it won't work on mobiles because the vendors have locked me out (hence the point of my original post) - if it wasn't for the sh!tty mobile vendors I'd be able to cover iOS and Android too. For me *both* platforms are not worth writing specific code for, since you have to re-implment for each. Now I've notices that the real time performance of Java is sufficient since you are multithreaded and the GC can run on one core while you do your stuff on another. Sure, if you only write single threaded then you might have difficulty, but multi-threading is so much easier in Java (viz C++) that you are a mug if you aren't using it for performance hungry software. Even in the old days IL-2: Sturmovik was written in Java (with some C++ for speed critical stuff). These days the IL-2: Cliffs of Dover is written in C#.NET which arguably has a less efficient runtime in some aspects (that I'm interested in) than the JVM.

    13. Re:Context vs platform tweeking by nightfell · · Score: 1

      > Apple isn't doing anything to "make you develop for their platform only" other than offering a product that people actually want to develop for.

      Bullshit. That is exactly part if their strategy.

      Care to clarify? The only thing remotely applicable is Apple's requirements for the SDKs used to develop for iOS (which allows for cross-platform kits like Unity). This limitation is primarily to make sure iOS doesn't get a bunch of shitty lowest-common-denominator ports, which is something they've been burned on in the past.

    14. Re:Context vs platform tweeking by Anonymous Coward · · Score: 0

      Yepp, and let's just hope the mobile platform will be cross-platform-ized with HTML5, so that we don't need to waste time and money on fixing native applications to all devices.

    15. Re:Context vs platform tweeking by SplashMyBandit · · Score: 1

      > Care to clarify? The only thing remotely applicable is Apple's requirements for the SDKs used to develop for iOS (which allows for cross-platform kits like Unity). This limitation is primarily to make sure iOS doesn't get a bunch of shitty lowest-common-denominator ports, which is something they've been burned on in the past.

      That is one reason, not the only reason. The ability to produce cross-platform applications that run on iOS and elsewhere has been disabled thanks to App Store policies. Then we can talk about formats used for lock-in. When AAC was first used by iTunes it could not be used elsewhere (thanks to the DRM, but the point is that it could not be used anywhere else). That has now changed but at the time Apple was building its music empire that's how it was (music would only work with Apple software and gear). These days, try buying an Apple eBook through iTunes and see how far you get reading it with a Kindle. Again, building an empire. Eventually the restrictions will be removed and everyone will forget what Apple did to get where it is. Now, I'm not bashing Apple specifically here. Every big company does this, so Apple is not alone. But we can 'call a spade "a spade"' which means we can point out that Apple also practices these lock-in tactics (even if they do make good stuff).

    16. Re:Context vs platform tweeking by SplashMyBandit · · Score: 1

      You would be surprised at how many places Solaris is used for real-time apps. Most modern devs don't get exposed to systems that need such things though - which is why they scoff derisively at it - being too fresh and ignorant to realise in all the places Solaris is/was used.

    17. Re:Context vs platform tweeking by nightfell · · Score: 1

      That is one reason, not the only reason. The ability to produce cross-platform applications that run on iOS and elsewhere has been disabled thanks to App Store policies.

      That flies in the face of the facts. There are many cross-platform apps.

      Then we can talk about formats used for lock-in. When AAC was first used by iTunes it could not be used elsewhere (thanks to the DRM, but the point is that it could not be used anywhere else).

      This is a perfect example, I'm glad you brought it up (even though it has nothing to do with the App Store). AAC, when it was introduced, was (and still is) superior to MP3, and it was (and still is) an open standard. It was chosen for its superiority. Apple was the among the first to support it, but that doesn't make it proprietary to Apple. It just makes them a market leader.

      DRM was required by the labels, and something Jobs publicly railed against (long before anyone else sold legal, major-label, DRM-free music--i.e., Apple had no competition, and still wanted to open it up).

      You see one side-effect, and are confusing it with the cause. The cause was it was a superior format. The same thing happens all over Apple. In the case of the App Store, trying to limit the number of lowest common denominator ports is about *quality*. That's the cause. You are mistaking an effect for the cause.

      That has now changed but at the time Apple was building its music empire that's how it was (music would only work with Apple software and gear).

      Yet Apple fully supported (and still fully supports) MP3 on all their hardware. Consider how this applies to your view of cause and effect.

      These days, try buying an Apple eBook through iTunes and see how far you get reading it with a Kindle. Again, building an empire.

      How is this "building an empire"? They are the underdog! All eBooks (from major publishers) have DRM before Apple started selling them. Cause and effect.

      Eventually the restrictions will be removed and everyone will forget what Apple did to get where it is.

      Doubtful, but it would be nice if books (and video) no longer had DRM.

      Now, I'm not bashing Apple specifically here.

      Yes, you are.

      Every big company does this, so Apple is not alone.

      Except when they don't, like with the music store. Throws a wrench in your causality model.

      But we can 'call a spade "a spade"' which means we can point out that Apple also practices these lock-in tactics (even if they do make good stuff).

      Except these so-called "lock-in tactics" are more readily explained by quality and/or the needs of the content creators, and do not lock-in the content. Books, music, video, apps, are *all* allowed to be available outside of Apple's ecosystem, and in fact overwhelmingly are!

      Not only do you have cause and effect inverted, you make claims which are contradicted countless times on a daily basis. Every time someone downloads Angry Birds for Android, every time someone reads a book on a Kindle, every time someone buys a song off of Amazon, every time someone watched a video on Netflix. Then there are stories like this one, where someone bitches about how hard it is to support Android, and you get causality so ass-backwards that you blame Apple!

    18. Re:Context vs platform tweeking by SplashMyBandit · · Score: 1

      > How is this "building an empire"? They are the underdog! All eBooks (from major publishers) have DRM before Apple started selling them. Cause and effect.
      No, *you* have this wrong. The Apple eBook format has proprietary extensions. Yes, it may be because they want to add extra stuff but it still makes it incompatible. This is the same excuse used by Microsoft in it's "embrace, extend, extinguish" tactics. Microsoft even cited the same cause you did, "the freedom to innovate" when it was clear that the only "standards" they were really interested in where the standards (and extensions) they created. It is you who are taking Apple's statements at surface value without understanding what is really being done in a subtle way. Yes, Apple is innovating, but that is not the only, or I would argue, the main reason why they choose to use (and add proprietary extensions to) the formats they do. This is not getting causality backwards, but understanding how the corporate thinks and deducing cause and effect from that (without listening to the fanboi PR, which masquerades the corporate aims).

    19. Re:Context vs platform tweeking by nightfell · · Score: 1

      > How is this "building an empire"? They are the underdog! All eBooks (from major publishers) have DRM before Apple started selling them. Cause and effect.
      No, *you* have this wrong. The Apple eBook format has proprietary extensions. Yes, it may be because they want to add extra stuff but it still makes it incompatible.

      First off, you say I'm wrong, then make claims that I never claimed. They are straw men.

      Second, you've again mistaken cause and effect. iBooks can be either ePub (fully compatible, except for the DRM) or the new iBook format (ePub with extensions required for additional functionality).

      This is the same excuse used by Microsoft in it's "embrace, extend, extinguish" tactics.

      No. EEE is when you fuck up an existing standard so that anyone who targets that standard now has to target the proprietary variation. That's not what's happening here. Apple isn't circumventing ePub. ePub is still perfectly safe as an independent format, and Apple still perfectly supports ePub 100%.

      This belies your faulty notion of cause and effect.

      Microsoft even cited the same cause you did, "the freedom to innovate" when it was clear that the only "standards" they were really interested in where the standards (and extensions) they created.

      Straw man. Everyone has the freedom to innovate. MS deliberately tried to break existing standards. Apple is not doing this at all.

      It is you who are taking Apple's statements at surface value without understanding what is really being done in a subtle way.

      My assessment agrees not only with Apple's public statements, but also the cause and effect relationship that completely agrees with their statements. You are the one lacking understanding. You are starting with the conclusion, and confusing cause and effect.

      Yes, Apple is innovating, but that is not the only, or I would argue, the main reason why they choose to use (and add proprietary extensions to) the formats they do.

      And when they do this, they are either putting those extensions back to the public standard (html), or not calling their new format that standard (iBooks). This undermines your baseless claims.

      This is not getting causality backwards, but understanding how the corporate thinks and deducing cause and effect from that (without listening to the fanboi PR, which masquerades the corporate aims).

      No, it's judging "fanboi PR" (shame on you for using such drivel) in the context of reality vs. just thinking it has to be lies, and making up nonsense in order to fit your prejudices (belied by using terms like "fanboi").

      Reality fits my claims, not yours. Apple doesn't disallow cross-platform apps, they aren't trying to subvert ePub. They allow open formats like MP3 and ePub fully and without restriction. They even allow Amazon, B&N, etc. books on their store! You have to take a really perverted view of cause and effect to think this is some overarching conspiracy to lock users into only buying from Apple.

    20. Re:Context vs platform tweeking by SplashMyBandit · · Score: 1

      An Apple user who loves their gilded cage - do you like it when an application you would like to have is refused from the Apple App Store just because Apple doesn't want it in there ? (even if it has no viruses, malware or morality [as defined by Apple] issues). Do you really think Apple is going to get better in this regard? Still think Apple are all about openness?

      I'm also an Apple user but at least I go into it with eyes wide open - and understand why Apple make stuff that plays only with their stuff (you only need one proprietary extension, which you admit to, to break compatibility). Yes, I agree with you (as I have said before), Apple does this partly because they are early adopters of new technology, in addition to their own reasons. They still choose formats unilaterally and use their current market dominance (in media) to force others (eg, hardware manufacturers) to change the currently accepted standard in use. In some cases the formats they use are not really superior, certainly not enough to break accepted compatibility for. The fact remains that Apple will 'set the standard' and ensure that you can only use that standard with their gear (as everyone else scrambles to catch up, once they have used the privilege of paying Apple royalties).

    21. Re:Context vs platform tweeking by Anonymous Coward · · Score: 0

      Many Unity devs still write their own shaders. When gpu's don't execute shader code the same, bad stuff happens. In the PC world there is really just nvidia and ati, they generally dont make each chip's programability vastly different. Mobile world has a lot more GPU's.

  13. Where there's a will (marketshare) there's a way.. by Anonymous Coward · · Score: 0

    I feel the pain of devs who are used to the iOS one-size-fits-all method of developing. There are certainly problems with Android devices having so much variation from each other, and a baseline needs to be established for devs.

    Still, where there's a will, there's a way. The PS2 was apparently extremely difficult to develop for - granted, for different reasons than Android - but since the system had such huge marketshare, developers made it happen. The same is true of Android to an extent,

    iOS does have vastly superior frameworks for audio (Coreaudio) and other functions, and I wish Google would fast-track these types of frameworks to Android. However, iOS's frameworks were developed over the course of many years in OSX on the desktop, so they had a huge head start.

    That said, as an owner of several Android and iOS devices, I have seen the reviews complaining that a game or app didn't work on a device, but I have very rarely run into these types of problems on my Galaxy S phones, now coming up on two years old.

  14. Leave it to the pros by Anonymous Coward · · Score: 1

    Supporting Android apps is not that hard. You have OGL ES 1.0 and 2.0(+). If you keep these two versions apart and do not mix em up, you'll be ok. Considering the difficulty the couple is having (assuming their platform of choice is iOS), they might as well outsource the Android port to someone that knows knowing the odds and ends of the platform, instead of wasting precious time and resources.

    It's true, Android can be a PITA, but not so if you know what you're doing (as with anything else in life).

  15. Butthurt Developer Drops Android As Unsustainable by airfoobar · · Score: 0

    That's what I read at first...

  16. Re:Horrible Code by flowwolf · · Score: 0, Troll

    Sale's would be better if they didn't release a shitty port.

  17. Re:Horrible Code by Anonymous Coward · · Score: 0

    Keep trolling bro. Someone is bound to believe your fandroid bullshit.

  18. Guys, it's not Android Market by Spy+Handler · · Score: 3, Interesting

    it's Google Play now. Get with it.

    1. Re:Guys, it's not Android Market by St.Creed · · Score: 4, Insightful

      And that's a pretty stupid rename, IMO.

      I go to the market to BUY stuff. I go to the playground to PLAY. If I were an Android developer I'd be very unhappy about this.

      --
      Therefore, by the (faulty) logic you're using, you're just a cow with a keyboard - osu-neko (2604)
    2. Re:Guys, it's not Android Market by Guppy · · Score: 1

      it's Google Play now. Get with it.

      Needs a catchy slogan, I heard Microsoft's got a slightly used one they're not using anymore. How about "Google Plays for Sure"?

    3. Re:Guys, it's not Android Market by gstrickler · · Score: 1

      And it auto-magically changed from "Market" to "Play Store" (along with an icon change) on my Samsung/Sprint Conquer Android phone overnight. I don't like it when user facing changes happen silently without user intervention or notification, it's not a good way to keep users happy or productive.

      --
      make imaginary.friends COUNT=100 VISIBLE=false
    4. Re:Guys, it's not Android Market by Anonymous Coward · · Score: 0

      it's Google Play now. Get with it.

      It's not the Google version of the Durex range, is it? Not sure I'd like those particular products perpetually in beta.

  19. Re:Horrible Code by Anonymous Coward · · Score: 0

    It isnt even a port you moron. It is literally the same code. They use Unity for development. Don't comment if you dont know what the fuck you are talking about.

  20. Re:Horrible Code by Serious+Callers+Only · · Score: 0

    Sale's would be better if they didn't release a shitty port.

    Have you actually tried the product in question?

    Of so, please tell us why the port is shitty. If not please STFU.

  21. Please at least read the summary before posting by l00sr · · Score: 4, Informative

    The problem was having to support different hardware platforms, not different OS versions:

    I was thanklessly modifying shaders and texture formats to work on different GPUs, or pushing out patches to support new devices without crashing, or walking someone through how to fix an installation that wouldn't go through,' one half of the husband and wife duo said. 'We spent thousands on various test hardware.

  22. The Real Issue Is... by echusarcana · · Score: 0

    ...screen resolution. There is virtually no difference coding between Froyo, Gingerbread, Honeycomb, or the (largely unavailable) Ice Cream Sandwich. The problem is it take a decent programmer to work around different screen resolutions and most studios really can't be bothered.

    I have to take issue with the comment that 'you have to invest thousands in hardware' because that is just bullshit. Really you just need to buy a $150 low end Samsung phone and you should be able to do just fine. Your development suite is free and is natively supported on a free operating system (Ubuntu). Lets compare to Apple where the premium hardware will set you back thousands just to get started.

    The studio probably did nothing to promote their products. I've certainly neither of their two titles. It really isn't obvious why they even need OpenGL for a 2D game so why are they moaning about changing texture shaders. And complaining about a 4GB download limit?

    Seems like they never really made the effort. I am SO TIRED of Apple propaganda.

    1. Re:The Real Issue Is... by Alex+Zepeda · · Score: 2

      Bullshit.

      I'd say screen resolution is the /easiest/ thing to work around. With Android, you've got all sorts of problems with inconsistent behaviour between different versions. Prior to 2.3 (Gingerbread), you couldn't put assets in an APK larger than about a megabyte and the app installer won't clean up after data that you put in the officially sanctioned directory on the sd card. Trivial stuff when you're trying to bundle potentially large graphics files I guess. With Gingerbread, Google broke the Expandable ListWidget class. As far as screen resolutions go, there are predefined ways to handle the different sizes and densities. It's actually pretty flexible and one of the more intuitive things about Android development. Other than the list of acceptable values itself being something of a moving target, it's not /so/ bad.

      As for the free development suite, you get what you pay for. I certainly much prefer XCode to Eclipse, to the extent that I use NetBeans to do development instead. Of course, the hot new SDK broke some minor things like incremental builds with NB. Previous versions of the Linux SDK shipped with broken versions of gcc that wouldn't compile the kernel properly (okay app devs don't worry about this, but it goes to show how chaotic the Android ecosystem is), and the supposedly supported MacOS X lacks support for various things like dexopt (OS dev) or Google TV support. Yeah, okay, I'm still chaffed that Google refuses to integrate SDK support for other free, open, non-Linux, UNIX-like operating systems and just writes sloppy code.

      Linux as the required SDK platform is a bonus only if you're already using it.

      --
      The revolution will be mocked
  23. Good by danbob999 · · Score: 1

    One less shitty paid app on Android.
    Seriously, Android do not need them. Android, as a platform, is doing fine, getting about 50% of worldwide smartphones sales. There are more free apps on Android than on iOS. I really don't see what the problem is. It's not as if Android was going to disappear because of the lack of paid games.

  24. I'm over $10k in Android hardware. by TodLiebeck · · Score: 3, Informative

    And so far it's been a very profitable investment.

