Still being a moron? Why would somebody who isn't an idiot like you bring up CPU cores when the discussion is about the GPU? Never. That's why you keep proving you are a moron - just like when you claim a free phone from Google for their top-grossing developers is the same as several free pones from each Android manufacturer for each developer asking for them. Because you are a fucking moron. And so is anyone believing a word you say.
On second though, maybe you are a payed Google shill - but still a moron because your lies are so obvious.
Apple also in those days would use a benchmark utility that was optimized for their chip, and Intel/AMD based computer they competed against just use some program they just downloaded from the web that has almost 0 optimization for the cpu its on.
my point is they changed it with a software update.. whereas the non-4G but marketed as 4G Android phones have always been that way.
shetchy marketing if you ask me
(whether or not ATT was behind the decision doesn't matter because Apple included it in THEIR software update)
"Shetchy" (whatever that is) maybe - but clearly not marketing. Yeah, like a good Pavlov's dog you guys automatically drool out "marketing" when the Apple bell rings, but that word has a meaning.
Thanks fr proving you are a moron. When you make Google a lot of money, they give you one phone doesn't equal "it probably costs them little more than an email to get sample equipment from any given manufacturer".
I sure hop the average Android developer is a whole lot smarter than you.
Maybe things have changed in the NINE MONTHS that have passed since that article was posted?
So which things would have changed since then? The time it took them to port? The quality of the game? Well, sales of course - that was their point, they don't make enough money on Android anymore, while they still do on iOS. Still the OP's point that it "was such a bug ridden POS that it didn't sell at all" was obviously false.
Sure. It also sends a clear message they aren't making enough in the Apple market to sustain them. Otherwise... look at this: if you believe their own numbers, by investing an additional 20% of development resources they increase their market by 5%. Say their development expense is $200K and they pull in sales of $1M. By their numbers, $40K is incremental development expense and $50K is what they got back for it. Sounds like $10K of free money! Well, obviously they aren't making anything like $1M, from iOS or Android, and that is their real problem. I trust they won't quit their day jobs.
Game: Battleheart
Release Date: Jan 31st, 2011
Sales: 400,000+
Units per day average: 1200
Units per day: unknow
Current Price: $2.99
Last updated: Feb 21, 2011
They've made their $1M a long time ago in very short time. Jealous? Just to kick you in the nuts once more, here's the returns for one of their older apps, still available for Android:
Game: Zombieville
Release Date: Feb 10, 2009
Sales: 1.5 millon (and counting!!)
Units per day average: 1744
Units per day: 1250 (last update)
Current Price: $1,99
Last updated: Jun 20, 2011
Porting work: "The technical side of supporting android isn't so bad, but it is a bit of a nuisance. 95% of the heavy lifting is handled by Unity, the game development engine we use to develop our apps. Actually porting the game only took about a day."
Quality:" On Android it's a stunning 4.8, with 1000 ratings. So not only is it reviewed more highly, it's also reviewed more often, with a huge percentage of android users taking the time to rate the app. I think the lack of competition makes quality apps really stand out, and generates a lot of enthusiasm from app-starved android users. "
Sales: "Battleheart on Android is currently very high in the android charts (top 50 apps) [...] Edit: It's come to my attention that Battleheart became a featured tablet app on the android market while I was writing this post, and saw a sales bump the following day as a result. "
What's that (9 months actually - pretty loose with the facts here) compared to Android phones that are still sold and have only been on the market for 11 months that have been confirmed to not get a (full) ICS upgrade?
My conclusion that Angry Birds makes more money on iOS than Android is directly from the article's title (hint the paid ones referred to in the title are clarified in the body to refer to "selling the game like on the iPhone").
What you call "speculation" that predicts they will make $1m in ad revenue per month is directly from the CEO of Rovio, the company behind Angry Birds. I quote: "The Android version of the game has been downloaded 5 million times and Rovio is on track to generate $1 million in revenue per month by the end of the year, according Rovio's Peter Vesterbacka."
So how did that prediction from over a year ago pen out? It's telling we never heard about that again.
