What fees are involved in publishing an android app? - android

Im tossing up at the moment whether or not to start developing for iPhone or Android. The main thing drawing me towards Android at the moment is that apps are developed using Java, which I like, as opposed to Objective-C, which I hate.
Really though, the next thing on my list is to consider the costs. Apple requires you to join their iPhone developer program for $99/year, plus yield 30% of each sale of your app to Apple.
I noticed that google charges $25 to register as a developer. I wanted to confirm firstly, is that $25 recurring or is it just one off? Second, are there commisions charged when our apps are purchased, or do we recieve the whole sale price?
I also wanted to ask, does google provide an Android emulator that we can use to test applications without actually copying them over to an actual Android device?
Thanks so much everyone. Cheers.

$25 is one off.
Google takes 30% commission.
Yes, there's an emulator with the Android SDK.
You also can consider http://www.deviceanywhere.com/ for testing on multiple devices if you don't have many different devices and if testing on a real device is crucial for your app.

Related

Cordova getting user phone performance

I am developing hybrid app using Ionic and I do performance testing with one low end budget android device. That phone is my performance quality assurance. Once I upload to the app store, I can see hundreds type of model of smartphone is using my app.
So, I am curious and really want to know how many phone up there that are using my app has a device that is stronger performance than my low end budget device and how many of them were slower. This is something really important for me to further develop and enhance the app. If majority, let say more than 90% of it were faster than my testing device, that mean I am safe to put in more feature into the app. If many devices where below my testing device, that's mean maybe I need to put more concern on performance on future release.
Therefore, is there anywhere I can have those data? Having my own performance test inside my app to do collection? Any API to connect to existing database to have the info of phone performance based on model?
To be honest: I don't know if there's any existing work you could reuse for that purpose.
But as measuring performance highly depends on your app and the expected bottle necks, I guess that you need to have your own testing methods and that you need to collect your own data.
One more hint: you could use the cordova-plugin-device to get information from the phone and OS your app is installed on.
#user1995781,
I understand your reasoning, however, you are making a fundamental mistake. You assume your Interface is good, when in fact users might reject is. As Jef Raskin used to say, 'Test and test again'. Jef was the original designer of the Apple MacIntosh.
The point being, you need to test the user experience too.
For your request, you want to Google: mobile analytics
Flurry, now owned by Google
Localytics
Amplitude
to name a few
Adobe, IBM and MS all own or have one product in this category. - Best of Luck

Using Amazon Firefly SDK on Android

I have been doing some heavy research into the field of Visual Search, and I tried the technologies from Google (Goggles), Amazon (Firefly), and other vendors.
I can say that FireFly is actually the best, because its instant identification (no need to snap a photo and send it to some server for processing), plus its able to identify products accurately without having to scan their barcode, which is fascinating.
The thing is, Amazon exposed the Firefly SDK but only for their phone's Fire OS. And you can't use it for other Android development.
However, I am pretty sure this is not a hardware limitation, because Amazon has an app called Flow which runs on Android and iOS which uses the same identification technology, so I am sure any camera can be used and not just the one on the Fire phone.
Does anyone know if it's possible to use the Firefly SDK somehow on Android? I know this might be impossible without some sort of reverse engineering for FireOS, but even so at least it would be technically possible!
Thanks for your response in advance.

Will I need two phones to develop android apps?

Regarding this question
Error testing In-app billing sample - Dungeons
This, more or less implies, that painless android development of paid apps- and in-app purchases require two phones? Am I correct?
The more phones, the better. But if you have only one phone, you can always reset it to factory settings and change google account.
Of course, the emulator mimics a mobile device but I wouldn't deploy anything without testing it on at least 1 real phone. With all the fragmentation that exists with Android I'm sure most top-quality apps are tested on a wide variety of devices.
When considering google accounts, keep in mind that many people have multiple gmail/google accounts on a single phone.

