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Which smartphone is currently the best for gaming? - Page 7

post #61 of 73
Quote:
Originally Posted by Tunechi View Post
Yeah honestly, I wish developers would do more android games. With so many people having androids, they can definitely make good money from just $1 per game, just look at Angry Birds.
Yeah, I agree... but Google needs to make some improvements to encourage developers to do so, such as a universal App Store with a stricter app policy and review process, to start with.
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post #62 of 73
Quote:
Originally Posted by dkL33t View Post
Are there any valid statistics/data that shows the rate of games being developed in Android or iPhone? While you show a good point on the growth of games in the Android platform, Simca, I am still not fully convinced that Android is the gaming smartphone to get, as what you have told me is an observational study. Also, when iPhone was launched, it also was void as it could be until later, the number of video game apps boomed suddenly, which currently the Android market mirrors. I've looked at the number of game apps for the Android and yes, there are so many that comparing it against the iPhone renders comparing it for games is useless. However, I'll still be keeping my options open until November, when the Samsung Galaxy Nexus comes out.
I took my brothers iphone and threw it on the ground and stomped on it.

It's that useless. He's better off with a Galaxy.
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post #63 of 73
Quote:
Originally Posted by steelbom View Post
Yeah, I agree... but Google needs to make some improvements to encourage developers to do so, such as a universal App Store with a stricter app policy and review process, to start with.
Yes because that's going to get people to make more games.

Marketshare and the tendency of iPhone owners to spend more money on apps is the only reason developers are willing to spend $100/month to develop on the platform, since otherwise its absolutely atrocious. I've tried to do graphics programming on the iPhone and its a terrible experience.


Google already offers a better programming environment that lets developers write their code in Java or C++, instead of Objective-C, which is so bad only Apple uses it.

They also use a completely free and incredibly powerful IDE available on any platform with a JVM (so Windows, OSX, Linux, even Solaris) instead of a proprietary IDE that is only available to those who've shelled out $600+ for a Mac, and even then only to paying members of the Apple Developer program, or those who payed to upgrade to Lion.

Google lets developers distribute their games at not cost, or for a one time fee of $25 publish apps to their Market, taking the same cut per app as Apple, who charges developers $100/year.


Android's game library has been growing exponentially since Google added JIT-compilation in Froyo. Before that Android was severely hindered by interpreted code, resulting in poor quality games that ran like crap even on the fastest phones. Now though, Google gives you the same experience Apple does, only it does it cheaper and targets the other 90% of the computing world that doesn't own a Mac.

I'd say by this time next year iOS will only be a footnote in mobile gaming.
    
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post #64 of 73
Quote:
Originally Posted by nathris View Post
Yes because that's going to get people to make more games.
As I said, it's a start and a necessary one at that.
Quote:
Marketshare and the tendency of iPhone owners to spend more money on apps is the only reason developers are willing to spend $100/month to develop on the platform, since otherwise its absolutely atrocious. I've tried to do graphics programming on the iPhone and its a terrible experience.
That's not the only reason, there's also the fact that unlike Android, iOS isn't fragmented. There's only one resolution which you need to code for and there's only six smartphones and for the most part only the latter three or four are relevant today, depending on the app.

You've also got one universal App Store which has strict policies which keep out malicious apps which means people feel safer and are more willing to buy apps. (Which is why people spend more and buy more.) Plus, any iPhone apps (exc. iPhone specific functionality) work on the iPod touch without requiring any adjustments to the code, and it's incredibly easy to port your app for the iPad or even, as I said, develop for both at the same time which requires very little additional effort.
Quote:
Google already offers a better programming environment that lets developers write their code in Java or C++, instead of Objective-C, which is so bad only Apple uses it.
What exactly is so bad about it? I use it everyday and I've got no qualms with it at all. Albeit, I've not used it for any graphics programming yet.
Quote:
They also use a completely free and incredibly powerful IDE available on any platform with a JVM (so Windows, OSX, Linux, even Solaris) instead of a proprietary IDE that is only available to those who've shelled out $600+ for a Mac, and even then only to paying members of the Apple Developer program, or those who payed to upgrade to Lion.

