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Y7 - D157 - Android.. Blog
6th June 2015

Developments


So.. GooglePlay...
I vowed never to return, but am already being bombarded by people meithering about the Android version of SpikeDislike3.

The Story So Far
Jayenkai created SpikeDislike2, and figured it'd be nice to get that onto GooglePlay.
Jayenkai learned the ropes, filled the forms, and got SD2 onto GooglePlay.
iOS Edition sold about 1500 copies.
GooglePlay edition sold about 50.

For the sake of my own sanity, it's best not to ask how many people on Android pirated the game, but there are twice as many google results for the Android one than the iOS one. .. and that's just a quick simple google.
..

Then, Google decided it'd be a fantastic idea to force developers to post their HOME ADDRESS onto the store. Because, you know, people might like to complain and stuff.
Oh yeah, fantastic idea, there, Google.. Can't see that going wrong!

I (and a fuckton of other developers) decided to "NOT AGREE" with that, and as a result, all my games and many many others were removed from the GooglePlay store.
This is why there are no Jayenkai/AGameAWeek games on Google, right now.
(More here)

But yesterday, I've stupidly agreed to this moronic new rule, and got everything back up and running again.
As a result of this quite frankly ridiculous invasion of privacy, I will now be able to sell 50 or so copies of SpikeDislike3 onto Android, before everybody steals the thing, and Piracy once again becomes rampant.

This is the world of Android.

"Give us your games, Give us your name, Give us your address, then piss off .. and don't expect anything in return."

Why do I even bother?

SpikeDislike3 will appear on GooglePlay some time next week, and then on every pirating site on the internet the day after, so you'll have plenty of ways to get it.

-=-=-

Daily Doodle : An Upgrade



Platdude upgraded his gun, whilst battling against the weird green thing again!
... This should probably be a game..
hmmm...

Mailbag

Today, the mailbag is empty, and everybody is sad

If you'd like to stuff my mailbag, (please do!) you can do so right here, at https://bit.ly/AGAW_Mail. Send comments, questions, game ideas, thoughts and more, and they'll probably turn up here, eventually.

Meanwhile

Speaking of the complexities of Android, have I mentioned before that Android has a very minor delay when loading images?
If you're a fan of both iOS and Android, you'll probably notice that some of your Android games take a teensy bit longer to load. The reason is basically that in order to display an image onscreen, you load it into memory, and then draw it.. The issue being that.. for some bizarre reason.. Android seems to take a fraction of a second between having loaded it, and then being able to draw it. I imagine it's some kind of handy memory buffer or something.

The upshot is that once you're drawing things, they move fast and smoothly. Because they're now located in what I imagine is "Graphics Memory", they can speed around, and look awesome.
But iOS doesn't do it.
And Windows doesn't do it.
And HTML5 doesn't even do it!
So why Android?!

I'm not sure. But over the next couple of days, I'll be trying to figure out ways around it, because otherwise it does this..



... and that might not seem like a long time to you, but it irritates the hell out of me!!
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