Mobile development recommendation

I want to start develop mobile applications and sell it. There are many mobile platforms for which I can begin develop: Windows Mobile , Android, Iphone, Linux based Devices.
I want to find out from people who has such experience which platform more comfortable and more profitable for me to use.
There is no general advice on this.
The recommendation clearly depends on your experience and several other factors. What programming languages do you know? What kind of applications do you want to develop? Do you want to take the risk that your software isn't even put in the corresponding app-store (see apple)?
You have to take several things into consideration. I'll try to make a short overview:
Android:
needs Android SDK
Java as programming language
free marketplace (i.e. no prior control whether your app comes in)
develop on any system you want to
open plattform
furhter information
iPhone
needs iPhone SDK
Objective-C as programming language
prior evalutation of your app before storing it in the app-store
you need to have a mac in order to develop for iPhone
closed plattform
further information
Windows Mobile
developing with .Net-Framework
don't know a lot more about it, but further information can be found here
Other Linux-based devices
take a look at their specifications, they often have an own SDK
Also don't forget about Symbian for Nokia. They recently launched their OVI-Store. And oh, also Palm could become very interesting just after yesterday's news that HP bought it. It's also a nice plattform.
Which one of these is more profitable for you also depends on your skills. Good software will sell good, no matter which plattform you decide for. My recommendation clearly is: Take a look at the SDKs and the needed environments and then compare it with your skills. If you say, you have a good experience in Java development go ahead with android. If you want to do some mac-stuff choose the iPhone.
I'd say the markets with the highes potential clearly are the iPhone and Android markets. I don't know, how Palm will develop now but there could be a big potential in it in half a year or a year.
Currently, the most lucrative platform is the iPhone. The Android is not even close yet. The number #1 selling game on Android is Robo Defense, its entry in the Market says 50,000 to 250,000 downloads, and its price is $2.99. Assuming the price has been constant, that means the developer has roughly made between $100,000 and $500,000 (after the 30% commission has been taken out). And yet, I have developer friends on the iPhone that have made way more money than that, and those friends are not even close to have the best selling apps on the iPhone in their own category.
Part of the problem is the number of handsets out there: according to Gartner, the number of Android handsets won't overtake iPhone handsets till 2012. The second problem is conversion rates: according to Admob, Android users are only worth 60% of the iPhone users in terms of converting from free lite version applications to paid applications (supposedly, Admob has compared identical apps on both Marketplaces).
That conversion rate is believed to be attributed to two factors: the type of users Android has, and the fact that Android currently only uses Google Checkout for its Market transactions (when in fact, it probably should use Pay Pal, not Google Checkout). But that too, should change soon. With the Evvo (from Sprint) coming out, Android will be a great phone, and with it, it will start attracting some of the very top high end users. Also, the Android Market is starting to accept transactions using carriers as go-betweens, so that should help remove some of the steps that it takes an Android user from buying an app (at least, I hope that it will).
And do notice that I didn't even mention the Ovi store from Nokia. The Nokia sdks are still as fragmented as ever. The Ovi store is currently a mess. Its three-star rating system is useless. All apps average to two stars. They don't allow you to upload screenshots. And the Ovi store is so expensive to upload an app to, $50 for Ovi + $150 in certificate signing fees, so it doesn't encourage new developers to even try it out.
Also, I didn't mention Microsoft. Microsoft is a bit of wild card right now. I can't say much about it, except that LG who was supposed to have more Windows Mobile phones than anything else now has more Android Mobile phones than anything else. So Microsoft better get their ass into gear if they'd like to stay competitive in the Mobile arena.
I would recommend Android as it's a growing market. Android development is well documented and newbie-friendly.
You may find these threads useful too:
What mobile platform should I start learning?
https://stackoverflow.com/questions/598252/most-promising-mobile-platforms
Getting Started With Mobile Development
You didn't mention webOS in your original question, but it's worth a look. Has an open development model, like Android, but is based on HTML and JavaScript, so might be easier to get started with if you have experience in Web development.
Here's the Palm developer website

