[PIGMI] Android apps one month on
Simon Boxer
sb at simonboxer.com
Thu Nov 11 22:27:50 PST 2010
So I went to an apps showcase this evening.
It was interesting to note that all of the apps showcased (apart from the
ipad keyboard synth app) were free.
Everyone out this way seems to be about finding other monetary input than
sales. Most of the ones tonight involved monetisation by generating a bunch
of useful data (like a traffic GPS app), and some just were just doing the
facebook thing where they first concentrate on getting a userbase and then
figure out how to monetise it.
S
On Thu, Nov 11, 2010 at 8:10 PM, chrism <chris at mccormick.cx> wrote:
> Hey Jack,
>
> On Fri, 12 Nov 2010 11:37:18 +0800, Jack Casey <beetlefeet at gmail.com>
> wrote:
> > Are all your apps paid for apps?
>
> I have one free app (memory card game) which has been there for much
> longer. It has had 816 installs and has 350 (42%) active installs. It's
> got a 3 star rating whilst my other apps are 4 and 5.
>
> > Do they have free versions?
>
> No. They are all Free Software, so if someone wanted they could
> download the source and compile it and install it onto their device
> themselves. I don't expect ordinary users to want or be able to do that.
> I suspect they'd rather pay the $1.49 or $0.99 price than go to the
> trouble.
>
> > Do any version of your apps have ads?
>
> No ads, sorry.
>
> > On a side note I played with app inventor for android, it's nifty and fun
> > but a little on the simple side for doing much serious stuff. Though it
> > can certainty serve for some simple specific types of apps.
>
> Cool! I have been meaning to check out some of the game engines too.
> All of my UIs are done in HTML in a WebKit window, which seems to work
> pretty well. It's not as slow as I expected. For simple apps I would say
> it's definitely feasible to develop them in Javascript/HTML and use that
> technique, plus you get all the great web stuff thrown in for free like
> nice rendering, network requests etc.
>
> I've done some experiments with using the HTML canvas element in a
> WebKit window for games on Android but the framerate is just a little
> bit too slow on my phone (probably the slowest phone on the market). I
> expect in two years the phones will all be fast enough to do this easily
> and so I am continuing to invest in that technology with my jsGameSoup
> library. <plug> It now has an animated sprite engine, vector drawing,
> collision detection, input events management, entity management, and a
> seedable random number generator.
> http://mccormick.cx/projects/jsGameSoup </plug>
>
> Here are two demos written using that library (view source!):
>
> <http://mccormick.cx/dev/blogref/FallingGame-15/>
> <http://mccormick.cx/dev/blogref/AsteroidsTNG-59/>
>
> Last night I stayed up until 2am working on multiplayer for that second
> one. :)
>
> To me this is the future because it's truly "write once run
> everywhere". Once complete your game can go on a website, PC, iPhone,
> Android, whatever, with minimal packaging required. Anywhere you can run
> a browser you can run your game.
>
> Hey, you and Nick should port that awesome GameJam game you were doing
> to HTML5!
>
> Cheers,
>
> Chris.
>
> -------------------
> http://mccormick.cx
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