    I am writing applications that require extensive hardware-specific testing (file manager, network-based stuff, system tools). I certainly have plenty of complaints about Android with regard to cross-device compatibility, and I've even found plenty of egregious omissions in the API (e.g., how do you find all user-writable storage without going down to /proc/mounts). That said, I find it to be an overall excellent platform. And it seems to pay the bills.

    My only real complaint with the investment in devices is that I would love for cell carriers and/or Motorola/HTC/Samsung/etc to respond to my requests to have even slightly early access (or guaranteed release day access) to new devices. I'm sick and tired of visiting random cell phone stores who won't reserve product and lie about availability. And I'm tired of explaining that yes I want to pay full retail and no I do not want a contract no matter how much of a better deal it is.

    1. Re:I'm over $10k in Android hardware. by Daniel+Phillips · · Score: 1

      e.g., how do you find all user-writable storage without going down to /proc/mounts

      Scraping /proc/mounts is hard?

      --
      Have you got your LWN subscription yet?
    2. Re:I'm over $10k in Android hardware. by SirJorgelOfBorgel · · Score: 1

      Seconded. I'm also well over $10k in Android hardware, and I'm not making a loss.... :)

  25. OpenGL is the problem by rhysweatherley · · Score: 4, Interesting
    ... but instead I was thanklessly modifying shaders and texture formats to work on different GPUs,

    OpenGL has become a joke under Khronos. More and more of the work needed to render scenes is pushed back onto the application developer. Once upon a time you could specify the material, texture, and light parameters and IT WOULD JUST FIGURE IT OUT! The responsibility for making it run fast was up to the OpenGL implementer, not the application writer. Now you cannot draw a single triangle without a month's worth of effort to implement matrix math, texture uploading, and material lighting from first principles. And then do it all over again on the next device because the stupid chipset vendor decided that they couldn't be bothered making simple color interpolation work fast (I'm looking at you ImgTech).

    The problem is not handset fragmentation. The problem is that the OpenGL API provides no guarantees about what will actually work and work well. It's all thrown back onto the application and the chipset vendors can then brush off bugs in their design with "our examples work great - obviously you don't know how to write shaders".

    It's time the application (not chipset) developer community smacked Khronos upside the head and made them specify a USEFUL rendering API that guarantees good performance for application-level tasks, and decertify chipset vendors who are too lazy to do their damn jobs.

    1. Re:OpenGL is the problem by Anonymous Coward · · Score: 0

      OpenGL has always been very low level. SGI created OpenGL as a snapshot in time of the hardware capabilities accessible by proprietary GL in about 1992. GL was almost directly the register interface to a primitive GPU. I mostly agree with your assessment of current OpenGL. I disagree that it was ever better in the past.

      Having said all that, check out Apple's GLKit for iOS. It supplies many of the features you find missing, and Apple assures are reasonable minimal capability in all iOS devices.

    2. Re:OpenGL is the problem by micro8safe · · Score: 1

      Game developers and application developers are some of the biggest reasons for the current state of OpenGL actually. Devs wanted openGL to give them more freedom like DirectX or for things to be more closely aligned to openGL ES for compatibility reasons. Hell, if you look around a bit you'll find devs who want openGL to let them get even more low level than they can now for beter performance. All that fixed functionality came with a performance price and often forced the developers to play tricks to get the effects they wanted.

      To your direct complaints,

      Texture loading was always a pain and often neccesitated going to outside libraries(based upon data formats), but texturing has barely changed in the new opengl other than the use of shaders to do the look up.

      The basic lighting equations and material properties that openGL used are easy to find and can be implemented in shaders in about 15 minutes(hell the orange books should have most of them already implemented).

      Matix math libraries have been available for ages and if that is still too much effort, there are libraries like GLM which have almost line for line direct replacements for the openGL matrix commands.

      OpenGL shaders should mostly be cross platform. The real problems they had probably had to do with various extensions or features not being supported across all hardware or the hardware having different limitations. OpenGL specifies the minimums to be standard compliant but hardware can have different maximums and algorithms can change based upon those maximums.

      Yes there is now a bit more up front cost to using a the Core profile of openGL, but the flexibility and performance gains are honestly worth it.

    3. Re:OpenGL is the problem by Anonymous Coward · · Score: 0

      "Now you cannot draw a single triangle without a month's worth of effort to implement matrix math, texture uploading, and material lighting from first principles."

      Hyperbole much? OpenGL ES most certainly does lay out a core set of requirements that every implementation needs to support. The notion that we should be going back to the days of the fixed pipeline is ludicrous, considering how hardware has advanced in the last decade. Developers *want* that programability, not go back back to the days of the poor performing (Let's call a function for every vertex! Let's also not bother with managing textures in VRAM.. things will be so much better!) not to mention poorly extendable fixed function pipeline.

      The fact that it is problematic is precisely the result of handset fragmentation, more specifically the underlying hardware that has vastly different performance characteristics, and of course, driver bugs. Have a bug in iOS with one of Apple's handful of devices? Thousands of developers got there before you and documented it and worked around it. Have a bug in one of the thousands of Android devices? Chances are you'll find out after getting 1 star reviews from a handful of people upset that their app crashed.

      It's basically the console/PC problem all over again, it's got nothing to do with the APIs - which are quite strict and clear in the functionality required, just having to deal with so many implementations of them.

    4. Re:OpenGL is the problem by Anonymous Coward · · Score: 0

      I have yet to encounter a serious OpenGL dev who would prefer the old immediate mode and fixed-function pipeline.

    5. Re:OpenGL is the problem by Anonymous Coward · · Score: 0

      Hold on. OpenGL is not the joke you seem to think it is. The joke is that the developer fails to understand the OpenGL spec and blames it on the GPUs that meet the spec but don't exceed it as much as the GPU(s) on his test system(s).

      The capabilities and minimum constants for each API function are published in the spec, and the API provides functions to query capabilities for each GPU. The developer is 100% at fault if he chooses to ignore the spec and assumes that every device has the same capabilities.

      Don't rely on capabilities that aren't guaranteed by the spec.

      tl;dr: Developer blames his stupidity on others.

    6. Re:OpenGL is the problem by Anonymous Coward · · Score: 0

      Once upon a time you could specify the material, texture, and light parameters and IT WOULD JUST FIGURE IT OUT! The responsibility for making it run fast was up to the OpenGL implementer, not the application writer.

      I may be misinterpreting here, but what I'm understanding is "once upon a time everything was fixed function and now everything isn't". Which is quite true, but are you really arguing that you want to return to the days of fixed function pipelines? Perhaps you're willing to trade off being able to do things like toon shading, bloom, deferred shading or countless other effects, but there's a whole host of developers who aren't.

      Also, in my experience, fixed function pipelines didn't "figure out" anything for you. I'll admit that the NeHe tutorial to get a triangle up on the screen is shorter with FF, but again, you're basically trading off making the low end being easy vs. making the high end possible.

      If you feel the bar has been raised and you just don't want to deal with it, you should probably be looking into using things like Cocos, Corona or some other SDK that hides the rendering system from you.

      Your final paragraph saying that chipsets/drivers need to be certified, however, that I could get behind. Something like WHQL for OpenGL would be very, very welcome and I think that's the main source of the problems. Not OpenGL being fixed function/programmable.

    7. Re:OpenGL is the problem by Anonymous Coward · · Score: 0

      Just keep using OpenGLES 1 and stop whining.

    8. Re:OpenGL is the problem by JAlexoi · · Score: 2

      That is correct. As a result of those "serious" dev's requests, the rest have to spend a month just to understand how to write a simple rotating triangle program. These serious devs are all nuts mathematicians, with no exceptions. And they have hijacked the process. openGL should have been flexible, not crazy like now.

    9. Re:OpenGL is the problem by Anonymous Coward · · Score: 0

      Lusting after the old fixed pipeline is just ignorant. There's still way too much stuff in the API, hence the problem with some things being not supported on some devices.

    10. Re:OpenGL is the problem by Suddenly_Dead · · Score: 4, Interesting

      Now you cannot draw a single triangle without a month's worth of effort to implement matrix math, texture uploading, and material lighting from first principles.

      This is complete nonsense. You're lamenting the loss of the fixed function OpenGL? This still exists if you really really want to use it, you just need to target ES 1.0.

      No one does it use it, and no one recommends that anyone use it, because it's horribly inflexible. Programming with shaders lets you do just about anything that you want, giving developers unprecedented flexibility. This push came from developers and the GPU manufacturers, not from Khronos.

      Yes, it complicates OpenGL tutorials a bit, but you can get away with using copy-pasted boilerplate when you're just starting out. Matrix math was always part of OpenGL, including the fixed function stuff, it's just a little more explicit now; that's not a bad thing, it helps make would-be OpenGL developers actually learn about matrix math instead of limping along with copy/pasted tutorial code using GLU helper functions.

    11. Re:OpenGL is the problem by 91degrees · · Score: 1

      Maybe not, but as a less serious dev, I use it all the time for commercial applications. Not everything needs texturing any more complex than drawing a few points and applying a texture. Typically if you throw this into a display list, you'll get performance matching any other method.

      My big beef with GLES2.0 is that there's no simple transform stack equivalent. In 1.3 you just need to call glRotate(), and glTranslate and this is enough for nearly all your models. To do the same operation in 2.0 you need to set up a shader, compile it, link it, and assign the attributes, which is in itself a lot more work, and has a lot more points of failure. But the real problem is that there's no utility functions in the spec that will create your matrix.

      If you want to do cool effects then this is great! Most of the time you're drawing fixed objects with relatively simple texturing.

    12. Re:OpenGL is the problem by Anonymous Coward · · Score: 0

      You put the nuts mathematicians to create engines for other programers (like Unity) and let them deal with the stuff. You see, the problem is if OpenGL didn't specify that flexibility which requires you several months to show a particle on screen, you would be unable to have unity because the devices would not let the hardware to do what they want to do.

    13. Re:OpenGL is the problem by Anonymous Coward · · Score: 0

      That's bull excrement. I recently got interested in using OpenGL and it only took me two days to write a working scene with lighting and simple textures and a Blender exporter working, including setting up the build environment and having forgotten most of the pertinent math. It doesn't take mathematicians, just read the damn documentation. If anything, the current implementation helped me understand why things are done the way they are.

    14. Re:OpenGL is the problem by Anonymous Coward · · Score: 0

      > More and more of the work needed to render scenes is pushed back onto the application developer. Once upon a time you could specify the material, texture, and light parameters and IT WOULD JUST FIGURE IT OUT!

      No, that's not OpenGL's fault. The same is true of any modern graphics API. OpenGL ES 1.0 was designed for fixed-function hardware, as were older versions of OpenGL. That kind of hardware simply doesn't exist anymore. Modern GPUs are all fully programmable, and the extra work you're complaining about exists in every single rendering API that targets programmable GPUs, including OpenGL ES 2, OpenGL 3.x / 4.x, Direct3D 9 / 10 / 11, the PS3's native rendering API, the Direct3D 9 subset the Xbox 360 uses...

      There's absolutely no reason to make OpenGL completely noob-friendly, if it compromises it, and makes it more difficult to actually use in a real application. All that fixed-function crap just gets in the way, as does immediate-mode, and most of the other features that a complete newbie might want. Anyone actually doing anything properly in OpenGL will be using it the same way they use Direct3D, using shaders, uniforms, attribute buffers, index buffers, and draw calls. Anything else in the API is unnecessary, and only gets in the way. Especially if it makes the API more difficult to implement, which it certainly does in OpenGL.

      (And yes, I'm arguing that OpenGL would be better if it removed even more legacy gunk, even though that might make it a little more difficult for beginners).

      > chipset vendors who are too lazy to do their damn jobs.

      That's the problem. It really isn't the API - it's the guys building the hardware and the drivers. Remember what a nightmare doing any kind of 3D used to be on PCs, back when we had dozens of graphics card vendors? Virtually none of them had a decent OpenGL implementation, many of them lied about what the hardware was capable of, the hardware frequently implemented things incorrectly or not at all, the drivers were full of bugs, and games tended to have many workarounds for specific graphics cards.

      We have the same problem on Android phones. The iPhones don't suffer this problem for one reason - they're only using GPUs from one manufacturer (PowerVR). Microsoft seem to have solved the problem in the same way - they currently support only one GPU. That, and XNA is much higher level than OpenGL.

    15. Re:OpenGL is the problem by Glock27 · · Score: 1

      That is correct. As a result of those "serious" dev's requests, the rest have to spend a month just to understand how to write a simple rotating triangle program. These serious devs are all nuts mathematicians, with no exceptions. And they have hijacked the process. openGL should have been flexible, not crazy like now.

      Here's a quarter, kid. Buy yourself an abstraction layer...

      --
      Galileo: "The Earth revolves around the Sun!"
      Score: -1 100% Flamebait
    16. Re:OpenGL is the problem by Anonymous Coward · · Score: 0

      If ES 2 were not so complicated, we would not have to purchase all those fancy game engines would we? lol

    17. Re:OpenGL is the problem by Anonymous Coward · · Score: 0

      C++ is horribly inflexible. Programming in assembly language lets you do just about anything that you want, giving developers unprecedented flexibility.

    18. Re:OpenGL is the problem by Suddenly_Dead · · Score: 1

      C++ is horribly inflexible. Programming in assembly language lets you do just about anything that you want, giving developers unprecedented flexibility.

      That's not an accurate analogy. Fixed function OpenGL isn't an abstraction like C++ is. Fixed function is a limitation. There's a reason it's called "fixed".

      You can still abstract on top of that: Unreal Engine does this, by letting artists create their own material shaders using a fancy GUI. That type of thing wouldn't even be possible without shaders; you're stuck with the functionality of the GPU as it was created by the GPU's manufacturer, rather than being able to go off and do whatever spiffy rendering you actually want.

      Shaders turn the GPU into a programmable device. That's huge.

    19. Re:OpenGL is the problem by Anonymous Coward · · Score: 0

      If it were still up to the ARB, we still wouldn't have programmable shader support, and we'd have to be writing for Nvidia/ATI/PowerVR-specific extensions.

      At least under Khronos the API specs are closely following whatever the latest hardware makes available, in a fairly standardized way.

    20. Re:OpenGL is the problem by JAlexoi · · Score: 1

      You mean all with shaders and none of that OpenGL 2.0'ish stuff? I find it hard to believe....

    21. Re:OpenGL is the problem by JAlexoi · · Score: 1

      You define flexibility in a very strange way. You define it as a way of making the hardware do what you want at a lower level - as in you can exert power over the hardware. I define flexible API as a API that can be used by novices and masters - as in it bends to your needs.
      I love when people bring up Unity :D Since I actually know a lot of their core developers personally. None of them ever disagreed that learning OpenGL is a total nightmare.

    22. Re:OpenGL is the problem by JAlexoi · · Score: 1

      OpenGL is already an abstraction layer! How many do I need to do the simplest things?

  26. This is BS by Anonymous Coward · · Score: 0

    This is just an excuse. If you're not making money it's because you aren't doing a good job at running your company and making products that people want. People making 2d cheesy games that are fun don't even have companies behind them half the time and do it only in their spare time and still make a decent amount of money. Hell, I make one app (not a game) that only targets a single phone and I bring in 300-600 a month. Maybe you need new programmers that can do what you're actually paying for, or better ideas.

    1. Re:This is BS by St.Creed · · Score: 1

      If you make 300-600 on one app you're in the top tier of developers. More than 90% make no money at all, after counting cost.

      --
      Therefore, by the (faulty) logic you're using, you're just a cow with a keyboard - osu-neko (2604)
    2. Re:This is BS by Anonymous Coward · · Score: 0

      Who cares? If they don't want to support a platform, they won't. Regardless if the developers suck, the platform sucks, the hardware sucks or management sucks...

      No skin off my nose and no skin off yours unless you're emotionally investing yourself in something you have no control over. You deserve what you get if you're setting yourself up for that kind of nonsense.

    3. Re:This is BS by toriver · · Score: 1

      The "making money" problem is why they are ditching support for an old version that is not selling enough to justify the expense of answering technical questions not even necessarily related to their game. Their error was telling people why (your "just an excuse"), instead of just doing it. They instead focus on new developments which makes business sense.

      It was responding to "entitled" Android users that was not "doing a good job of running" their company. Once they figured that out, they rectified the mistake.

  27. "Unsustainable" How I start to hate that word... by dinther · · Score: 3, Interesting

    But the proliferation of so many different devices is not only causing problems for this particular software developer. The so called cross platform web-application is getting harder to test as well.