I've also been fairly surprised by the revenue potential of the platform. While it's still a much smaller market than iOS, there's money to be made through paid apps. I don't know how it became so widely believed that free, ad-supported apps are the only way to make money on Android... I think you can thank Rovio's decision to go that route with Angry Birds. I feel like I've disproven that myth pretty thoroughly. Daily revenue from Battleheart on Android is fairly close, within 80%, of it's iOS counterpart at the moment. This statement needs a couple qualifications though...
1) Battleheart on Android is currently very high in the android charts (top 50 apps), whereas Battleheart for iOS is not even in the top 200 games anymore, and yet still outselling it. It's clear the overall size of the iOS app market is still significantly larger.
I'm sorry, but this is just complaining from an Apple Fanboy. He's wrong on several points, and it's easy to see with a little thinking.
I'm sure you are right, and you will show us.
Android has what, four versions in the wild? iOS has 3, 4 and 5 taking up something like 15, 20, and 65% roughly. Not a great deal of difference there.
Now that may be true - or you just made it up. But the "Apple fanboy" makes no mention of OS versions. None at all.
As for crashing, has he ever used an iOS device? Apps and the OS crash about equally to android.
Errm, are you now claiming he's a Apple fanboy who has never used an iOS device? Anyway, he only mentioned "crashing" on new devices - and you'll agree there are much more for them for Android than from Apple.
And if your app is approaching Android's 4GB limit, then I'm sorry, but you're doing something REALLY wrong and should step back and take a look at efficiency,
And again you didn't get his point (okay, that's because you read the article who didn't either) - the new limit of 4 GB did not change the limit of 50 MB for the APK. And that's not even a hard limit, some phones (Samsung's most notably) can't handle anything larger than 30MB in their download cache.
This sounds like a complaint from a guy who is basically saying "Development is hard, and I don't want to work to make things good". Just as well he's calling it quits, shape up or ship out I say.
No, it sounds like the complaint from somebody who didn't understand the complaint by a developer - or is too much of a Fandroid to accept the facts.
The 4.3"/4.5" displays aren't considered "too big" because of their resolution. They're considered too big because few people want something that big in their pocket or purse. That may seem like a silly fashion-based decision, but there is something to say about a device that slips easily in and out of your pocket and doesn't create an unsightly bulge.
Not to mention that many of those large screens don't even have the resolution of the iPhone 4.
You're flipping it. It's actually the Apple hipsters who think like that. As evidence, ask many iPhone people about comparing their tiny phones to the latest generation 4.3"/4.5" display Android phones, and they'll tell you it's "too big".
As soon as apple has a display with a large screen, it'll be all wavy gravy.
I bet you were one of those who claimed the iPhone's screen was too large when it came out.
Re:Nice upgrade, but no big surprises in the new i
on
Apple Unveils New iPad
·
· Score: 1
Glad to see this finally announced/released and while I'd love to exchange for my iPad2, I don't see a compelling reason to upgrade.
Without Steve Jobs doing the dramatics,
watching the Live Blog was almost as exciting as
Watching Grass Grow.
Yeah, this will be a failure just like the last product Cook tried to sell. What was it called again?
On second though, maybe you are a payed Google shill - but still a moron because your lies are so obvious.
Apple also in those days would use a benchmark utility that was optimized for their chip, and Intel/AMD based computer they competed against just use some program they just downloaded from the web that has almost 0 optimization for the cpu its on.
Yeah, they use Photoshop.
my point is they changed it with a software update.. whereas the non-4G but marketed as 4G Android phones have always been that way.
shetchy marketing if you ask me
(whether or not ATT was behind the decision doesn't matter because Apple included it in THEIR software update)
"Shetchy" (whatever that is) maybe - but clearly not marketing. Yeah, like a good Pavlov's dog you guys automatically drool out "marketing" when the Apple bell rings, but that word has a meaning.
I sure hop the average Android developer is a whole lot smarter than you.
Maybe things have changed in the NINE MONTHS that have passed since that article was posted?
