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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.'"

138 of 649 comments (clear)

  1. 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 flowwolf · · Score: 2

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

    4. 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

    5. 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

    6. 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.
    7. 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
    8. 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.

    9. 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.

    10. 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.

  2. 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 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
    2. 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?

    3. 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.

    4. 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.

    5. 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.

  3. 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 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.

    3. 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?

    4. 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."

  4. 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.
  5. 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.
  6. 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?
  7. 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.
  8. 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.

  9. 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.

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

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

  11. 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.
  12. 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.

  13. 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

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  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)
  19. 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.

  20. 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?
  21. Re:What is by flowwolf · · Score: 3, Informative

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

  22. 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.

  23. 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.

  24. 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
  25. 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.

  26. 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.

  27. 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.

  28. 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.

  29. 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?

  30. 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.
  31. 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 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.

    2. 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.

  32. 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?

  33. 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 ?

  34. "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.

  35. 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?

    --
    Have you got your LWN subscription yet?
  36. 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."
  37. 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).

  38. 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 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.

  39. 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/
  40. 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.

  41. 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.

  42. 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
  43. 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
  44. 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
  45. 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.
  46. 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.

  47. 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
  48. 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
  49. 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.

  50. 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?

  51. 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 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.

  52. 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.

  53. 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 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.

    2. 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?
    3. 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
    4. 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).

    5. 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.
  54. 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.

  55. 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.

  56. 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.
  57. 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.

  58. 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.

  59. 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.

  60. 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.

  61. 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.

  62. 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.

  63. 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.

    --
    You are welcome on my lawn.
  64. 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.

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

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

  66. 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.

  67. 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."
  68. 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!

  69. 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.

  70. 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?
  71. 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 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.
  72. 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.

  73. 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?

  74. 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?
  75. 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.

  76. 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
  77. 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.

  78. 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.

  79. 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.

  80. 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.

  81. 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.

  82. 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.

  83. 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.

    --
    Excuse the Unicode crap in my posts. That's an apostrophe, and slashdot is busted.
  84. 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

  85. 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

  86. 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."
  87. 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.

  88. 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".

  89. 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.

  90. 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.

  91. 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.

  92. 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.
  93. 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
  94. 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.

  95. 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?

  96. 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.

  97. 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.