    Windows (Various versions), Linux (Various versions), OSX (Various versions), Android (Various versions)

    each running

    MSIE (Various versions), Firefox (Various versions), Chrome (Various versions), Opera, Safari and many other browsers

    And somehow developers are to write an application that runs on all these combinations. It is a bloody nightmare. I long to the days there was only windows with the Win32 API to write for. Good debuggers, great IDE's and mature software dev tools. At the moment it is one steaming pile of disjointed crap.

  28. Just because they don't make money doesn't mean by manekineko2 · · Score: 5, Interesting

    It's not Android that's unsustainable. It's their business that's unsustainable.

    Which is why they're making good money on the Apple market, right?

    Of course, other developers have had the opposite experience. For example, Angry Birds makes more money from Android than iOS:
    http://news.softpedia.com/news/Angry-Birds-Makes-More-Money-from-the-Free-Android-Version-than-from-Paid-Ones-170596.shtml

    While their business model may work fine on Apple market, sometimes it takes changes to make money in a different environment.

    It's not Android that's unsustainable, it's their business model on Android that appears to be unsustainable.

    1. Re:Just because they don't make money doesn't mean by Anonymous Coward · · Score: 3, Interesting

      It's funny that that article makes the same point, that selling things through the Android Market doesn't really work well for developers, leading to them relying on the ad-supported model. I guess if you want ads, Android is the place to be.

    2. Re:Just because they don't make money doesn't mean by DigiShaman · · Score: 2

      Android phones are the new "PC" when it comes to mobile gaming. Given the amount of diverse hardware and versions of the OS not including carrier modifications, it's not all that difficult to understand how difficult it can be to develop for. With so many hardware/software permutations to account for, perhaps the Android platform is not the best for complex gaming engines.

      --
      Life is not for the lazy.
    3. Re:Just because they don't make money doesn't mean by Penguinisto · · Score: 5, Insightful

      You may want to actually read the site that you cite, because it doesn't support your claim, at all.

      The author of the article said that the ad-supported version of Angry Birds makes more money for them than the paid version, and is only speculating that based on a predicted $1m in ad revenue per month. There was further speculation that this may be because Android's marketplace is limited in scope and "not too great."

      Seriously - that leap you made to your conclusion is over an awfully large gap.

      --
      Quo usque tandem abutere, Nimbus, patientia nostra?
    4. Re:Just because they don't make money doesn't mean by OeLeWaPpErKe · · Score: 3, Interesting

      And yet, the PC (intel/amd + windows) is the only platform "serious" games are getting developed for. I think you're missing something.

    5. Re:Just because they don't make money doesn't mean by MikeBabcock · · Score: 4, Interesting

      What happens when a Windows PC gamer doesn't have the latest video card to play a triple-A game with? Either the developer offers crippled code for low end systems or they get told to upgrade their hardware.

      Why isn't this true on Android? Because people have different expectations of phones than of PCs still. I see it changing, and its not far away. It won't be long before people say "I need a new phone to play X, Y and Z" instead of "your app sux0rz it doesnt work on my fone".

      --
      - Michael T. Babcock (Yes, I blog)
    6. Re:Just because they don't make money doesn't mean by Doctor_Jest · · Score: 4, Informative

      I think you don't remember the early days of gaming on the PC. Diversity of product, thousands of different combinations of software/hardware, etc. It wasn't until well into the lifecycle of Windows that gaming got a boost with APIs, then even longer than that when video cards and other hardware got compliant with those APIs so that the only thing a gamer would have to worry about was how fast his/her GPU/CPU was. Youngsters probably don't even remember when PC games had beeps and boops coming from the mono speaker in the front of their machines, while C64 gamers listened to lush sound effects and music, thanks to the SID chip. Time marches on, and mobile gaming isn't old enough to declare a winner yet.

      Mobile gaming is too young to call iOS the "mature" place to develop games. People laughed at users who wanted to play games on those PCs... and now who's laughing? People are laughing at android users who want to play games... only time will tell if Google has the stones to do what Microsoft did and turn the platform into a one-size-fits-all garden...

      Not a walled garden where Apple employees tell you what is appropriate for you to see on your phone (in terms of games/apps.)

      --
      It's the Stay-Puft Marshmallow Man.
    7. Re:Just because they don't make money doesn't mean by Goragoth · · Score: 3, Insightful

      It might help if Android had some sort of built in performance metric similar to the Windows experience index, that can measure the CPU/GPU/memory/etc... and spew out some easy to understand numbers that a user can use to compare to minimum specs listed in the Android store. Something like you need a minimum score of 3, recommended 4, you check your phone, see it only has a 2.2 and skip buying that particular game. No confusing GPU series numbers, memory amounts, CPU Mhz or Ghz or core count numbers, just a simple score the user can compare (or even the device automatically compares and lets the user know). As far as I know nothing like that exists just yet but it would be simple to implement and really solve the problem of different device capabilities for game developers.

    8. Re:Just because they don't make money doesn't mean by Anonymous Coward · · Score: 0

      With a two year contract, most people can't upgrade their phone so easily.

    9. Re:Just because they don't make money doesn't mean by shutdown+-p+now · · Score: 1

      What happens when a Windows PC gamer doesn't have the latest video card to play a triple-A game with?

      To be honest, we haven't had PC games that would require a high-end graphics hard for a while now. Most PC games today, even triple-A titles, run just fine on a mid-end card, even one purchased, say, two years ago. I have a high-end one that I've got at about that time, and I've got the habit of running everything at 1080p, full settings, and 4x AA (for recent stuff; 16x on older) - just because there really isn't much else to throw all that processing power at.

    10. Re:Just because they don't make money doesn't mean by Xenx · · Score: 1

      What happens when a Windows PC gamer doesn't have the latest video card to play a triple-A game with?

      To be honest, we haven't had PC games that would require a high-end graphics hard for a while now. Most PC games today, even triple-A titles, run just fine on a mid-end card, even one purchased, say, two years ago. I have a high-end one that I've got at about that time, and I've got the habit of running everything at 1080p, full settings, and 4x AA (for recent stuff; 16x on older) - just because there really isn't much else to throw all that processing power at.

      Turning up the graphics settings is the whole point of a top end video card. You're paying for the superior gameplay experience. I have a 6970 and have to sometimes turn DOWN graphics settings to be able to keep the FPS up (try to keep it close to 60fps). Just because you don't care that the graphics look like crap, doesn't mean the rest of us don't.

    11. Re:Just because they don't make money doesn't mean by shutdown+-p+now · · Score: 1

      My point is that a high-end card from two years ago - which is not all that expensive today - can run even the most recent titles at highest settings they offer without a hitch, same as it did with games way back then. Which, to me, seems to indicate that demands on graphics has plateaued, even for triple-A titles - I'm an avid games, and I remember when you pretty much had to upgrade every two years to keep running new things at max.

    12. Re:Just because they don't make money doesn't mean by Swampash · · Score: 1

      That article says nothing of the sort. In fact the message of the article is that Android users don't buy apps, so the only way to recoup the costs of the Android port's development is to show ads.

    13. Re:Just because they don't make money doesn't mean by CheerfulMacFanboy · · Score: 1

      It's not Android that's unsustainable, it's their business model on Android that appears to be unsustainable.

      That's not what they thought at all: http://mikamobile.blogspot.com/2011/06/android.html

      I've also been fairly surprised by the revenue potential of the platform. While it's still a much smaller market than iOS, there's money to be made through paid apps. I don't know how it became so widely believed that free, ad-supported apps are the only way to make money on Android... I think you can thank Rovio's decision to go that route with Angry Birds. I feel like I've disproven that myth pretty thoroughly. Daily revenue from Battleheart on Android is fairly close, within 80%, of it's iOS counterpart at the moment. This statement needs a couple qualifications though... 1) Battleheart on Android is currently very high in the android charts (top 50 apps), whereas Battleheart for iOS is not even in the top 200 games anymore, and yet still outselling it. It's clear the overall size of the iOS app market is still significantly larger.

      --
      Fandroids hate facts.
    14. Re:Just because they don't make money doesn't mean by Altus · · Score: 1

      Yea, people pay money for games on PCs. Thats whats missing

      --

      "In America, first you get the sugar, then you get the power, then you get the women..." -H. Simpson

    15. Re:Just because they don't make money doesn't mean by Xenx · · Score: 1

      I had a 5870 which is now two years old, but top of the line for single GPU at the time. I upgraded to 6970, but still cannot run all new games at max with 60fps. That card is all of a year old now. My point is that top of the line cards only barely play top of the line games at highest settings. The only games now that seem to run fine on mid-range or older cards are the console ports that don't bother giving the PC games the quality they should.

    16. Re:Just because they don't make money doesn't mean by Anonymous Coward · · Score: 0

      this doesn't happen in android because:

      crappy device drivers from crappy manufacturer (not a problem on pc because there are only three device drivers to deal with)

      everyone is on a different version of android because crappy manufacturer don't support their phone beyond the android version that get installed at sale (not a problem on pc because windows has a much longer release cycle)

      it's not at all about 'expectations'.

      the fun thing is that most of those phones are combinations of the same hardware components, from the same vendors. it's just they insist on writing their own driver over and over instead of pushing then into the mainline and be done with it.

    17. Re:Just because they don't make money doesn't mean by Suddenly_Dead · · Score: 2

      This would be nice. Many of the reviews you read are "it runs like crap on my device!". As far as hardware goes, afaik the market only filters by CPU type, texture formats supported by the GPU, and additional sensors (GPS, camera, etc.). There's no filters for performance, I don't even know if RAM is included. It doesn't even have to be a hard filter, just pop up a "this will run poorly on your device" warning.

    18. Re:Just because they don't make money doesn't mean by Sebastopol · · Score: 1

      "I think you don't remember the early days of gaming on the PC. Diversity of product, thousands of different combinations of software/hardware, "

      Can you give an example? I don't think this became a problem until "the late days" of pc gaming: the early days of gaming were a virtual Panacea!

      I seem to recall PC gaming was all DOS and maybe you needed 6.22 because of a new himem.sys that id software required. No problems there at all, we were still 320x200 256-color VGA and happy.

      Back then (=1995) gaming was DOS under windows, which was still VGA for ages, and new games needed CDROMS (Myst, 7th Guest) which was a hassle. But not thousands of different products. Hexen, Descent, Command & Conquer: all DOS.

      The first shift in the landscape (besides CDROM) was the 3D revolution with Quake in 1996, which had a native version for the Riva128, and Tomb Raider, which had a 3dfx tie-in. That was the first time people started needed new video hardware, everything was DOS BLTs prior.

      Fortunately DX3.0 and DX5 appeared, but they sucked, and all the games were crap (remember Gillian Anderson voicing "Hellbender"?)

      id went to OGL, and people starting buying 3d cards. ATI was king, nVIdia was still shipping quaternion based hardware. ATI Rage 2 -- hot stuff!

      It wasn't until around, oh, 1999? when Intel released the i815 chipset that suddenly there was a HUGE base of low quality graphics (815), and a tiny base if HIGH quality graphics (3DFx, and the re-"new" comer nVidia, ATI). That's what caused the clusterfuck. Suddenly the graphics market went all Cambrian and shit, and game developers had to support lots of different DX releases, capabilities, incompatible non-whql hardware, and OGL. Yee-gads!

      Thanks to this huge delta between highvolume/lowperf and lowvol/highperf that started in the early 2000's, developers need huge validation teams today.

      --
      https://www.accountkiller.com/removal-requested
    19. Re:Just because they don't make money doesn't mean by bhcompy · · Score: 1

      PCs are at the point today where that isn't a problem. Top games like BF3(probably tops as far as graphical fidelity) don't require top PCs to play well. I built my PC for $500 2 years ago with cheap, 3rd tier(read now old) parts. It plays BF3 like a dream. The only upgrade required was to Vista/7, which considering XP is a decade old, isn't an unreasonable thing.

    20. Re:Just because they don't make money doesn't mean by Fri13 · · Score: 1

      In contrary, Android is best for complex gaming engines as you can actually develop most outstanding engines what you can just code. But the problem is that not all smart phone users have the newest and best quad core smart phone.

      Same situation is on PC, you can create awesome game engines but you can be 100% sure that only a few percent of gaming PC owners can run your engine.

      It has always been so.

      When comparing gaming markets between PC, Mac and Consoles, you can find only few things.

      1. PC has best game technologies
      2. Mac is behind PC because not all games are available and people don't usually buy a external GPU than what Apple integrates to Mac
      3. Consoles are stable but have old hardware when compared to PC, but you can cheaply get a good device for one or two years until PC is gone few generations ahead for 3-4 years.

      The development happens on PC side, like today if you buy a 100-200 dollar 3D card, 100 dollar CPU, 4-6 GB RAM, 50-70 dollar motherboard and 50 dollar chase you get awesome game PC (thinking you already own a HD display, keyboard and mouse) just for under 500 dollar.

      Android is on same position, it just depends from developers if they go and code crap code or they demand too high hardware when thinking that most of people have just budget hardware.
      When looking those Battleheart developers games, they ain't such what would demand anything special from hardware.

      Todays mobile programmers are usually newbies who do not know how to tweak and optimize their games to work well. That is one amazing things when thinking what a 20 year in business developer can achieve when they know all the tricks and they even understand that when you develop a game for smartphone, you do not need to push graphics what people expect from PC game what is played on 30" screen 30 inch from your face and player is kid who whines if FPS drops under 120.

      None of the mobile phones are designed for gaming. You do not want to sit down somewhere playing hours. Even if you would sit in airplane for 12 hours you are bored to watch that small display. That is position where iPad comes and wins in tablets where you can actually have something better with 4:3 format screen and great batterylife.

      Mobile games just should be to done for 5-10 minutes fun at time.

    21. Re:Just because they don't make money doesn't mean by gmueckl · · Score: 1

      The reason for the current plateau is simply the fixed console hardware of the current generation that is now about ten years old. Game sales for consoles are way beyond PC sales, so it makes sense to put the effort into making things look as good as possible and and port stuff to the PC as it is. Even the "lower quality" assets for console games are expensive to create and require more than a hundred artists for over a year per AAA title. Creating the assets a second time in a higher resolution for the current generation of PC hardware is generally just not affordable given the overall sales figures.

      --
      http://www.moonlight3d.eu/
    22. Re:Just because they don't make money doesn't mean by gmueckl · · Score: 1

      Oh, everything was fine under DOS? Really? Did you really forget all that crap about games having their own sound card drivers? Having to enter the correct IRQ numbers and IO addresses for the sound card model you have? Or how about freeing up enough memory in the infamous lower 640k for DOS programs so that your game would even start? How about choosing the right memory manager? I'm still amazed that mouse drivers didn't generate the same kind of trouble that sound card drivers did back then.

      I can't say that I miss DOS.

      --
      http://www.moonlight3d.eu/
    23. Re:Just because they don't make money doesn't mean by Curupira · · Score: 1

      I have a Motorola Milestone 1 (the international locked-bootloader version of the "Droid") and I can tell you that a lot of complex games are unavaliable to my device in the Android Market.

    24. Re:Just because they don't make money doesn't mean by Anonymous Coward · · Score: 0

      Indeed. I think GP also forgets that many 2D games (and software-rendered 3D games) in DOS did actually have specific compatibility requirements for graphics cards..

      Only "basic" VGA BIOS graphics modes like 320x200x256 and 640x400x16 were completely standardized across graphics card mfg. If your game wanted to do anything fancy like using e.g. hardware accelerated frame buffer, you were in pretty much the same situation as with sound cards (except for the variable IRQ and DMA nonsense - I guess the PC spec assumed only one graphics card at a fixed bus location?).

    25. Re:Just because they don't make money doesn't mean by Alrescha · · Score: 1

      "For example, Angry Birds makes more money from Android than iOS"

      If you actually read that article, you'll discover that the headline is incorrect. The article states "In a few months, the 5 million downloads could prove more valuable than 5 million sales".

      "Could" is not a done deal.

      A.

      --
      ...bringing you cynical quips since 1998
    26. Re:Just because they don't make money doesn't mean by Anonymous Coward · · Score: 0

      Yet Apple is the baseline standard to develop for on mobile devices. Every year Apple is pushing some feature that leaves hardware partners on Android catching up.

    27. Re:Just because they don't make money doesn't mean by Doctor_Jest · · Score: 1

      Can you give an example? I don't think this became a problem until "the late days" of pc gaming: the early days of gaming were a virtual Panacea!