So which things would have changed since then? The time it took them to port? The quality of the game? Well, sales of course - that was their point, they don't make enough money on Android anymore, while they still do on iOS. Still the OP's point that it "was such a bug ridden POS that it didn't sell at all" was obviously false.
Actually, your referenced quote is incorrect as well. Android continues to evolve without OS updates, while iOS apparently cannot.
Oh, great, Android changes its own code now.
Taken in aggregate, the end point is that there are fewer apps on Android...
Except nobody actually has hard numbers to support such an assertion. Maybe you are special. Just thought I'd mention it. Carry on now.
That's funny coming from someone who keeps pulling numbers out of his ass.
Sure. It also sends a clear message they aren't making enough in the Apple market to sustain them. Otherwise... look at this: if you believe their own numbers, by investing an additional 20% of development resources they increase their market by 5%. Say their development expense is $200K and they pull in sales of $1M. By their numbers, $40K is incremental development expense and $50K is what they got back for it. Sounds like $10K of free money! Well, obviously they aren't making anything like $1M, from iOS or Android, and that is their real problem. I trust they won't quit their day jobs.
http://forum.unity3d.com/threads/93625-Unity-iOS-iPhone-Apps-sales-(Updated-thread)
Game: Battleheart
Release Date: Jan 31st, 2011
Sales: 400,000+
Units per day average: 1200
Units per day: unknow
Current Price: $2.99
Last updated: Feb 21, 2011
They've made their $1M a long time ago in very short time. Jealous? Just to kick you in the nuts once more, here's the returns for one of their older apps, still available for Android:
Game: Zombieville
Release Date: Feb 10, 2009
Sales: 1.5 millon (and counting!!)
Units per day average: 1744
Units per day: 1250 (last update)
Current Price: $1,99
Last updated: Jun 20, 2011
Porting work: "The technical side of supporting android isn't so bad, but it is a bit of a nuisance. 95% of the heavy lifting is handled by Unity, the game development engine we use to develop our apps. Actually porting the game only took about a day."
Quality:" On Android it's a stunning 4.8, with 1000 ratings. So not only is it reviewed more highly, it's also reviewed more often, with a huge percentage of android users taking the time to rate the app. I think the lack of competition makes quality apps really stand out, and generates a lot of enthusiasm from app-starved android users. "
Sales: "Battleheart on Android is currently very high in the android charts (top 50 apps) [...] Edit: It's come to my attention that Battleheart became a featured tablet app on the android market while I was writing this post, and saw a sales bump the following day as a result. "
What's that (9 months actually - pretty loose with the facts here) compared to Android phones that are still sold and have only been on the market for 11 months that have been confirmed to not get a (full) ICS upgrade?
What are you talking about?
My conclusion that Angry Birds makes more money on iOS than Android is directly from the article's title (hint the paid ones referred to in the title are clarified in the body to refer to "selling the game like on the iPhone").
What you call "speculation" that predicts they will make $1m in ad revenue per month is directly from the CEO of Rovio, the company behind Angry Birds. I quote: "The Android version of the game has been downloaded 5 million times and Rovio is on track to generate $1 million in revenue per month by the end of the year, according Rovio's Peter Vesterbacka."
So how did that prediction from over a year ago pen out? It's telling we never heard about that again.
It's not Android that's unsustainable, it's their business model on Android that appears to be unsustainable.
That's not what they thought at all: http://mikamobile.blogspot.com/2011/06/android.html
I've also been fairly surprised by the revenue potential of the platform. While it's still a much smaller market than iOS, there's money to be made through paid apps. I don't know how it became so widely believed that free, ad-supported apps are the only way to make money on Android... I think you can thank Rovio's decision to go that route with Angry Birds. I feel like I've disproven that myth pretty thoroughly. Daily revenue from Battleheart on Android is fairly close, within 80%, of it's iOS counterpart at the moment. This statement needs a couple qualifications though... 1) Battleheart on Android is currently very high in the android charts (top 50 apps), whereas Battleheart for iOS is not even in the top 200 games anymore, and yet still outselling it. It's clear the overall size of the iOS app market is still significantly larger.
