Android Gaming Thread New OP

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Sagitario said:


It looks like they've removed that from the permissions list now. Should be relatively safe to play, this is the only worrisome bit left:

RECEIVE DATA FROM INTERNET
Allows the applications to accept cloud to device messages sent by the application's service. Using this service will incur data usage. Malicious applications may cause excess data usage.

Haven't seen that on many games permissions lists, not sure what would require it. If you want to be safe, play with 3G/data disabled.
 
ojBqGR


ohhh my god.. about damned time :P It's been two long years of crunching on this thing!

get it here! Thanks to those of you who have been supporting us all this time!

 
HadesGigas said:
Free today on the Amazon App Store, Everlands.

51IIEQC3yxL.jpg


It's a turn based strategy game, that feels a lot like Tetra Master from Final Fantasy IX, but on a hex grid. I was playing the trial version just yesterday, so pretty good timing on this being free for me...

Game is really great. Game is also really tough.

platypotamus said:
It really is, though I've only played a few battles. Is it supposed to be possible to 100% each map?

No way. Unless you are godlike, then maybe. But realistically a resounding no, your opponent is never underpowered in any way.

wondermega said:
ojBqGR


ohhh my god.. about damned time :P It's been two long years of crunching on this thing!

get it here! Thanks to those of you who have been supporting us all this time!

Congrats :-D

But why does your Android market look so different from mine, your's looks new ans shiny :-\
 
The 3.0 Market has had a very, very slow rollout OTA. You can probably find an .apk you can sideload to force an update though.
 
FPse is sooooo good. Only thing I didn't like about it so far is that for some reason the FMV in FFIX doesn't have any audio.

I also need to find me a bluetooth controller solution. I thought it would be possible to use a sixaxis controller, but I haven't come across any guides for that solution. I did see a few posts suggesting a clamp/controller (can't remember the name at this moment) but I'd want to wait and see if they worked with my phone (Galaxy S2) before paying for one. Would be ideal to get something working with what I already have though :p
 
wondermega said:
ojBqGR


ohhh my god.. about damned time :P It's been two long years of crunching on this thing!

get it here! Thanks to those of you who have been supporting us all this time!


i meant to post about this. i saw it on the front page of the app store on the actual website yesterday.

congrats.
 
What are some good lo-tech games? I have android ported to a very old phone so it's not really fast.

Currently got

Wordfeud (Holy shit I can play this all day erry day)
Drop
GameDevStory Lite
 
wondermega said:
ojBqGR


ohhh my god.. about d***ed time :P It's been two long years of crunching on this thing!

get it here! Thanks to those of you who have been supporting us all this time!


Congrats man. Well deserved.
 
FoxSpirit said:
Congrats :-D
But why does your Android market look so different from mine, your's looks new ans shiny :-\
Daigoro said:
i meant to post about this. i saw it on the front page of the app store on the actual website yesterday. congrats.
VanWinkle said:
Congrats man. Well deserved.

I appreciate the support, gaf :)

I need some help, if you've bought the game and you enjoy it, please leave a review (or just a rating) here. Lack of ratings is making it really difficult to actually sell stuff, in spite of the visibility.. thank you so much for your help!

Working hard on a new game "Trapdoor" and hopefully it will be launched within a month's time! More to come..
 
Menelaus said:
Interesting that it got featured with such a low amount of downloads. Congrats!

well, we had a very decent amount for the free version (about 20k downloads with minimal press coverage.. and even that is probably being generous to say). I dug up some contacts and requested that they consider to feature it, especially coming off a strong Amazon store feature. They really liked the game, but also request we make some technical adjustments to it (display issues). The story is a bit longer than that, but the point is I have found Google to be far more approachable about this kind of thing when compared to their counterparts at Apple

(both have their issues of course, I should write a book someday...)
 
wondermega said:
I dug up some contacts and requested that they consider to feature it, especially coming off a strong Amazon store feature. They really liked the game, but also request we make some technical adjustments to it (display issues). The story is a bit longer than that, but the point is I have found Google to be far more approachable about this kind of thing when compared to their counterparts at Apple
That's interesting. I've had a very hard time dealing with Google so far, but I don't have any personal contacts over there to grease the wheels either.
 
Speaking of Google being far more approachable about things, Phone Story, the game about "hidden social costs of smartphone manufcaturing" that Apple yanked from the appstore, is now on the Android Market.
 
HadesGigas said:
Speaking of Google being far more approachable about things, Phone Story, the game about "hidden social costs of smartphone manufcaturing" that Apple yanked from the appstore, is now on the Android Market.

Hilarious. I saw the story on Slashdot this morning. Nice to see the Android market being more open. Bring on all of those rejected iOS apps.
 
I need some help here please. What are the top 5 must get games for my new Galaxy SII? And, apart from PvZ, what is the best tower defence game?
 
wondermega said:
http://bit.ly/ojBqGR[IMG]

ohhh my god.. about damned time :P It's been two long years of crunching on this thing!

get it here! Thanks to those of you who have been supporting us all this time!