Android as a commercial game platform

I'm currently developing a small non-commercial game for Android which is based on OpenGL ES. Except for some minor issues (slow as crap emulator being the biggest) I've really enjoyed it so far and would love to continue developing for it.
The question is: What are your thoughts on the future of Android as an environemnt for the game market? I read an article somewhere that said that the IPhone is the preferred platform for games, but since I don't own a Mac and won't bother with some complicated work around to get it to work on Windows I'm currently not interested in it.
So, what do you think? Is it worth spending alot of time (and potentially money) on a larger Android game project?
Short answer: it's too early to tell. Technically this platform is neither better nor worse for games developer than iPhone. Both have some support for 3d graphics, both have good support for multimedia - just the language differs ObjectiveC or Java.
The problem is not in the technical capabilities though, but in the popularity of the platform and purely business decision if Android is a good gaming platform. iPhone certainly is and many people are making money on it already. Will Android be as popular and will people be willing to buy the game for some money is a good question.
There is some difference Android and iPhone users and developers. Android is more open platform and more software is free (or even open source). For iPhone most apps cost 1$.
So the expectations in the audience is different. Android users expect more apps to be free and will (most likely) pay only when software you give them is really worth spending any money at all. iPhone users are willing to pay this $1 even to try an app out, after all they bought Apple product that was expensive to begin with.
Will that trend continue? Or will the audience types converge as more paid apps appear on Android market is an open question.
Finally -- there will be some millions of users of the Android platform eventually. So if you develop a kick ass game it will have its audience anyway. And if Android does not become a platform for games - that may even be beneficial for you, because you'll have no competition.
In my opinion it is worth it.
As #Marcin said, Android is more of a open platform then iPhone. And it's easier for developers to start with developing applications and putting them on the market.
But it means the market is populated with a lot of crap applications. And then, there are really shiny jewels too. They get good scores, are blogged/twitted about and are popular.
So, in my opinion, if you got an idea for a good game, go for it. If you put it on the market though, consider putting (at least a 'lite' version) in the free area (people in some countries are unable to even access the paid applications market).
the below part is completly my own opinion and you can simply skip it
There are some 'cool' games on mobile platforms that I love to play. As for me, there are few important things to watch for when developing such a game, that aren't this important in more 'traditional' gaming, on a console or PC:
it should be easy(fast!) to start and stop. If I play it at a bus, it could be just 1 stop. If it starts right away and then doesn't take 5 minutes to stop it, it's a +
one more thing about rapid start/stop. If I quit the game, then come back, give me a chance to continue where I stopped. No need to ask if I wanna save/load last game. Make it default, I can always start a new game if I want, can I?
controls - even that accelerometer-using games are fun at times, try to play it in a crowded place. like a bus. Touchscreen elements should be large enough so even the thick-fingers can use it. If they are - it's a +
for long time I was trying to realise why playing Bejeweled, or Puzzle Quest, was fun and enjoying, while many of their clones were simply irrytating. The diffrence was a tiny piece of user interface - in Bejeweled the pieces you got are both diffrent colors and shapes. They are much easier to "operate" (in a Bejeweled way) then, say, screen full of diffrent color triangles. If you make a game like this, make the diffrent pieces differ in many ways, not just one (diffrent shapes with same colors would suck even more; red triangles, yellow circles, blue squares and black skulls is a way to go - in my opinion)
it's a mobile device, connected to either WIFI or 3G network, you can use the internet to at least show/save highscores. But - remember - sometimes there's no network, we're in a diffrent country with roaming turned off or on the bottom of the ocean. Make the game work even there
Thanks for the replies!
I myself believe that the marketplace will gain momentum once there are more Android phones on the market, though my biggest fear is that it'll end up like Xbox Live Indie Games were 90% of the games are of below avarage quality, which of course affects it's reputation in the gamer community.
One thing I don't understand is why there isn't some kind of pre-approval before letting the application or game onto the market place. I understand that they want the people not the company to decide what should be allowed to be uploaded, but then they could let the users be the reviewers so that there is atleast some quality checks before release.
The iPhone has the advantage of a huge market (approximately 10x the android one at the moment) and even better most of those users have already given apple their credit card so they are ready to buy. Getting android users to spend .99 is hard. Depending on the game, you can make decent money (50-100/day) off of ads. The first is likely to change with more android phones and more android carriers(Verizon would be huge for the US market)
Technically Android is a bit slower (Java versus Object C) but with the NDK you can get decent performance. The iPhone has better opengl support (1.1 and 2.0 on the GS) while android is more of a 1.0.
There is an interesting article about Android as a games platform on Gamasutra.
Developing Games for Android

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