      Well one is CGA/EGA/VGA... the other is like others have mentioned, trying to rearrange your autoexec.bat and config.sys so you'd have enough "room" to play the game. But even further back than that, different CGA cards had trouble with games, depending upon what "standard" the manufacturer used. And when the introduction of soundcards came along, you had Adlib, Soundblaster, etc. that all did things differently. And let's not forget the early days of configuring the BIOS so your soundcard didn't barf all over your parallel port, or in the early days of PCI, share the wrong IRQ and hose your system responsiveness every time a sound was played. Kids today have it SO much easier. :)

      It's a good example to remember the 7th Guest. It was twitchy, tempermental, and if you got it working so you could play the game, you were ecstatic. :)

      We are not talking about the 90's here, which were a chore in themselves. Mobile gaming is more akin to the original days of PC gaming, when there was a C64, Atari 800, Apple II, and TRS 80 in the mix. Sure they all used a 6502 or similar, but they were completely different. And throw the original IBM PC in there, and you've got a stew of incompatibilities that people these days have forgotten. I draw parallels to the mobile market, because Android is a standard OS, there are a metric ton of devices it runs on... rather like the 6502. The iOS world is like writing for a C64 (at the moment), and Apple is keen not to pull a Plus4 or a C16 out of their pants to keep the ecosystem stable. How long that will last is another matter... and Android can become the PC game model, stabilizing APIs that ignore the various hardware combinations in favor of a vanilla way to program for them (DirectX, OpenGL)... when (or if depending upon your cynicism) Android stabilizes the hardware choice like that, we'll see iOS and Apple in a dilemma... but additionally we'll probably see the mobile game industry head towards the "MHz matter" era of PC gaming. I think mobile gaming will eventually turn into the current PC game market... where the only thing stopping you from playing most games is horsepower.

      You're right about the array of horsepower differences between machines, but in reality, most companies set a benchmark for optimal performance, and it is up to the user to get to (or exceed) that benchmark for the game to be smooth and enjoyable. Unlike the early days, the game will still play, just not as "optimal" as the developer wants it to... quite a leap from the config.sys/autoexec.bat tweaking and IRQ settings days of old.

      --
      It's the Stay-Puft Marshmallow Man.
    28. Re:Just because they don't make money doesn't mean by Doctor_Jest · · Score: 1

      Another was the companies like Diamond and so forth that took reference boards and tweaked the clock speed on them so that they weren't identifiable as a voodoo chipset due to clock differences. :) You were forced to either use those Diamond (old and buggy) drivers, or you bought an off-brand reference board from STB or someone else that didn't tweak things into oblivion. :)

      You're right. I don't miss DOS at all either. I guess that's why I have moved on to console games (for the most part) and left my PC gaming back in the early 2000's (still an old windows machine.) I don't have to tweak squat. The 80's through the 2000's cured me of tweaking to play games. Now I just tweak my linux boxes. :)

      --
      It's the Stay-Puft Marshmallow Man.
    29. Re:Just because they don't make money doesn't mean by Talonius · · Score: 1

      I don't get this argument that Android users don't buy apps. Perhaps I'm the minority.

      On my phone right now are: Anomaly HD (which if you don't have, get!), Armored II, Bloons TD 4, Settlers of Catan, Dead Space, Dungeon Village, Epic Astro Story, Fieldrunners, Fruit Ninja, Great Little War Game, Gurk and Gurk II, HexDefense, Homerun Battle, Jelly Defense, Majesty and the Frozen North expansion, Monopoly, Myth Defense (and all expansion maps), Pocket League Story, Quell, Quell Reflect, Retro Defense, Robo Defense, Sentinel 3, SpaceStation, Townsmen 6, UNO, World of Goo, Zombie Defense, Zombieville. Not installed (but purchased through the market) are Age of Zombies, Baseball Superstars 2011, Bejeweled 2 (which EA says doesn't work on ICS but works fine), Cell Wars, Heavy Gunner 3D, Reckless Getaway, Simcity Deluxe, Spirit HD, Star Armada RTS, Super KO Boxing 2, Tetris, The Sims 3, Tower Raiders GOLD, Towers Raiders 2 GOLD, and Train Conductor 2: USA.

      I've also bought apps from Amazon but since I can't separate what I've bought from what I've obtained through their free app of the day program, I won't list them.

      Even the games that I've spent $4.99 for (Anomaly HD) are well worth the money, especially when compared with the massive disappointment that Mass Effect 3 was at $79.99. (Actually, to clarify, ME3 was a good game with a fucking incredibly horrible, pointless ending, and is the first ME game I have no desire to replay whatosever.)

      --
      My reality check bounced.
    30. Re:Just because they don't make money doesn't mean by MikeBabcock · · Score: 1

      We haven't had such performance metrics for 90% of the life of PCs and it didn't matter much when it happened. The Experience Index is a pretty terrible indicator of how well third party apps will run, but such a benchmark would possibly be intriguing as a metric of how a specific Android version runs solo (yay?).

      Unfortunately, as new computing techniques come out and new chipsets evolve and new Android versions are distributed to support them, those old numbers will mean less and less and need to be recomputed.

      --
      - Michael T. Babcock (Yes, I blog)
    31. Re:Just because they don't make money doesn't mean by MikeBabcock · · Score: 1

      I've been thinking about this myself and it occurs to me regularly that while the PS3 has blu-ray discs for distributing very high quality audio and texture assets with games, the average PC gamer does not. It seems strange to me that the platform with higher peak quality (PCs) have a lower average disc size for games (akin more to the 360). I think your reasoning is also true, especially in the case of DirectX games designed to work on both PC and 360, but I suspect storage (and distribution costs in the case of Steam) are an issue too.

      TL;DR version: PS3s get 50GB disc storage, PC gamers don't.

      --
      - Michael T. Babcock (Yes, I blog)
    32. Re:Just because they don't make money doesn't mean by MikeBabcock · · Score: 1

      And for $500 you can buy an almost top-of-the-line smart phone as well, or two PS3s.

      The price-point issue isn't relevant to the difference between PC gaming and handheld gaming attitudes.

      --
      - Michael T. Babcock (Yes, I blog)
    33. Re:Just because they don't make money doesn't mean by MikeBabcock · · Score: 1

      Which is exactly how it should be, in the case where the game is truly incompatible or would be unsupportably bad on that device. Being able to stop people from installing things that won't work on their devices is a great feature of the Market (now Google Play) but a lot of the time it seems more arbitrary than reasoned.

      --
      - Michael T. Babcock (Yes, I blog)
    34. Re:Just because they don't make money doesn't mean by Kalewa · · Score: 1

      That's really not what the article says at all. It says they decided to go with an ad supported model on Android because it pays better than selling the app. Which, as noted, not only proves the "Android users don't like to pay for apps" point, it doesn't mention a comparison to iOS at all. While I'm sure you could probably find an example of an app that has made more from Android than iOS, this isn't it.

    35. Re:Just because they don't make money doesn't mean by Sebastopol · · Score: 1

      Hah! Thanks for reminding me! I totally re-imagined the "glorious past" of DOS games and forgot so many details. Same to the person above who reminded me of Sound Card compatibility. Forgot _all_ about IRQ overlaps. Ugh...

      --
      https://www.accountkiller.com/removal-requested
    36. Re:Just because they don't make money doesn't mean by Doctor_Jest · · Score: 1

      I loathed trying to fix those IRQ problems... some motherboards just didn't want to cooperate. :) I rather enjoyed the games from that era (and still play them, thanks to GoG.com) but I didn't enjoy trying to figure out what went wrong when all I wanted to do was blow something up (digitally of course.) ;)

      --
      It's the Stay-Puft Marshmallow Man.
  29. I disagree by rsilvergun · · Score: 2

    Most mobile purchases are impusle. Like when you're stuck waiting a long time or trapped in a car on a long drive. The people that drive the market are not going to have any luck installing from untrusted sources. Yeah, for a /. poster it's easy as falling off a log, but joe & jane average just get lost in the menus. Now, what that says for the average mobile phone user I won't bother commenting on, but the model is sustainable.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
  30. Just take my money and shut up by tp1024 · · Score: 2

    Sorry, but I don't have a credit card and I couldn't pay for any google apps however much I wanted to. I can't buy coupons for google market/play with cash, I can't use wire transfer, I can't use paypal ...

    It's not the quality of the apps, it's not the quality of the handsets, it's not the screen resolution or any of the other canards serving as reasons. It's the business model.

    Just take my money and shut up.

    1. Re:Just take my money and shut up by scream+at+the+sky · · Score: 1

      get a prepaid credit card at your local drugstore or grocery store. i use a vanilla mastercard for app purchases.

      --
      I wish I was a neutron bomb, for once I could go off...
    2. Re:Just take my money and shut up by sapphire+wyvern · · Score: 1

      In Australia, pre-paid Visa and Mastercards are available at post offices, supermarkets, and even petrol stations. So, basically, they're gift vouchers for every online store that takes Visa or Mastercard (which is all of them).

      Are there no similar options where you are?

    3. Re:Just take my money and shut up by tp1024 · · Score: 1

      There is nothing quite as easily available in Germany. When Google Market was replaced by Google Play, a lot of Germans (myself included) were quite upset that none of the rumors became true that it would support payment via paypal.

      Yes, wirecards are an option - but they are more expensive and just another hassle dealing with yet another firm (and forking yet another part of my money over to them).

  31. IOS is a nightmare to program on too by rsilvergun · · Score: 1

    very little is done for you. You'll be writing tonne of low level code you just don't need on Android. Read blogs from the guy who made Gratuitous Space Battles for more detail on this. Basically, since there's so few different iDevices you can get away with damn near writing to bare metal. If you've put the time in to do that, great. But if not Android is a nice platform.

    Besides, it'll catch up on the next gen unless you're targeting the low end (like my Hauwei Ascend II from Cricket). Give it one more hardware gen and all this crap will go away.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
    1. Re:IOS is a nightmare to program on too by LWATCDR · · Score: 4, Interesting

      Yes IOS can be a nightmare. When an IOS update came out all of a sudden my code stopped working. I had checked the changes to IOS and nothing should have caused a problem. I was doing everything the "safe" documented apple way and it still blew up. I got a fix uploaded and then Apple had the app store shutdown for the holidays!!!! My update was uploaded to the store days before the shutdown but did they clear the backlog? Not a freaking chance they shut it down and we had to wait for weeks with upset customers.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    2. Re:IOS is a nightmare to program on too by Anonymous Coward · · Score: 1

      Why didn't you test your code before the update was released? Apple has beta versions of the OS available for download by developers so that they can test and fix their code before the update is sent out to the public.

    3. Re:IOS is a nightmare to program on too by phantomfive · · Score: 1

      What was the problem? That is, what API changed? That is horrible.

      --
      "First they came for the slanderers and i said nothing."
    4. Re:IOS is a nightmare to program on too by JAlexoi · · Score: 1

      Try searching for stories of Apple's backwards compatibility issues. They are numerous.

    5. Re:IOS is a nightmare to program on too by Altus · · Score: 2

      I don't have to search. I am an Apple developer and while they do in fact change their APIs much more regularly than many windows developers are used to they also deprecate stuff well before they do so and if you keep up with it (i.e. check your compiler warnings from time to time) you usually know when it is coming.

      Now sure, from time to time shit will break but chances are you are using it in a non standard way and you certainly could have tested your code with a pre-release version of the OS which would have been available to you if you were actually an iOS developer.

      Seriously, this shit is not that hard to manage.

      --

      "In America, first you get the sugar, then you get the power, then you get the women..." -H. Simpson

    6. Re:IOS is a nightmare to program on too by Anonymous Coward · · Score: 0

      Come on, it's not like the iOS update happened on the 21st of december, days before the itunes shutdown... I had my own app have problems because Apple changed the way view controllers track their pointer to a parent tab controller which caused problems on the ipad version due to the way I compose the split view controller.

      I had known this two months before the release in a beta version. So let's be honest: the client didn't want to pay any updates and preferred to feel the pain from users before changing anything. You could argue new versions should not disrupt previous binaries, but I've been there (coding libraries for many people) and I can feel their pain. The truth is software requires maintenance, just spent yesterday upgrading a machine to Lion and half the software stops working (yes, old versions of stuff, again, not keeping daily updates/maintenance).

    7. Re:IOS is a nightmare to program on too by LWATCDR · · Score: 1

      I did but the problem was only duplicatable during a very long interactive test. I had installed the beta version and ran my software. I then looked through the changes for anything that I thought could effect my code and found none.
      It was only when I started to get random lockups from customers that I ran exhaustive multi hour tests and found that Apple had made an undocumented change to the graphics system.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    8. Re:IOS is a nightmare to program on too by LWATCDR · · Score: 1

      You are right most of the time. In this case no.
      I was using the API in the way Apple suggested. What I ran into was that Apple had moved part of the graphics system into a thread. I had carefully written my code so that it was non-threaded as Apple had recommended. What happened was that all of a sudden customers where getting random lockups.
      When I did tests I got nothing until I simulated the speed of the network data to match a real world situation. Then I got memory errors in the debugger where their where no memory allocations or deallocations.
      It turned out that the errors where not memory errors but where caused by two threads trying to access the same memory. The fix involved placing mutexs in my carefully written none threaded code!
      It got fixed but the error was
      a. hard to replicate.
      b. involved a none or possibly poorly documented change to the OS.
      Yes this was a hard one to deal with.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
  32. Mod parent up by Anonymous Coward · · Score: 1

    No, they have dozens. You can't just look at the OS version, you have to look at the hardware, and the manufacturer modifications. As an example, the Kyocera Milano has a weird hardware bug where sometimes the clock goes backwards. Really tough bug to find. A lot of the Tegra devices have unusual graphics problems where only one process can open the framebuffer at a time. There is a lot of variation in the video hardware, actually.

    Now, if you stay in the Dalvik VM, you don't have to worry about most of that. You only have to worry about different screen sizes and API versions (and you never know what weird thing will pop up.....for example, on the Xoom, gradient-buttons default to white text, whereas on most other phones they default to black text. Then if you have a mostly white gradient, you might be left wondering what happened to your text). But if you are writing graphics applications, you leave the VM, and then you have to deal with hardware issues.

    You sound informed, like you've actually done some Android development and are aware of the pitfalls. You do realise your type isn't welcome around here...? :P

  33. Actually... by alcmaeon · · Score: 1

    This sounds like a complaint from a guy who is basically saying "Development is hard, and I don't want to work to make things good". Just as well he's calling it quits, shape up or ship out I say.

    Actually, what I think he is saying is that he makes 95% of his revenue from iOS yet spends 20% of his development time bug fixing Android versions, so he is dropping support for Android because it represents an insignificant market for his software. That's a financially reasonable position to take.

    Even if his position were, "I'm a shitty developer who doesn't know Linux, but I know iOS, and I make 95% of my money from iOS so I'm dropping Android, that would still be a financially reasonable position to take.

    I'm sure you didn't buy his software anyway, though I did on iOS, and quite enjoy it, so what's your bitch?

  34. The guy is a known complainer by Zorque · · Score: 3

    He's always had something negative to say about Android, but when the problem is addressed he does nothing to make use of the fixes. There are plenty of other developers who do just fine on Android and manage to not only support their apps but release new versions of them as well. Maybe they're just more talented?

  35. Sad but true by billcopc · · Score: 5, Informative

    All of you who are saying this developer and their code just sucks, you've never written any significant mobile apps, have you ?

    I work with IOS, Android, Blackberry, WinPhone7. IOS and Win7 are a walk in the park, compared to the other two. IOS, specifically, has stellar compatibility across all devices. I only encounted a single issue with one of my apps, when upgrading to IOS 5, and it had to do with some marginal code I was using, whose undocumented functionality had finally been obsoleted. The fix took all of 15 minutes to research and implement. Most importantly, I only need to design for two sizes: phone, and tablet. If I'm lazy, I can skip the tablet, and let it scale things proportionally. This isn't optimal, but for some apps it's sufficient.

    On Android and BB, there are as many display sizes and feature sets as there are devices. Your app might look fine on your emulator and personal device, but be completely out of whack on another, so you end up having to collect numerous devices and installing a dozen emulators to cover any significant portion of the user base. Let's not forget that these emulators are horribly slow and unstable, so if I have to test and debug a build in 10+ different environments, there goes my afternoon. That's for one build! It's quite simple: for Android or BB, I typically take the IOS budget and double it. If I were writing 3D games, I would probably quadruple it because now there are countless GPUs to target and no good middleware available to abstract away those differences. Android and BB development is at least 10 years behind, in terms of comfort and convenience. It often reminds me of writing DOS software.

    Windows Phone 7 is actually not too bad. For anyone experienced with Visual Studio, it's a very familiar workflow and has much commonality with IOS development. It's extremely fast to work with, and you can get a good sense of how your app will scale, just by resizing the workspace as you're designing it. I don't care much for the platform itself, but I don't mind developing for it - I find the toolset quite pleasant.

    --
    -Billco, Fnarg.com
    1. Re:Sad but true by ThePhilips · · Score: 4, Funny

      So what you say, is that two mostly Java-based platforms have the worst portability of the bunch?