[URL="https://market.android.com/details?id=com.leff.i180ultra&feature"][IMG]http://bit.ly/owT4ay[/URL]
Congratulations!

Just a quick question though, is the free-with-ads business model that I see all over now really that lucrative/stable? I see big games launching for free that way and I'm just wondering how well does it pay off.
 
Lesiroth said:
Congratulations!

Just a quick question though, is the free-with-ads business model that I see all over now really that lucrative/stable? I see big games launching for free that way and I'm just wondering how well does it pay off.

I'll level with you - it's fairly horrible. We did this on Android because, stereotypically, "people do not buy things on Android" and it was more important to me to release something that might have a chance to get a large amount of downloads, then just make maybe a couple hundred dollars but never get any market penetration/word of mouth.

At least with advertising in place, there's the potential that if an app does take off, it doesn't have to be a complete waste.

Anyway I have ~8k active players of my ad-supported game, and I typically make about a buck and change a day off of ads. The paid version, meanwhile, was earning maybe $15/month (prior to this feature).

If you can get several hundreds of thousands of people (actively) playing your game, then things will change dramatically (and you can make much better revenue with advertising). There's only a very small crowd of people who have managed to do that, however.
 
wondermega said:
Anyway I have ~8k active players of my ad-supported game, and I typically make about a buck and change a day off of ads. The paid version, meanwhile, was earning maybe $15/month (prior to this feature).

If you can get several hundreds of thousands of people (actively) playing your game, then things will change dramatically (and you can make much better revenue with advertising). There's only a very small crowd of people who have managed to do that, however.
I can offer an example with larger numbers, and it's still not much. When we had ~150,000 ad impressions a day, we were making at the most $60 daily. Definitely not shabby, but nothing to quit your day job over.
 
wondermega said:
I'll level with you - it's fairly horrible. We did this on Android because, stereotypically, "people do not buy things on Android" and it was more important to me to release something that might have a chance to get a large amount of downloads, then just make maybe a couple hundred dollars but never get any market penetration/word of mouth.

At least with advertising in place, there's the potential that if an app does take off, it doesn't have to be a complete waste.

Anyway I have ~8k active players of my ad-supported game, and I typically make about a buck and change a day off of ads. The paid version, meanwhile, was earning maybe $15/month (prior to this feature).

If you can get several hundreds of thousands of people (actively) playing your game, then things will change dramatically (and you can make much better revenue with advertising). There's only a very small crowd of people who have managed to do that, however.
Menelaus said:
I can offer an example with larger numbers, and it's still not much. When we had ~150,000 ad impressions a day, we were making at the most $60 daily. Definitely not shabby, but nothing to quit your day job over.
Sounds terrible. So it seems like go big or go home with in-app ads. 150,000 daily users sounds like a big feat to me, so I expected a bit more. Do you think you would've achieved similar success with the paid app route?
 
The thing with mobile apps is, it's good to concentrate on small projects (shouldn't take more than maybe a couple of months to develop) and just shit them out, so to speak. If you can get several quality apps out there in a relatively decent span of time, then it can be a different story. That's a lot of hard work, but if you go at it aggressively over two years' time (given the current state of the market) and spend a lot of time making deals/finding other methods to sell your apps other than only putting them on the Android Market (or iTunes), then you can start to get a nice little bit of money. I've seen some amazing success stories from people with fairly pedestrian products, and they make fairly ludicrously high amounts of money.

If you are hoping to knock it out of the park with just 2 or 3 apps, however, then it's not a very solid business plan.
 
Menelaus said:
When we had ~150,000 ad impressions a day, we were making at the most $60 daily. Definitely not shabby, but nothing to quit your day job over.

I actually wish I had those kind of numbers...
 
Menelaus said:
I can offer an example with larger numbers, and it's still not much. When we had ~150,000 ad impressions a day, we were making at the most $60 daily. Definitely not shabby, but nothing to quit your day job over.

Unless you are talking about lots of people, you overestimate the money coders make in some countries :(. $60 per day is not bad :).
 
Panajev2001a said:
Unless you are talking about lots of people, you overestimate the money coders make in some countries :(. $60 per day is not bad :).
Those numbers were for 2 weeks tops. Now we're back down to around $15/day.
 
Gez said:
Which version of Game Dev Story should i get Lite or Free version? Whats the diffrence between them?

You should get the FULL version!

I think the "free" one lets you play 4 years and the lite only does 1. Not sure why they released the free one recently as a separate version.
 
FoxSpirit said:
Gameloft hates the SGS-II :-\

Also, tried out Cordy. Nicely done, not sure if better than Roboto yet, will have to get the full version to decide.

This is fuckin crazy, I have NOVA 2 on my Galaxy S2 which I bought from the Gameloft website and it runs great, but when I go to buy it again on the Android Market it says it is incompatible with the S2, very strange.
 
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