Those vendors charge each developer for every phone they buy.
You don't know that. And your wild exaggerations do not help you make your point, if indeed you have one.
So only you are in a position to make wild exaggerations about how much (zero as you claim) developers pay for all phones.
Which seems like a dubious claim anyway, because it probably costs them little more than an email to get sample equipment from any given manufacturer.
So all I'd have to do get a couple of free phones is to send an email claiming I'm an Android developer?
While Android devices tend to stay at the same level of functionality when you bought them.
You found a nice way to make the fact that you can't update your 1 year old Andriod phone look good.
If it is so shitty, why does it get so many 5 star ratings?
I'm sorry, but this is just complaining from an Apple Fanboy. He's wrong on several points, and it's easy to see with a little thinking.
I'm sure you are right, and you will show us.
Android has what, four versions in the wild? iOS has 3, 4 and 5 taking up something like 15, 20, and 65% roughly. Not a great deal of difference there.
Now that may be true - or you just made it up. But the "Apple fanboy" makes no mention of OS versions. None at all.
As for crashing, has he ever used an iOS device? Apps and the OS crash about equally to android.
Errm, are you now claiming he's a Apple fanboy who has never used an iOS device? Anyway, he only mentioned "crashing" on new devices - and you'll agree there are much more for them for Android than from Apple.
And if your app is approaching Android's 4GB limit, then I'm sorry, but you're doing something REALLY wrong and should step back and take a look at efficiency,
And again you didn't get his point (okay, that's because you read the article who didn't either) - the new limit of 4 GB did not change the limit of 50 MB for the APK. And that's not even a hard limit, some phones (Samsung's most notably) can't handle anything larger than 30MB in their download cache.
This sounds like a complaint from a guy who is basically saying "Development is hard, and I don't want to work to make things good". Just as well he's calling it quits, shape up or ship out I say.
No, it sounds like the complaint from somebody who didn't understand the complaint by a developer - or is too much of a Fandroid to accept the facts.
It's not Android that's unsustainable. It's their business that's unsustainable.
https://www.google.com/search?q=Battleheart+apk is why their Android business is unsustainable.
Yeah, web "standards" such as iMessage and Facetime.
What do they have to do with the web?
What's the point of a back camera on a tablet, anyway? It's very bulky to be conveniently used to take photos - that's what a smartphone is for.
Augmented reality for example. Or is that only allowed on smartphones?
so, that way, you can reach your monthly limit in under 6 minutes with the AT&T 3 Gig limit.
Which isn't a problem for Android phones, because ....
The 4.3"/4.5" displays aren't considered "too big" because of their resolution. They're considered too big because few people want something that big in their pocket or purse. That may seem like a silly fashion-based decision, but there is something to say about a device that slips easily in and out of your pocket and doesn't create an unsightly bulge.
Not to mention that many of those large screens don't even have the resolution of the iPhone 4.
You're flipping it. It's actually the Apple hipsters who think like that. As evidence, ask many iPhone people about comparing their tiny phones to the latest generation 4.3"/4.5" display Android phones, and they'll tell you it's "too big".
As soon as apple has a display with a large screen, it'll be all wavy gravy.
I bet you were one of those who claimed the iPhone's screen was too large when it came out.
Glad to see this finally announced/released and while I'd love to exchange for my iPad2, I don't see a compelling reason to upgrade. Without Steve Jobs doing the dramatics, watching the Live Blog was almost as exciting as Watching Grass Grow.
Yeah, this will be a failure just like the last product Cook tried to sell. What was it called again?
But lets play this game for real: https://www.google.com/finance?chdnp=1&chdd=1&chds=1&chdv=1&chvs=maximized&chdeh=0&chfdeh=0&chdet=1331271480281&chddm=391&chls=IntervalBasedLine&cmpto=NASDAQ:MSFT;TSE:RIM;NYSE:NOK;NASDAQ:GOOG&cmptdms=0;0;0;0&q=NASDAQ:AAPL&ntsp=0
Yeah, clearly AAPL is doomed, and so is the iPad.