      Though not surprised, I find that quite ironic.

      --
      All hope abandon ye who enter here.
    2. Re:Sad but true by Anonymous Coward · · Score: 0

      I'm sorry, but I just don't believe the tripe you're selling.

      While I'm not a big time developer I've dabbled with some code on my HTC, and there's nothing I could complain about there. I got an app up and running, installed it easily enough, and fixed bugs that were only my own stupid fault.

      If iOS were as good as you say, the apps would damned well write themselves. Not to mention install themselves instead of cost $99 from Apple for the privilege.

    3. Re:Sad but true by Anonymous Coward · · Score: 0, Flamebait

      On Android and BB, there are as many display sizes and feature sets as there are devices.

      I know, right!? Having choice is so annoying!

      Why can't companies just tell me what I need and be done with it?

    4. Re:Sad but true by shutdown+-p+now · · Score: 1

      Windows Phone 7 is actually not too bad. For anyone experienced with Visual Studio, it's a very familiar workflow and has much commonality with IOS development. It's extremely fast to work with, and you can get a good sense of how your app will scale, just by resizing the workspace as you're designing it. I don't care much for the platform itself, but I don't mind developing for it - I find the toolset quite pleasant.

      How do you deal with the lack of native code?

    5. Re:Sad but true by JAlexoi · · Score: 3, Informative

      Really? Are you using absolute positioning on Android? It seems that you got into mobile development via iOS, where you always know the pixel width an height of your screen. You would not be the first to say that. I tend to hear it from die-hard iOS devs. And since I come into layout development from the web, where relative positioning is used for years, I don't find it harder to develop and think the right way for Android layout development. iOS development is very much a pixel precision affair.

    6. Re:Sad but true by ShakaUVM · · Score: 1

      Java was never write-once, run-anywhere, no matter what the marketing hype suggested.

      Differences in implementation on various platforms led to me having to reimplement some standard library code (like "StringBuffer") because Sun didn't think #defines were necessary in their run-anywhere environment.

    7. Re:Sad but true by gl4ss · · Score: 1

      nothing to do with java, more to do with that the display size might be anything and the chips it's running on might be anything.

      the display size is what seems to get most devs. imagine if all your windows apps needed fixed size window, how fucking annoying would that be? yet it seems to be the norm that you design mobile sw from that mindset. it makes for pretty pre-code pictures to use on powerpoints. but.. fails in real life.

      --
      world was created 5 seconds before this post as it is.
    8. Re:Sad but true by billcopc · · Score: 1

      Funny, yes, and I hate Java with a passion, but the problem with mobile dev isn't the language or its portability (though the Blackberry sucks giant donkey cock by its use of J2ME). The real issue is hardware disparity. There is far too much variance in the Android world, and the tools provided do absolutely nothing to help prepare for that variance. If there was even some consistency with regards to aspect ratio, we could at least scale interfaces up with minimal pain, but some devices are 320x480, others are 320x320, and some yet are 800x480. I mean, we're making shitty little mobile apps here with limited computing power. I don't even know of that many desktop apps that do a good job of reflowing their UI for any arbitrary size, so why does the mobile world expect us to pull off such miracles on resource-constrained insular devices ?

      With IOS, this is a non-issue because they only have two aspect ratios, and the best part is that the iPad will only scale a phone-sized app proportionally. It's not going to stretch it out to full-screen, so all UI widgets keep their relative positions and sizes. With the Android, the standard way to design an image-based layout is using fixed pixel sizes, and since the entire layout system is a giant hack, the result does not scale well at all unless you jump through hoops to use a mindfuck of nested relative "weighted" layouts. While this is understandable from a technical perspective, it's really frustrating to have this worst case scenario as the default, and wholly inacceptable in 2012. Bitmaps remain small while flowed containers will stretch, so you might end up with a gigantic text input box beside a tiny blot of an icon, or a web browser with navigation buttons so small you keep hitting the wrong one.

      The Blackberry is even worse. You still have a mess of nested layout controllers, but since there is no visual design tool, you have to position everything in code. This does require clever coding as you wind up overriding almost every paint() method to calculate your ratios and figuring out how to flow or scale content - which I might add is absurdly slow. Scaling a bitmap requires it to be encoded, meaning compressed back to JPEG or PNG, since it is the image reader that does the scaling. If you've ever written bitmap scaling algorithms on 286 or 386 machines, that's roughly the level of performance to expect. Brutal.

      We see the same level of mediocrity in C. Just try shrinking your desktop apps to 480x320 and see how they fare, then flip them to 320x480 portrait mode and try to imagine how you would have to change the UI to make things fit. Java makes it more irritating, but the underlying problem is language-agnostic.

      --
      -Billco, Fnarg.com
    9. Re:Sad but true by billcopc · · Score: 1

      Your arguments have no relation to the topic at hand. You have worked with exactly one device. I had no problems developing for my one Android, my app worked great. Then people installed it on other devices and it all went to hell in a handbasket, because there are too many versions of the Android OS floating around, each with compatibility-breaking differences, and then each manufacturer likes to screw with it even further. It is such a horribly fractured platform that it makes the PC look like a goddamned console.

      iOS devices adhere to a much more consistent set of features: they all have touch and OpenGL graphics acceleration, only two aspect ratios to worry about, and if your app only specifies the lower-resolution layout, the OS simply scales your entire display proportionally, without reflowing all your UI elements out of scale or alignment. And yes, the apps do write themselves because 99% of the time, if it runs flawlessly in the simulator, it will run just as well on an actual device - ALL of them. If I'm writing a phone-centric app, I can design it once and know it will work on all iPhones. CPU performance may vary, but the app will run and look identical. Same thing with the iPad, they just launched the 3rd model, and I don't even have to worry about supporting it. My existing apps will work perfectly, same as they did on iPads 1 and 2.

      --
      -Billco, Fnarg.com
    10. Re:Sad but true by billcopc · · Score: 1

      I know what you're saying, and no, I don't use absolute positioning. Years of HTML and CSS experience have taught me to avoid such rabbit holes. My gripe is that the layout system itself feels extremely immature. Sure, you can design with weights, but proportional layouts simply do not work well on with grossly divergent aspect ratios. When going from legacy 320x480 smartphone to a 1024x768 tablet, scaling does not cut it, you need to reflow elements or even completely change the UI to better suit tablet users, and that's where I find the Android SDK drops the ball. Tablet support was hastily tacked on as an afterthought and it really shows. I usually have to create a largely separate code path for the tablet sizes, with their own layouts, so the result is essentially two different apps packed inside the same APK, with a handful of shared non-UI classes between them.

      I'm not saying iOS did a fantastic job with their tablet support, but at least having explicit support for the iPad makes it easier to manage. I can build in as little or as much tablet support as I care to do (read: what my client is willing to pay). If I just have time for the phone version, it will still work and look fine on tablets. With the Android, the moment one of my users installs a phone-centric app on a tablet, the bug reports start streaming in.

      --
      -Billco, Fnarg.com
    11. Re:Sad but true by Anonymous Coward · · Score: 0

      It seems that you got into mobile development via iOS, where you always know the pixel width an height of your screen.

      No you are wrong, iOS, like MacOS and also Android, uses a coordinate system which is decoupled to the physical dimension of the display/output.

    12. Re:Sad but true by JAlexoi · · Score: 1

      Yeah.... Pixel counts in both directions is a coordinate system. On iOS you know the aspect ratio and coordinates, thus allowing you to make designs that are pixel perfect, but don't scale with changing aspect ratios.

    13. Re:Sad but true by JAlexoi · · Score: 1

      When going from legacy 320x480 smartphone to a 1024x768 tablet, scaling does not cut it, you need to reflow elements or even completely change the UI to better suit tablet users

      There is no "or even".

  36. Really? by chrb · · Score: 4, Informative

    Which is why they're making good money on the Apple market, right?

    Are they? How much money are they making on the Apple market? How much of their time is spent supporting the Apple platform? How are other developers able to make money selling Android games if the platform is "unsustainable"? TFS says:

    it spent about 20 percent of its time supporting the platform but only ever made five percent or less of the company's revenue

    Why didn't they just reduce the amount of time they spent supporting the platform? What other platforms do they sell on? Why are Android users 5% of revenue? Why are they having these random issues that other developers don't seem to be having? Why do they claim to be "modifying shaders and texture formats to work on different GPUs" instead of using the standard APIs? Why are they walking users through failed installs instead of fixing the bugs in their installer? Why did they architect their game so that a 50MB download wasn't enough? Why do they insist that they can't modify their software to support more than that, even when Google is offering 4GB of free hosting? How come they claim that Android takes up 20% of their time, when in their own words "Battleheart was an effortless port (to Android)". Why does he diss Android when in an earlier blog post he said, "Being featured on the Android Market is similarly lucrative to being featured on iTunes: we saw almost a 300% sales increase this past weekend thanks to the feature on the store.... We're currently #16 on the top paid list for android. Assuming the charts are based strictly on volume, the same volume of sales roughly equates to the top 80-100 on iTunes's iPhone chart. Not bad..... Daily revenue from Battleheart on Android is fairly close, within 80%, of it's iOS counterpart at the moment. "..

    How did this even make it to Slashdot? This blog (yes, blog) has 17 posts - ever! A blog with 17 posts in two years! Wow. And yet this is supposed to be some important, significant information source, which we can base our future decisions on. Yeah.

    One last quote from the blog... "Edit: Just to be clear (since I'm getting more traffic than expected), my experience with Android has been overwhelmingly positive, and I have every intention of continuing to support the platform. " Hmmm.

    1. Re:Really? by Nemyst · · Score: 1

      Wait, so they're dropping support but not really?

      I know people continuously rave about diminishing quality of reporting on Slashdot, but that's like a 180 from what TFS says.

    2. Re:Really? by Anonymous Coward · · Score: 3, Informative

      One last quote from the blog... "Edit: Just to be clear (since I'm getting more traffic than expected), my experience with Android has been overwhelmingly positive, and I have every intention of continuing to support the platform. " Hmmm.

      Yes, that quote is from 9 months ago when he started:

      http://mikamobile.blogspot.com/2011/06/android.html

      Since then, he's learned more about what it takes to support an Android app.

    3. Re:Really? by codepunk · · Score: 2, Interesting

      Chew on this, I have android versions of my apps, the market is so poor I will not even bother taking the time to hit compile. The app store monetization is at least 30 to one ore more.

      I am glad you love android, have fun with it.

      --


      Got Code?
    4. Re:Really? by Savage-Rabbit · · Score: 2

      Why are they having these random issues that other developers don't seem to be having?

      No offense, but unless you can back that up with something other than a statement that starts with "While browsing the Android developer forums it's been my experience that..." I'll take anything you have to say on this subject with a large amount of salt.

      Why are they walking users through failed installs instead of fixing the bugs in their installer?

      Because they don't have device X with vendor modified version Y of Android on hand to test why the install is failing and until they add that device to their already substantial collection of, say, 100+ Android devices that they support, walking the user through the install is the only way to resolve his gripe.

      With all due respect to Saint Google, it's not hard to believe that developing for a fragmented platform like Android involves more effort and cost than developing for iOS or any other platform that's less fragmented than Android has become.

      --
      Only to idiots, are orders laws.
      -- Henning von Tresckow
    5. Re:Really? by Anonymous Coward · · Score: 0

      People do seem willing to concede that the exact same monetization scheme does not work equally well on iOS/Android. I guess the question would be whether an ad driven model would be workable for you or not.

      Anyway, if you're doing well enough on iOS and Android doesn't seem to be worth the effort, I can understand that. Everyone has to decide how to make the best use of their limited resources.

    6. Re:Really? by Suddenly_Dead · · Score: 2

      Why do they claim to be "modifying shaders and texture formats to work on different GPUs" instead of using the standard APIs?

      That's a completely legitimate concern. PC game developers come across issues like this all the time, and it sounds like it's the same on mobile platforms. Some GPUs have quirks that manifest in certain shaders. Some have quirks that you develop to, only to find that others don't have those quirks. I don't know what you mean by "standard APIs", but if you're trying to do anything serious with the GPU, you're going to be writing GLSL shader code. This isn't wrapped up in pretty abstracted Java for you.

      Texture formats are another thing that varies by GPU. Motorola has a page here that describes the different texture formats and which GPUs support which. Ideally, you'll build support for this into your build pipeline and won't have to worry about it once you have. There are issues that might manifest depending on the format though: e.g. ETC1, the one that every OpenGL ES 2.0 device supports, lacks Alphas; you either need to not use it on textures that need alphas, or write another shader to deal with those textures (with the alpha channel in its own texture or such).

    7. Re:Really? by DarkDust · · Score: 1

      While you quote from the blog (even from an older entry), you seemed to didn't really read his other blog entry about Android. And BTW, their opinion is important because their apps are successful and of high quality.

      The most frustrating part about developing for android is actually just dealing with the deluge of support e-mail, most of which is related to download and installation problems which have nothing to do with the app itself, and everything to do with the android OS and market having innate technical problems. Do some googling for "can't download apps from android market" or similar wording, and you'll see that this is a widespread chronic issue for all devices and all OS versions. There are numerous possible causes, and there's nothing I can really do about it as a developer, since its essentially just a problem with the market itself. Based on the amount of e-mails I get every day, download problems effect 1-2% of all buyers, or in more practical terms, somewhere between two and three shit-loads. I have an FAQ posted which offers solutions for the most common problems, but lots of people can't be troubled to read it before sending off an e-mail demanding a refund.

    8. Re:Really? by JohnnyMindcrime · · Score: 2

      Maybe you write apps that appeal to Apple users only?

      Or maybe you write apps that already have free near-equivalents already built into Android? Or written better by other developers?

      Or maybe you are a good iOS coder and shit Android coder?

      There are many reasons why Android people might not have bought your specific apps.

      Just saying...

      --
      Windows 10 is great - I used it to download Linux.
  37. Re:"Unsustainable" How I start to hate that word.. by wzinc · · Score: 1

    That's a good point; getting web-apps to work in all browsers (as a one-man shop) is a miracle. One difference with web development is that you can buy *one* Windows box and run all the browsers you listed; with Droid dev, you need to buy or borrow each device if you want to make sure complex stuff, like OpenGL, works. I find the emulator doesn't always match real devices -- and that goes both ways, good and bad.

  38. yup. by Anonymous Coward · · Score: 0

    This is what open hardware gets you, a plague of compatibility problems. Anyone working with PC's knows how different chipsets and hardware combinations can lead to unforeseen problems. It seems in vogue to hate on Apple all the time, but having strict hardware really does make things simpler for developers and also end users.

  39. This is madness. by slasho81 · · Score: 1

    The multitude of platforms and versions and screen sizes is maddening. It's an enormous pointless time sink.

    The only solution is to go back to a "write once, run everywhere" platform. Beef up HTML5 and run with it.

  40. He uses Unity by Anonymous Coward · · Score: 1

    He uses Unity, I believe. This limits his interactions close to the metal. Do far I've found unity to be pretty compatible acrosss handsets. But who knows what he was doing or the issues that he ran into.

    We're about to release Temple Run on Android .... And we may be in for a similar dismal time. The title is huge on iOS. I
      Expecting Android users to like what we've done.... But who knows at this point.

    1. Re:He uses Unity by grub · · Score: 1

      I love Temple Run on iOS! Report back on how bad the piracy is for Android ;)

      --
      Trolling is a art,
  41. Bug ridden apps, me thinks by Anonymous Coward · · Score: 0

    Imo: Most android apps are bug-ridden because their developers do not give a flying f*ck about the actual quality.

    I did a little experiment by publishing a free app on the market. Within 5 days i had 1.2k active installs, 10 crash reports evenly split across 250.000 web service service requests. Now, comparing my crash rate of 0.004% with crash the average free Android app...

    Useless to say that I did publish a "premium" with an insane price tag of $2.61 (by Android standards), earning me $70 before Google canned it for some copyright issue.

    Lessons learned:
    1) Proper quality releases will earn you trust and money
    2) Stay clear of anything Google might not like and/or interpret as "bad"

    Duh...

  42. That isn't what the links says. by guidryp · · Score: 4, Insightful

    The link doesn't say anything about them making more money with Android.

    It says on Android they go with Ad based model, because the pay model doesn't work as well on Android.

    There is no comparison with iOS.

  43. IOS is, but what does it matter here ? by OeLeWaPpErKe · · Score: 2

    That's of course true for some apps, but not really for games that depend only on finger input and 3d rendering. Monoculture greatly reduces support costs is one of the few true arguments that Microsoft made in support of it's windows-office platform.

    The same is true on the windows platform for games. We only have high-production 3d games for windows + xbox and ps3 these days, because you can do that coding against directX and 1 gpu. The other platforms, including at the moment ios, just get scraps.

    For games, this seems to be a big point.

  44. Clearly it's a Fragmentation issue: by guidryp · · Score: 4, Informative

    Sounds like pretty clear case of a fragmentation issue.
    From TFA:
    'I would have preferred spending that time on more content for you, but instead I was thanklessly modifying shaders and texture formats to work on different GPUs, or pushing out patches to support new devices without crashing, or walking someone through how to fix an installation that wouldn't go through,' one half of the husband and wife duo said. 'We spent thousands on various test hardware.

    It isn't a case of poorly skilled devs either; this is backed up by other Game developers like Epic and id that are avoiding the platform as well:
    Carmack(id):
    http://techcrunch.com/2011/04/15/john-carmack-ios-still-better-than-android-for-mobile-game-development/
    "Android is far too fragmented to develop for, both from a hardware and software point of view. "
    Sweeny(Epic):
    http://actionatadistance.net/post/4386288135/sweeney-android-fragmentation
    Says Sweeney, "When a consumer gets the phone and they wanna play a game that uses our technology, it's got to be a consistent experience, and we can't guarantee that [on Android]. That's what held us off of Android."

    Fragmentation is a real issue. Less so when you developing a web type, text app with some 2d bitmaps, but when you are developing more complex games and you are trying squeeze performance from the platform, fragmentation has a significant negative effect.

    1. Re:Clearly it's a Fragmentation issue: by VortexCortex · · Score: 1

      Good riddance. More room for me. I'm not so greedy that I need to milk my code and try to get it running on every single platform. That's what's great about creating things out of thin-air via wiggling your fingers -- Some Wizards just move on and continue to create new magic.

      I came to terms with the fact that I can please some of the people some of the time, but not all of them all of the time...

      I'll leave you with these words of wisdom: No present platform meets all future Minimum System Requirements.

  45. Everybody else is doing it ? by OeLeWaPpErKe · · Score: 1

    Because apple has started using microsoft/facebook tactics and pays people loads of money to badmouth google ?

  46. principle of amplification by Anonymous Coward · · Score: 0

    Java is a triumph of marketing, and a failure at language design. It works on the principle of amplification. If you take a language which is designed to be pedantic and unfriendly and try to write tools that are friendly you will fail. If you try to take the tools and write friendly software the problem will only compound. As Mythbusters proved, you can indeed shine shit if you work hard enough, but shit it remains. And it's rare that people have the dedication to really polish their java.

  47. Popcap can't even get it right by Anonymous Coward · · Score: 0

    None of the Popcap games I bought play correctly either on the Droid original or the new Droid 4.

  48. Fragile Software by Anonymous Coward · · Score: 1

    One of the benefits of Linux is that its been pressed into service on hundreds of different architectures, running multiples of different hardware on all of those architectures. There is a uniform architecture layer that optimizes the use of the hardware and interfaces with the rest of the software. Writing code for one device is dead easy compared to writing it for 500. Bugs get found, reliability goes up. "We can't support all the different kinds of blah blah" means they are good for a single architecture only. It really means "we managed to write enough hacks to get it working on one platform. So long as it doesn't change, we are good to go. Otherwise the software is fragile." From a business point of view: cut losses make profits. From a technical point of view: it was crap software anyway.

  49. Re:"Unsustainable" How I start to hate that word.. by Microlith · · Score: 4, Interesting

    So life is hard for developers, but in exchange the world gets a diversity of platforms and competition.

    I long to the days there was only windows with the Win32 API to write for.

    I don't. Nothing worse than a monopoly dictating the course of technology and allowing innovation to proceed only when they see fit.

  50. That's exactly what the link says by manekineko2 · · Score: 2

    The article says, "Angry Birds Makes More Money from the Free Android Version than from Paid Ones".

    It continues, "But one of the most popular apps of all time, Angry Birds, is actually seeing quite a lot of success from its ad-supported version versus the paid app...On Android devices though, the game's maker, Rovio, went with an ad-supported model rather than selling the game like on the iPhone."

    The only "paid ones" or "paid app" referenced in the article is the iOS version, so that makes the statement into free Android version makes more money than iOS version.

    1. Re:That's exactly what the link says by Graff · · Score: 1, Interesting

      The article also says "Rovio is on track to generate $1 million in revenue per month by the end of the year" and "In a few months, the 5 million downloads could prove more valuable than 5 million sales."

      No where in the article does it say (other than the misleading title) that the free version has actually made more money than the pay versions. Right now it's all speculation. It could be that the people playing Angry Birds for free will move on to something else or it could be that more people will buy the app. We just don't know at this time.

      It's a pretty badly written article with a misleading title. I wouldn't treat it as an authoritative source on the value of programming on iOS vs Android.

  51. What? by manekineko2 · · Score: 1, Informative

    What are you talking about?

    My conclusion that Angry Birds makes more money on iOS than Android is directly from the article's title (hint the paid ones referred to in the title are clarified in the body to refer to "selling the game like on the iPhone").

    What you call "speculation" that predicts they will make $1m in ad revenue per month is directly from the CEO of Rovio, the company behind Angry Birds. I quote: "The Android version of the game has been downloaded 5 million times and Rovio is on track to generate $1 million in revenue per month by the end of the year, according Rovio's Peter Vesterbacka."

    1. Re:What? by Penguinisto · · Score: 5, Informative

      Here is exactly where your theory went 'splat': You're operating under the assumption that the iOS version of Angry Birds is only available as a paid app (hint: your assumption is bad - the numbers presented bear me out on that). There is zero mention of the revenue made in ad revenue from the iOS ad-supported version (if you assume that the purported $1m/mo. is all from Android ad-supported apps - any other alternative doesn't help you either).

      The author's theory is that ad-supported makes more money than paid versions, but makes zero distinctions as to whether the Android version of the ad-supported app makes more money than the iOS version of the ad-supported app.

      QED: You screwed up in choosing your cite, because it doesn't support your conclusion at all.

      --
      Quo usque tandem abutere, Nimbus, patientia nostra?
    2. Re:What? by CheerfulMacFanboy · · Score: 0

      What are you talking about?

      My conclusion that Angry Birds makes more money on iOS than Android is directly from the article's title (hint the paid ones referred to in the title are clarified in the body to refer to "selling the game like on the iPhone").

      What you call "speculation" that predicts they will make $1m in ad revenue per month is directly from the CEO of Rovio, the company behind Angry Birds. I quote: "The Android version of the game has been downloaded 5 million times and Rovio is on track to generate $1 million in revenue per month by the end of the year, according Rovio's Peter Vesterbacka."

      So how did that prediction from over a year ago pen out? It's telling we never heard about that again.

      --
      Fandroids hate facts.
  52. From an Android OpenGL Developer by psperl · · Score: 5, Insightful

    I am the author of projectM, a much more complex graphical application that the game in question here. Android fragmentation is an issue for me, but ONLY because of live wallpapers. The "standalone" version of my app is amazingly consistent across the different Android GPUs. I suspect their developers are not very experienced with OpenGL and shaders. The entire point of OpenGL is to abstract the GPU away from the developer. It works. projectM is profitable. What I take from this article is that an iOS port could bring me to Apple levels of profitability!

  53. Not just games by Anonymous Coward · · Score: 1

    My app doesn't make any money either, although I made money on iOS and Bada. The problem is with Android market, it focusses on free and ad sponsored.

    Without any impartial review mechanism, paid for apps are often crapware and so people are reluctant to buy. Peer reviews are often nothing of the sort, they're either astroturf from the developer or negative FUD from a competitor. So you can't rely on what the 'user' reviews says. I'm as guilty of this as anyone, I won't pay for Android software.

    It was a gold rush I think, app developers piled in with quick mocks ups, didn't make money, made their software free/add sponsored, still didn't make money and you see a lot of software just rotting, but still there, still free, still making it not worthwhile to try again in that app field.

    I think there needs to be a trusted filter, a badge system that Google itself with its own reviewers flag saying 'this software has been reviewed and we liked it'. At the moment they have a few staff picks and those sell, but nothing systematic.

  54. "Different markets. And this is 25 years later." by manekineko2 · · Score: 1

    paying attention to history has it's advantages

    Not the same. Different markets. And this is 25 years later.

    Not necessarily disagreeing with your substantive points, but that is a mildly hilarious way to disagree with the argument that we should pay attention to history because it repeats itself...

  55. Re:"Unsustainable" How I start to hate that word.. by Billly+Gates · · Score: 1

    I bought a book set years ago on Win32 and the MFC after learning general C++ in a college course. My GOD, ugly and complicated compared to Java Swing and certainly easier with web development.

    I am trying to learn the ins and out of IE 6 right now as I am making an e-com website without much luck. I found a great CSS book that talks about IE 6 but not 7 which I imagine businesses are using as some sites are now refusing IE 6 support, but still support IE 7.

    Sure, with IE 6 things wrapped around elements that shouldn't, the outer padding in the box model isn't supported and you need zoom to let IE 6 even know it should at least try to position elements on the page, but it works. Just with a few tricks. It is not too bad compared to the many bugs and strange Hungarian notation in MFC.

    Even with these strange behaviors (do not know about IE 7 yet, other than it is picky on what gets moved in css rules as it can't figure out margins on its own) it is still much quicker and easier.

    I looked at the Andriod SDK API and it is shallow and neutered. You can't do much with it on purpose which is why no good anti virus scanners exist for Andriod yet as they just scan existing apps and an exploit can execute underneath undetected. My guess is with Andriod you need to hack it with a buffer overflow or heap stack as the java api is next to useless unless you use it for basic things like HTML 5 goodness. While Google wants their apps to be easier to develop they crippled power users and I can only imagine the GPU situation between the devices. A Galaxy S will have an awesome GPU, but the $79 el chepo by Tmobile probably does everything in software to cut costs. So you need to program all those scenarios in.

    Better HTML 5 and webGL is needed but even that is basic functionality. I would rather develop websites than deal with the horrible inner works of Windows anyday. Maybe .NET would change my mind but it seems you need tons and tons of code to get anything done with bugs that look like plain crap when you are done with win32 unless you use .NET

  56. I would bet developers fairly often by Sycraft-fu · · Score: 5, Insightful

    In my experience new developers are very bad at adapting to new ways of doing things and very good at blaming the system for their own problems. They'll do something that is not the right way to do it on this system, hasn't been for a long time, is documented on how to do it, and then blame the system.

    Two of my favourite examples of developer laziness:

    1) Lack of 64-bit apps for Windows. While I realize most apps don't need to be 64-bit, and 64-bit Windows provides flawless 32-bit support, you should still have 64-bit version available. They do run a tiny bit faster and it is just the right way of doing things. Let's start getting rid of the legacy stuff. What's more, it isn't hard to do, at least according to the developers I hang out with. You set the compile target for 64-bit and go. Maybe a couple things to correct but all in all the compiler takes care of the details. However most don't. The reason is they were doing shit in the code they never should have, like casting pointers in to 4 byte integers and so on. They write bad code, and it makes 32/64-bit porting a problem.

    2) Drivers. Back when Windows 2000 came out, it introduced a whole new audio driver model, a much better one, called WDM. It supported the old NT drivers for legacy, but WDM was the way to go. Well the pro sound card I had wasn't getting WDM driers. They claimed WDM couldn't work for pro software because of a built in delay. That sounded wrong so I checked the docs and sure enough, there was a mode (KS) that bypassed it. Finally the driver came out and supported only 2 of the 8 channels. They claimed it was a limitation of WDM. Again checking the docs revealed that wasn't true. Eventually they got a fully working WDM driver but it took a long time, over a year, and much blaming the new format.

    So I could see it often being the case for Android too. Developers know one way of doing things, it asks you to do things a different way. Developers ignore that and do it their way, and it leads to problems.

    While I'm not saying Android is 100% blameless here, you need to make sure you are doing things the way the platform wants, regardless of if that is the way you like to do things.

    Finally there's just the fact that people need to accept that maybe mobile phones aren't as profitable as they want them to be. Yes I know, Angry Birds made eleventy kajillion dollars. You aren't angry birds, you aren't going to make so much. Some people have the right combination of luck, timing, and talent to make a shitload. Many others will not make a ton. That's life.

    1. Re:I would bet developers fairly often by beelsebob · · Score: 1

      1) Lack of 64-bit apps for Windows. While I realize most apps don't need to be 64-bit, and 64-bit Windows provides flawless 32-bit support, you should still have 64-bit version available. They do run a tiny bit faster and it is just the right way of doing things. Let's start getting rid of the legacy stuff. What's more, it isn't hard to do, at least according to the developers I hang out with. You set the compile target for 64-bit and go. Maybe a couple things to correct but all in all the compiler takes care of the details. However most don't. The reason is they were doing shit in the code they never should have, like casting pointers in to 4 byte integers and so on. They write bad code, and it makes 32/64-bit porting a problem.

      I'm not a windows dev, but just from your description, I blame the system. Apple handed this transition much more gracefully. Firstly by supporting fat binaries with both 32 bit and 64 bit versions in them. This stopped developers from having to worry about whether their users were idiot-proof enough to select the right version to download. Secondly, by changing the development tools to crete a fat 64/32 bit application by default in new projects, and to go "oi, are you really sure you don't want to make the transition" when you loaded an old project.

      But you're right – developers are incredibly inflexible to ways of doing things that aren't their norm. Every time a guy trying to port an app over to OS X enters #macosx we have an uphill battle to convince him that if he wants to release on the Mac, he's going to have to actually write a Mac app. An app that actually implements OS X's ways of doing things, and integrates properly. They are normally pretty insistant on what they see as the path of least resistance – using crappy 3rd party toolkits that end up with a hack job that doesn't quite work right.

    2. Re:I would bet developers fairly often by Ash-Fox · · Score: 2

      Two of my favourite examples of developer laziness:

      1) Lack of 64-bit apps for Windows. While I realize most apps don't need to be 64-bit, and 64-bit Windows provides flawless 32-bit support, you should still have 64-bit version available. They do run a tiny bit faster and it is just the right way of doing things. Let's start getting rid of the legacy stuff. What's more, it isn't hard to do, at least according to the developers I hang out with. You set the compile target for 64-bit and go. Maybe a couple things to correct but all in all the compiler takes care of the details. However most don't. The reason is they were doing shit in the code they never should have, like casting pointers in to 4 byte integers and so on. They write bad code, and it makes 32/64-bit porting a problem.

      If it's so easy, as you claim - feel free to contribute working 64bit support to a project I'm working on - Exodus Viewer. 64bit switches are fully enabled in the autobuild setup. Just remember to keep in mind that the code needs to be easilly mergable with upstream sources and account for the changes. I look forward to seeing how you deal with components like 64bit support for QuickTime as well as numerous issues to do with flakiness of things like libcurl in 64bit compilations which I assure you has nothing to do with the programmers of this project.

      --
      Change is certain; progress is not obligatory.
    3. Re:I would bet developers fairly often by Anonymous Coward · · Score: 0

      tl;dr
      I get not reading TFA, but at least read the fucking summary. It's not an issue of laziness, it's an issue of the opposite, the time and effort spent supporting Android isn't worth what they're getting out of it, therefore support was dropped. You can go on about how they're supposedly not doing it "the right way for that system" until you're blue in the face, but it seems that doing it "the right way for the system" just is too much work for too little gain, which is an entirely reasonable reason to pull support.

      And as you suggest yourself, your first example of imaginary developer laziness is entirely asinine. Most apps don;t need to be 64-bit. Flawless 32-bit support. Still wants a 64-bit version, when it's fucking pointless.

      And yeah you heard it runs slightly faster, it also consumes twice as much memory, so let's make everything 64-bit regardless of weather or not there's a point to it, regardless of weather the average system is shipping with enough memory to bother even going 64-bit to begin with, lest random neckbeard call us lazy. The best part is where you mention you got info from your programmer buddy, and then you talk about shitty code like you're in any position to know the difference. And some more typical idiocy, I-don't-use-legacy-stuff-so-let's-get -rid-of-all-of-it-lol. Pro-tip, jackass, the legacy stuff was stripped out in Vista, it's all handled via virtualization now. I don;t get this fixation with pure 64-bit. Sparc's been running 32 and 64 bit on 64-bit CPUs for almost 2 decades now, if nothing else, it's a good thing to be able to run apps that don't need memory beyond 32-bit address space in 32-bit.

      You could very much argue that it just wasn't worth the time, effort and cost to support when it wasn't necessary.

      And your second example is more a case of if it isn't broke, you don;t fix it. And they had a point, pro does things differently. Until Vista you had to hook up ASIO drivers to get decent performance out of pro audio gear, and even though MMCSS and WaveRT are the way to go now, neither is worht shit unless your card is PCI-E (hint: most externals aren't). You could argue once more that what you call laziness is really just a case of the requisite effort not being worth the effort required to get a driver using the new model out right away, considering that the product and existing drivers already worked.

      And to your last point, read the bloody summary at the very least. Mobile phones are plenty profitable, the problem here is that supporting Android was taking up 20% of their time and only accounting for 5% of the profit, and that was deemed to be too low of a cost/benefit ratio and it was dropped. Putting in more than what you're getting out of it is by definition, the opposite of lazy.

       

    4. Re:I would bet developers fairly often by TheRaven64 · · Score: 1

      There are tools that will produce fat binaries for Windows too. They work by having a tiny .NET program at the start of the executable and then jumping into the correct version depending on the detected architecture. You can even use this trick to create Wince programs that will run on ARM, MIPS, and PowerPC.

      --
      I am TheRaven on Soylent News
    5. Re:I would bet developers fairly often by Anonymous Coward · · Score: 0

      "You set the compile target for 64-bit and go."

      You jest surely sir; what about how you're going to initially distribute? install? test? and then there's the ongoing increased support costs inherent with having two architectures.

      The economic reality of the situation is that it is generally better to avoid adding architectural complexity to a product for little or no visible benefit to your customer.

    6. Re:I would bet developers fairly often by Anonymous Coward · · Score: 0

      Why is this even an issue? It's irrelevant whether the platform is at fault or developer is generating poorly designed code. The fact is simple: the return being generated by the developer's adventures on Android is not high enough to continue supporting the endeavour.
       
      This is a business decision, not a technical one.

    7. Re:I would bet developers fairly often by mangobrain · · Score: 1

      64-bit builds of libcurl are flaky? That's news to me. I use it at home on Gentoo and at work on Fedora, both 64-bit native, and don't have any issues. Maybe there's something "interesting" (read: not set up correctly) in the Windows parts of its build system, but I doubt it's anything inherent in the code. As for 64-bit QuickTime, does that even exist on Windows? I'm willing to accept that in your case, the lack of 64-bit builds may not be your fault, but the GP's comments still apply - just in a slightly different way. There *should* be stable, 64-bit versions of your app's dependencies by now.

      Really though... QuickTime? Do people still use that on Windows?

    8. Re:I would bet developers fairly often by mangobrain · · Score: 1

      But the business decision has its roots in technical issues, to a certain extent. An unstable app isn't going to get good reviews, and an app with bad reviews isn't going to sell well. We haven't seen the code, but it's entirely possible that different development practices could have lead to Android issues taking up less than 20% of their time. They use a pre-exising cross-platform framework (Unity), but still have issues with shaders and texture formats? Sounds like their shaders aren't as well written as they perhaps thought, or they're doing something fruity in their content production pipeline. Having looked at screenshots, I'm not even sure what they're using shaders or exotic texture formats *for* - perhaps they should really be targetting OpenGL ES 1.0/1.1, not 2.0. Perhaps Unity as a framework just isn't very stable on Android, in which case they need to either ditch the framework or make use of their support entitlement (assuming you get some when you purchase a license).

      Given that they only support two platforms to start with, spending 20% of their time on one of them doesn't sound too unreasonable. You can't expect your product to do well on a given platform if you don't treat it as a first-class target. Of course they're painting the end result as a pure business decision, but when other developers continue to profit from Android apps, you have to wonder why they were only making 5% of their money from one of a grand total of two supported platforms.

    9. Re:I would bet developers fairly often by NotOddManOut · · Score: 1

      In my experience new developers are very bad at adapting to new ways of doing things and very good at blaming the system for their own problems. They'll do something that is not the right way to do it on this system, hasn't been for a long time, is documented on how to do it, and then blame the system.

      Two of my favourite examples of developer laziness:

      1) Lack of 64-bit apps for Windows. While I realize most apps don't need to be 64-bit, and 64-bit Windows provides flawless 32-bit support, you should still have 64-bit version available. They do run a tiny bit faster and it is just the right way of doing things. Let's start getting rid of the legacy stuff. What's more, it isn't hard to do, at least according to the developers I hang out with. You set the compile target for 64-bit and go. Maybe a couple things to correct but all in all the compiler takes care of the details. However most don't. The reason is they were doing shit in the code they never should have, like casting pointers in to 4 byte integers and so on. They write bad code, and it makes 32/64-bit porting a problem.

      Your assumptions are based on assumptions of assumptions. As a developer of a Windows app that is 20 years old, it’s not as easy as “setting the compile target”. You have to continually port over the years, and that takes time, resources and money, which for almost all companies is limited. Time is often spent on continual improvements and not on moving up to 64-bit. Touting a product as 64-bit is not a selling point for 99% of the customers out there – they either don’t understand, don’t care, or both. So, in summary, I reject the notion that it is laziness. Time is better spent elsewhere, until the Facebook/Apple gobs of money start pouring in.

    10. Re:I would bet developers fairly often by Grishnakh · · Score: 1

      You shouldn't even need "fat binaries"; if we're talking about a Windows app, why wouldn't you just include both binaries in the install image, and then have the installer pick the appropriate one for the system and install that? But the system can be part of the problem: Windows is definitely more of a free-for-all than MacOSX, with every application using its own custom installer and putting its files wherever it wants, perhaps following MS guidelines, or perhaps ignoring them altogether.

    11. Re:I would bet developers fairly often by tlhIngan · · Score: 1

      1) Lack of 64-bit apps for Windows. While I realize most apps don't need to be 64-bit, and 64-bit Windows provides flawless 32-bit support, you should still have 64-bit version available. They do run a tiny bit faster and it is just the right way of doing things. Let's start getting rid of the legacy stuff. What's more, it isn't hard to do, at least according to the developers I hang out with. You set the compile target for 64-bit and go. Maybe a couple things to correct but all in all the compiler takes care of the details. However most don't. The reason is they were doing shit in the code they never should have, like casting pointers in to 4 byte integers and so on. They write bad code, and it makes 32/64-bit porting a problem.

      The problem is the whole ecosystem. If you're using a third-party product that's not 64-bit ready, then you're stuck in 32-bit mode. And said third-party product may never be updated to 64-bits if it's by some developer that has gone out of business.

      Microsoft understands this, and it's why despite having Office be 64-bit, they still recommend installing the 32-bit version.

      And they also understand that there will be some LOB apps that a business custom-wrote years ago that must still work because replacements either suck, cost way too much money or more likely, both. Business is such a huge customer for Microsoft that backwards compatibility is a requirement as otherwise an OS will be ditched as "doesn't work". For proof, see Vista.

      Regarding maintaining 3D state - it happens to all display-related tasks. DirectX even has a specific error code for "lost control of DirectX" to tell app developers that they need to recreate everything again, right down to the surfaces.

      I would anticipate iOS and Android to have the same notifications and issues to make it a common event for 3D, or even 2D.

    12. Re:I would bet developers fairly often by Anonymous Coward · · Score: 0

      The truth is (and I'm an open source fan) supporting Android is a pain in the ass. The users aren't exactly of the highest calibre of do-it-yourselfers that you're used to seeing around the Linux world, nope, these are your typical end users, just the ones that gravitate more to the free beer concept of Android over the "the beer costs money" in Apple-land. No really, that may not be why you selected Android, but you're a geek, you're not these people.

      Furthermore, Android is a mess, Google publishes style guides and then violates their recommendations shamelessly in their own apps(e.g. Google Goggles still has a splash page instruction manual when you first start it, this is a huge no-no, and Google claims you should never do this).

      Now, tons of Android apps are poorly written, people port them without understanding that there's a reason we use the widgets we do and put the menus and everything else where we put them. But even if you do everything right, you'll have serious issues with end users. After all, it wasn't until summer of 2011 that Google even allowed you to restrict your app to a certain group of devices. Before that if you wrote an app that only worked on Motorola devices (say an image editing app, that needed exif data to work - note HTC fails to include exif data in their firmware) then you could only explain that in your little tiny description paragraph on the market. You'd then get a bunch of 1 star ratings "Doesn't work on my HTC EVO!" and support calls.

      And how much money do you have, really? Do you really think your emulator covers the crap that goes wrong on physical hardware? It doesn't.

      And for all that, as I said, Android users as a group really, really like the concept of free beer. It's going to be really hard to get them to pay anything for your Android version and they really will generate more support calls per app installed.

      As for the story, it's easy to blame bad developers or whatever, the plain fact remains, in general (and there are exceptions to this) that the Android market is a low profit per app market. I don't know why everyone is assuming the people in TFA did something wrong, they made a sensible business decsion, even if we wish the reality might have been different.

    13. Re:I would bet developers fairly often by drinkypoo · · Score: 1

      You'd need to launch your installer from a script, but sure. You can't count on a 16-bit installer stub to even run the installer on all x86-compatible platforms any more.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    14. Re:I would bet developers fairly often by tepples · · Score: 1

      Which ends up having the application fail to start on machines that have Windows XP (and thus no .NET Framework by default) or a too-old version of .NET Framework.

  57. Yes by Sycraft-fu · · Score: 2

    It is the Hot New Thing(tm) and as such you have people rushing to it. This was also helped along by Angry Birds. Rovio had been around before but nobody had really heard of them. Then suddenly they release this game that just becomes MASSIVE. They made staggering amounts of money, and on not a ton of investment. Way less than a normal PC game.

    So this leads to fools rushing in. They decide it means the market is one where a small amount of investment can lead to massive profits. They ignore that the magic lightning rarely strikes twice.

    We had a student that was all on that. He was a Mac fanboy so iOS was his thing but that is what he wanted to do. Not be a developer, be an iOS developer. He was that as the way forward, that desktops and laptops were dead, etc, etc. He'd decided that mobile was all he liked, and yes Angry Birds was an inspiration for him. I just smiled and laughed.

    In the end he was hired by Apple, which made him happy, but not to develop iOS apps.

  58. Thank God by Anonymous Coward · · Score: 0

    He didn't try to support linux!!!

  59. Failing by Anonymous Coward · · Score: 0

    If 20 percent of your time costs more than 5 of your revenue you are failing no matter what.

    1. Re:Failing by toriver · · Score: 0

      Not if he stops doing that part and spend it on revenue-generating activities, i.e. developing for iOS.

  60. Additional article for the doubters by manekineko2 · · Score: 4, Informative

    Got a lot of flack from people for the quality of the article and arguments over the nuances of the words of the article that are completely throwing the discussion off-track.

    Here is a much more recent, much more professional article on the subject of Angry Birds revenue:
    http://www.wired.co.uk/magazine/archive/2011/04/features/how-rovio-made-angry-birds-a-winner?page=all

    Let's discuss this one instead:

    Rovio has had 20 million paid downloads for the iPhone and iPod Touch, and 20 million ad-supported downloads on Android. Ville Heijari, Rovio's spokesperson (the "bird whisperer") says both generate similar revenues.

    One of the top-selling apps ever on the iPhone generates similar revenues on Android. Here, the wording is vaguer so maybe the iPhone is making slightly more, maybe Android is making slightly more, but with regards to my conclusions these tiny ticky-tack details doesn't matter.

    I maintain my original conclusion, which is that while Battleheart's developer could not make their business model work on Android, some people are making tons of money by switching to different business models in a changed environment. In light of this, I state again, it's not Android that's unsustainable, it's their business model on Android that appears to be unsustainable.

    1. Re:Additional article for the doubters by Serious+Callers+Only · · Score: 2

      That's interesting, so you're saying that to make money on android you have to serve your users ads rather than sell something? I hope you're happy with seeing lots of ads in every app as an android user as that's where this will lead.

      As to the original article, you seem to want to portray the authors as wrong in some way, but in fact they just made a pragmatic decision based on return on investment, because most users seem to have attitudes like yours. Android is more painful to develop for because of fragmentation, and costs them more money, and yet the users expect all this for free. So why should they bother trying to insert ads etc? Maybe they don't want ads in their app?

    2. Re:Additional article for the doubters by Anonymous Coward · · Score: 0

      So let them offer a non-ad version for more money and people like you that are so bothered by it can shell out a few more $'s for the app. Personally, I love the apps on Android and never care about the ads unless they somehow impede the use of the app, which has never happened in all of my downloading of free and pay apps.

      People bitch about ads, but the fact is they are a part of life. Hell, even video game developers have started inserting ads into games AFTER they are released. That is how websites make their money as well. Even slashdot has ads for non-regular, unregistered users. I don't see what the big deal is.

    3. Re:Additional article for the doubters by manekineko2 · · Score: 1

      I don't know they're wrong, since I don't know what conclusions the authors have drawn from their experience, whether they're as over-broad and appear to be driven by some sort of agenda like the commentators here I've been replying to.

      However, I am suggesting that it is wrong to draw the conclusion that Android is unsustainable based on the fact that this particular developer made a good income on the Apple store, and was unable to do the same on the Android store. The experience of other developers who adapted a different approach indicates it is that there is plenty of money to be made on the Android store if the correct approach is taken.

      Also, I am unclear what attitude I have embodied ("because most users seem to have attitudes like yours") that would cause the authors to have a failure to receive a return on investment. Also, there is nothing "pragmatic" about reasoning such as "So why should they bother trying to insert ads etc? Maybe they don't want ads in their app?" Those may be principled objections or the like, but a pragmatic line of reasoning would be something like: the current approach of applying the exact same sales strategies that worked on iOS have failed to receive traction here, perhaps I should consider alternative approaches that may offer a better return on investment. Maybe the authors already did that and rejected it as offering an insufficient return on investment, but that certainly doesn't seem to be the possibility you are hinting towards.

  61. Re:Horrible Code by Daniel+Phillips · · Score: 1

    That would mean iOS gets 19 sales for every 1 sale Android gets.

    It smacks of wild exaggeration.

    --
    Have you got your LWN subscription yet?
  62. Android driver authors lie, full stop. by Anonymous Coward · · Score: 0

    In the two weeks since starting my new position as a senior graphics engineer at a middleware company that shall blessedly remain nameless, I have heard about or directly seen:

    - Drivers that crash if you try to actually use all of the texture formats they claim to support
    - Drivers that crash if you try to use some of the GL ARBs that they claim to support
    - Drivers that claim to support a given GL ARB and instead default to a software path
    - Drivers that report supporting 128 shader uniforms but crash if you try to access anything past the first 64
    - The fact that not a single Android device that has come out so far is *actually* point-for-point compliant with the requirements for OpenGL ES 2.0, yet they have no problems claiming to support it nowadays.

    GPU support on Android is a fucking shitfest, and I've managed to learn this in all of two weeks at my new job.

    But surely, it must somehow be Apple's fault, or the developers' faults, right?

  63. Re:Horrible Code by Daniel+Phillips · · Score: 2

    I suspect they just want to point fingers and absolve themselves of horrible coding practices.

    I suspect they made a legitimate decision to consolidate their development effort in light of not making very much money on either platform, Apple PR droids got wind of it, and next thing you know there is a rather obviously lopsided article planted.

    --
    Have you got your LWN subscription yet?
  64. ALL of these "mobile OSes" are unsustainable by Dwonis · · Score: 2

    The days are numbered where we'll need a special-purpose OS just for "mobile". I'm much more interested in things like KDE Plasma Workspaces, which is essentially designed to provide different user interfaces to the same apps, depending on whether you're on a desktop, a laptop, or a tablet.

    1. Re:ALL of these "mobile OSes" are unsustainable by Anonymous Coward · · Score: 0

      Not when desktop OSes are turning into mobile OSes. On the Mac forums people loathe the "iOSification" of Mac OS X. Windows users are also wondering how to get the start menu back in Windows 8.

  65. Android sounds very immature then by Anonymous Coward · · Score: 0

    The Android APIs should be such that an app developer need not know about what the underlying hardware is.

  66. Re:You realize you're talking about PHONE apps by TheSkepticalOptimist · · Score: 1

    Wow, did you just crawl out of a cave and think its 1999?

    --
    I haven't thought of anything clever to put here, but then again most of you haven't either.
  67. Re:You realize you're talking about PHONE apps by cvtan · · Score: 1
    No.

    I'm just old and liked things the way they were before the birds got angry and moved to a screen I can't read.

    --
    Sorry, but gray text on gray background is making my eyes bleed.
  68. Apple hating in vogue.. by mevets · · Score: 1

    It never gets old.

    1. Re:Apple hating in vogue.. by Anonymous Coward · · Score: 0

      As long as Apple are evil lying bastards they will be hated.

    2. Re:Apple hating in vogue.. by Holammer · · Score: 1

      Bah! I hated on Apple before it was cool! Back when the Amiga was hot shit. :P

  69. Braveheart? by yotto · · Score: 1

    Am I the only one who read the headline 3 times trying to figure out why the guy who made a movie over 2 decades ago has a valid opinion on smart phones?
     
    /never heard of the game, or the developer.
    //I'm sure his stuff's good, I'm just out of the loop.

    1. Re:Braveheart? by yotto · · Score: 1

      I should really check my memory with Google before I post.
       
      /18 is over 20, right?

  70. Well that explains it! by Anonymous Coward · · Score: 0

    I wondered why nobody makes applications for Windows or Linux.

  71. autoexec.bat by Imazalil · · Score: 1

    Yes, Windows is the only 'serious' platform to develop for, as I am sure Android will eventually be, but for now Android is more akin to DOS, you better have your autoexec.bat and config.sys setup properly or the fancy new game won't have enough memory to run.

  72. Finance; Not Code by Anonymous Coward · · Score: 0

    My first reaction was to blame the coder. I haven't had a big problem with either mobile platform, so my gut instinct was to say there was a technical reason for the failure.

    But it's not technical; it's financial.

    The guy made his game work. He patched the problems. Offered tech support for the problematic installs. He's working on another game, so if it were simple lessons like using a different API or third party library, I don't think we'd be reading his letter.

    And to be clear, I wish it were that simple. As a coder, I want all problems to be solvable by better code. But this one seems to be one of economics. Heck, even that may be overstating it, it may just be a matter of bookkeeping. And that does prick my attention. Despite whatever coding horror I write myself into, I really have much bigger fears of an accounting horror.

    I'm don't take his letter as a warning about coding difficulties for developing for Android, but I am taking it as a warning that I need to be very careful in my accounting. It very well may mean hiring a testing service (rather than me mess around with my 2 Android devices). It may mean hiring a part time coder to work just on tweaking for the different platforms (a skill unto itself).

    But I am glad I read the letter. I have a release coming up in six weeks and, if I'm honest, I have to admit I hadn't quite thought of the release cycle being quite this way. To the author, sorry for your experience, but thanks for your warning.

  73. Same BSD vs Linux distros argument by Anonymous Coward · · Score: 0

    A million versions of Linux vs one solid base built on BSD.

  74. Java fail by Anonymous Coward · · Score: 0

    What do you expect with a Java-based Android? Write-once, broken-everywhere,

    1. Re:Java fail by Anonymous Coward · · Score: 0

      What do you expect from a low life asshole?

  75. Supporting platforms is difficult & has been d by Puzzles · · Score: 2

    I grow tired of developers crying that the Android landscape is too vast for them to support. This diversity is not unlike PCs over the last 20-30 years. IBM compatibles could have any combination of memory, graphics & sound cards, with either a mouse/joystick or just a keyboard. Back in the 8-bit days, sure most of the machines were either 6502s or Z80s, but the per machine specs (Atari, Commodore, NES, Apple, Spectrum, etc) varied greatly and the developer had nothing like abstraction layers/libraries like OpenGL, Coco, or a VM. Particularly in the 8-bit days, individual or small team indie developers flourished.

    What the developers didn't have what we do today is the Internet and massive online outlets like Android Marketplace and the App Store. Meaning, the real advantage of both platforms are the same--massive publicity.

    So, let whatever developer who wants to cater to a single audience do so while the truly passionate and skilled developers reap the benefit of targeting nearly every platform simultaneously. There are good ways of tackling the bear of supporting multiple hardware, but it involves practices that, although proven to be effective, are seemingly undesirable to coders with too much pride.

    --
    "So don't get programmed by anybody but yourself" --Bill S. Preston, Esquire
  76. "Game Developer flunks design portability test" by macker · · Score: 1

    FTFY

    You're welcome.

    --
    (T)he (O)ld (M)an
  77. Class action lawsuit by JSBiff · · Score: 1

    The interesting thing that nobody is bringing up is that this situation seems like a good candidate for class action lawsuits against any phone manufacturers that *claim* a certain level of OpenGL compliance, but aren't actually delivering on those claims.

    The problem as I see it is that most consumers are not in a position to actually test and verify if their handset is compliant with the technologies it claims in the products marketing materials, and most developers probably aren't interested in this issue because they aren't likely to get much payout on the lawsuit over the one or two test handsets they purchased.

    But, developers working together to provide "expert witness" testimony in a class action lawsuit might help lawyers craft a suit which forces handset makers and mobile networks to release operating system updates that they might otherwise never release, to fix these problems (the mobile phone industry, right now, seems pretty notorious for not releasing OS updates for handsets).

    The benefit for the developers might just be a better market for them to sell their wares into.

  78. The best computer is the one that's with you by kakistocrat · · Score: 2

    We've all heard the quote, "The best camera is the one that you have with you." (The Internet seems to attribute this to photographer Chase Jarvis). Well, the best computer is the one that I have with me. Sure, my pocket sized Linux based mobile computer which also makes phone calls is far from ideal for gaming, word processing, etc., but it's perfect for when I'm bored at the train station or family reunion or whatever.

    In a fast-paced lifestyle, people want a device that can send and receive content and entertainment a few minutes at a time, then go back into their pocket on standby for the next 2 minutes of free time. So, while my laptop might be better suited for many things, my phone is what I use. Some newer phones now are capable of docking with a "lapdock" which essentially turns the phone into a laptop computer with full sized screen and keyboard. With mobile processing power and network speeds increasing rapidly, this new use of mobile phones can easily replace the laptop/netbook/tablet that many people lug around.

    For those griping about battery life, you do have a point, but I would counter with this: even with my dual core 4.5" display fancy new cell phone, if I shut off background services and turn off data (essentially reducing it back to only cell phone and PDA functions), I can easily get 2-3 days on one charge.

    What I'm saying is, stop thinking about cell phones as such, the name "phone" is just a legacy at this point. They are rapidly evolving, ultra-portable personal computers and entertainment systems. Sell a high quality power drill and call it a "Margarita Mixer", and your customers will bitch that it is a crappy margarita mixer.

  79. ahh by Anonymous Coward · · Score: 0

    THE JOYS OF LINUX DESKTOP FOLLOW US TO MOBILE. Thanks google I know you could fail at making linux usable like everyone else.

  80. Doom did not use any 3d hardware by decora · · Score: 1

    Doom used 320x200x256 mode on the standard VGA graphics hardware. All the rendering was done in software. There was nothing complicated, whatsoever, about their interface with the graphics hardware itself. It took about 3 lines of code to set up that video mode, and a few pages more to do the double-buffering properly.

    a more accurate analogy would be the situation that high resolution programs had in the late 80s and early 90s on DOS, where every program came with it's own set of graphics drivers because there wasn't any standard beyond the standard BIOS modes (320x200x256, 640x480x16, etc), and every manufacturer was putting out its own special system.

  81. video cards, modems, network cards, audio cards by decora · · Score: 1

    the analogy is a good one.

    you have one system where there is a lot of diversity (Wintel 80s/90s), and things break, and another system where there is less diversity (Mac), and things work.

    the big difference is that Wintel on PCs in the 80s + 90s had a huge price advantage over mac, which was why a lot of people bought them.

    does android have a huge price advantage over iphone?

    because then we get into the third analogy.

    linux desktop has a huge price advantage over windows and OSX. but its diversity level is so high that things frequently 'dont work' (queue screaming fanboys who have never tried to distribute a complicated linux program to actual users)

  82. free markets would not have patent wars by decora · · Score: 1

    where one company has to pay huge percentage of its profit to another company 'shaking them down' through illegal monopoly measures enforced by a corrupt government system.

  83. and then the pigs grafted their wings... by decora · · Score: 1

    dude, anyone who actually wrote java understands 'write once run anywhere' is a fairy story told to freshman CS students to make them think about the concept of 'portability'.

    anytime you move into graphics, audio, etc, java 'doesnt work'.

    1. Re:and then the pigs grafted their wings... by SplashMyBandit · · Score: 1

      Hmm, that's strange. It seems to work just fine for me - perhaps it is because I know what the hell I'm doing, unlike freshmen (I learned to do good cross-platform all my C++ years). Especially when I use decent libraries (JoGL for 3D and JOAL for sound).

  84. Re:"Unsustainable" How I start to hate that word.. by Anonymous Coward · · Score: 0

    I'd rather a "monopoly" allows for innovation rather than the mostly broken open source model that results in much more stagnant 0.x versions of applications.

    Yes, there are a some excellent FOSS developers out there, and then there is the pile of 0.x applications that haven't been updated in years.

  85. Cabinets full of phones by Boawk · · Score: 2

    From my own company, we do heavy mobile development and we litterally have cabinets FULL of mobile phones. Not just one of each, we generally have the same phone with multiple versions on it as well.

    This sounds eerily familiar. I worked for Broderbund back in the day. One of their big products was "Print Shop" which allowed the consumer to create greeting cards, etc. to send to their printer. To support that product they had large wall filled with every major printer on the market at the time. A huge patch bay allowed you to hook up a given printer to a given test computer. What's the state of QA for the major PC game creators? Do they have to test with every major graphics card on the market?

  86. Re:Horrible Code by gl4ss · · Score: 1

    it could be true. their market presence and traction on ios could just be good.
    and perhaps people on androids playing other games. the game has cartoon graphics, looks like a flash game and has no trial/demo.

    but quite frankly, when a developer doesn't find a way to deploy his 30 meg game for galaxy S, he has had his targets chosen wrong.

    (the app is so big that the correct approach would have been a staging loader, where the app would download the rest of the content on the first install.. ooh and override the onbackbutton method)

    --
    world was created 5 seconds before this post as it is.
  87. Android fragmentation is only going to get worst by jbssm · · Score: 1
    Sorry to say, but I go around this thread with lots of name calling of the developer for being an Apple fanboy.

    Whoever is stating that is obviously an Android fanboy. It's like all that name calling going on in football where you are so blind not to see how shitty is your team, so you just keep attacking the other - better - ones.

    I have an iPhone 3G, which having served me well for the last years, it's showing to be quite slow with new apps, and besides I cracked the top corner of it and now the power button is broken. So, not wanting to give €600 for an off contract iPhone, I went to check some Android phones. Result:
    - The similar to iPhone 4S, Android phones cost the same off contract.
    - You have quite an hard time finding Android phones that don't use a huge screen factor. I want a smartphone, not a tablet.
    - And the most stupid thing and that is really an issue to this post. Only 2 of the models at FNAC - it's quite a big shop in Europe - actually had the latest major version of Android. There where some using version 3 and the big majority was using Android version 2.3.

    No, you can create whatever dumb arguments you want, but when you go to shop for a new Android phone, and most of them are being sold with an OS that's 2 major versions behind the actual one, then yes, you got a big problem, blame it on the manufactures and Google if you wish, but don't come and tell us that the developer is lazy for not wanting to support such a fragmented market.

    P.S. - After seeing the sad state of affairs, I decided to save some more money and wait 6 months for the next iPhone and buy that instead of some outdated Android that costs the same for the same specs.

  88. Please show me by Brannon · · Score: 1

    the smartphone which is 1/2 to 1/3 the cost of an iPhone with the same level of functionality and polish. Now do the same for tablets.

    Such a sad, tired old meme.

    1. Re:Please show me by Cute+Fuzzy+Bunny · · Score: 1

      Sigh. Its tired because despite obvious information to support the claim, people still dont want to admit it. But one can raise an awful lot of polish and functionality while employing slave labor and parting those easily tricked by great marketing from large amounts of their cash.

      On black friday I bought a 4.1" motorola phone for $135 and pay $25 a month for unlimited internet and text plus 300 minutes talk.

      I cant find an iphone 4s for less than a couple of hundred bucks and a 2 year contract where I pay at least $60-70 a month for limited internet, unlimited text and 300 minutes. Of course, if you want to own it outright, you're looking at $500+ to buy one.

      I have extensively used an iphone 4s along with my own phone. Aside from not running itunes, the motorola phone runs every single app or a similar app in much the same way to perform exactly the same functions. It has a keypad, it makes and receives phone calls. It has a text app. It has a facebook app. It has a web browser.

      Usually along this line someone wants to push their 'functionality' and 'polish' squishies. The real a-holes go for super squishies like 'elegant' and 'ease of use'.

      Oh, and I almost forgot. All the playbooks and touchpads you could every have wanted to buy for under $250. I picked up a chinatab with about the same innards as the original ipad for $150 last year. Its a little bigger and thicker than the ipad but about the same size as the ipad3. It runs every single app or a similar app in much the same way to perform the same functions as any ipad I've ever used. I could buy it for $99 right now.

      The thing you guys keep forgetting is that people use applications and an app on a mac, iphone, android tablet or a windows machine all look pretty much the same and work pretty much the same. Any inferred or vaporous benefits of the operating system dont seem to bring much to the party. I've yet to see android or ios leap to the forefront while I'm browsing the web, reading email or checking facebook and bring me any benefits. Not many people linger in the operating system screens enjoying all of this mystical functionality and polish that doesnt really exist.

      Apple makes it easier for developers simply because they abandon older platforms and dont give operating system updates to them, and because there are very few variations in the supported platform.

      This is simply a case of Google and Microsoft being arms suppliers and Apple offering a full closed, proprietary product offering. Now that Google looks to be wrapping up their motorola mobility acquisition and having improved their "market" offering, they should be able to offer the same limited hardware and platform products at a very competitive price. I wouldnt be shocked to see Amazon also launch a phone and a big tablet with a lot more features and the same one-stop-shopping, limited platform, stable service offerings. I'm betting that their solutions will cost about half of what Apples does.

      People spending $600 on a phone or tablet and $2000 on a computer are over.

  89. Re:"Unsustainable" How I start to hate that word.. by Anonymous Coward · · Score: 0

    Only on slashdot does a simple business decision ( I spend 20% of my time supporting 5% of my revenue, and that's bad ) become some kind of screed on monopoly.

  90. Re:Android fragmentation is only going to get wors by zaimoglu · · Score: 1

    Are you sure you saw phones with Honeycomb (Android version 3.x)? Because it was never intended for the phones and Google did not release its source code. I do not recall ever seeing an android phone with Honeycomb. For the phones, Gingerbread (2.3) is only one version behind ICS (4.x).

  91. It's too sad he lost me as a customer by zaimoglu · · Score: 1

    I currently own a Samsung Galaxy S2 (on android 2.3 but expecting ICS soon) and an Asus Transformer tablet (already upgraded to ICS). My wife has an HTC Desire. I have not encountered an app not working on any of these devices. Android app development maybe more difficult than iOS, and it might be partly due to the fragmentation, but there are now as many android devices as there are iOS devices and the balance will only shift in android's favor in time. If this developer could not make money out of android, then it is sad for him, because he will never have a chance to get a piece of my money.

  92. Re:Android fragmentation is only going to get wors by jbssm · · Score: 1

    To say the truth I'm not sure, perhaps they where those smaller tablets (7'' I think), since they where together with the smartphones and I was looking trough the specs of them all. But what you say makes sense. Still, there are many phones, still without a new successor (like the Galaxy Ace for instance) being sold with 2.2, not even 2.3, much less the 4 version which is the actual one.

  93. The #1 Problem with Android by trdrstv · · Score: 1

    The # 1 Problem with Android is that it's nobody's "Lead platform" ... not even Google.

  94. EA Games by phorm · · Score: 1

    Which is exactly the problem I had with stuff from EA.
    Bought "NFS shift", found that it needed extra data files. Wasn't able to download the extra data until I had wifi, and then found out that it wouldn't download at all (the downloader or content site was broken for months).

    Of course by that time the time-for-refund had passed. Within a week the comments had all become "piece of crap won't download content", but the rating remained high due to comments before the glitch.

  95. People make fun of Balmer's Developers chant... by arglesnaf · · Score: 1

    Your MS Citation is about Xbox, which MS has been quite strict on. I can't speak for apple, but I have found the MS technet forums very good when the documentation falls short. Many forums have a few hotshots which may work for MS partners, or may be MS employees.

    I write code for IDM / IAM though, so my part of the industry is a weird place. Developing interfaces to abstract security concepts across multiple platforms is inherently weird. SAP, RACF, SQL, Active Directory, and Unix all have a different concept of an ACL or Group, and open standards like Oasis and SPML only go so far. MS is just a little bit better at helping you work through a customer's not quite normal requirments.

  96. Re:"Unsustainable" How I start to hate that word.. by Anonymous Coward · · Score: 0

    Welcome to software QA. I see you're new here, so let me show you around...

  97. Android's biggest weakness. by JustAnotherIdiot · · Score: 1

    Go to any android store app (or...play now, or whatever. I liked the old icon better), and read the comments. They're almost always "I have issue X on phone Y"

    --
    What do I know, I'm just an idiot, right?
  98. Whatever... by Anonymous Coward · · Score: 0

    I've never even heard of this game.