Google lets developers distribute their games at not cost, or for a one time fee of $25 publish apps to their Market, taking the same cut per app as Apple, who charges developers $100/year.
Apple also has a completely free and incredibly powerful IDE available, albeit only on Mac. You only have to pay for a developer membership when you want to distribute your app. And $100 a year is nothing if you're actually making apps and not screwing around.
Quote:
Android's game library has been growing exponentially since Google added JIT-compilation in Froyo. Before that Android was severely hindered by interpreted code, resulting in poor quality games that ran like crap even on the fastest phones. Now though, Google gives you the same experience Apple does, only it does it cheaper and targets the other 90% of the computing world that doesn't own a Mac.

I'd say by this time next year iOS will only be a footnote in mobile gaming.
Ha, not a chance. It's just too easy to develop apps for iDevices. You practically only have to write one app for one resolution (but with HD images) and it runs on iPad, iPod touch, and iPhone.

Plus, right now Apple has the best graphics chip which means more flexibility and more potential when developing games. Although, it's very disappointing it isn't in the "new" (or should I say "same") iPod touch. (And yes, I'm fully aware the competition will catch up sometime soon.)

And again, can you output a game at 720p wirelessly to your HDTV from your droid? Can you play with four others (e.g, Real Racing 2) on your HDTV? Do you have an equiv. to Game Center which you can either be matched with an opponent or invite a friend to a game. (Genuine question with the latter since I don't actually know.)
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post #65 of 73
Quote:
Originally Posted by steelbom View Post
As I said, it's a start and a necessary one at that.

That's not the only reason, there's also the fact that unlike Android, iOS isn't fragmented. There's only one resolution which you need to code for and there's only six smartphones and for the most part only the latter three or four are relevant today, depending on the app.

You've also got one universal App Store which has strict policies which keep out malicious apps which means people feel safer and are more willing to buy apps. (Which is why people spend more and buy more.) Plus, any iPhone apps (exc. iPhone specific functionality) work on the iPod touch without requiring any adjustments to the code, and it's incredibly easy to port your app for the iPad or even, as I said, develop for both at the same time which requires very little additional effort.

What exactly is so bad about it? I use it everyday and I've got no qualms with it at all. Albeit, I've not used it for any graphics programming yet.

Apple also has a completely free and incredibly powerful IDE available, albeit only on Mac. You only have to pay for a developer membership when you want to distribute your app. And $100 a year is nothing if you're actually making apps and not screwing around.

Ha, not a chance. It's just too easy to develop apps for iDevices. You practically only have to write one app for one resolution (but with HD images) and it runs on iPad, iPod touch, and iPhone.

Plus, right now Apple has the best graphics chip which means more flexibility and more potential when developing games. Although, it's very disappointing it isn't in the "new" (or should I say "same") iPod touch. (And yes, I'm fully aware the competition will catch up sometime soon.)

And again, can you output a game at 720p wirelessly to your HDTV from your droid? Can you play with four others (e.g, Real Racing 2) on your HDTV? Do you have an equiv. to Game Center which you can either be matched with an opponent or invite a friend to a game. (Genuine question with the latter since I don't actually know.)
1) That's not at all the reason apple users purchase more apps than Android users. In fact, I've never met anyone that DIDN'T purchase an app because they were afraid of getting a VIRUS on their smartphone.

2) 1 phone, 1 year. Android updates phones throughout the entire years constantly giving you better hardware, different designs, better features and on top of that most of the games on these smartphones aren't even that demanding and won't even make use of the GPU's power. Most games run perfectly on a phone I bought over a year ago, let alone my brand new phone.

3) If I wanted to play a game on my HDTV, it sure as hell wouldn't be a game on my phone. I would play my PS3 or Xbox 360. Hell, even give my Wii more time than a phone.

Most of the games people play aren't multiplayer. They're either single player games or a game someone can play leisurely like Words with Friends.
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post #66 of 73
Quote:
Originally Posted by Simca View Post
1) That's not at all the reason apple users purchase more apps than Android users. In fact, I've never met anyone that DIDN'T purchase an app because they were afraid of getting a VIRUS on their smartphone.
I didn't say that was the only reason but it certainly doesn't help. Techies don't care because they know what they're doing but your average joe doesn't and they'll think twice if they've heard they can get malware from apps on the market place.
Quote:
2) 1 phone, 1 year. Android updates phones throughout the entire years constantly giving you better hardware, different designs, better features and on top of that most of the games on these smartphones aren't even that demanding and won't even make use of the GPU's power. Most games run perfectly on a phone I bought over a year ago, let alone my brand new phone.
Yes, that's why I wrote I'm aware that the competition will catch up soon. Infinity Blade 2 is a game that will most definitely make use of the GPU's power, and hopefully many games after that.
Quote:
3) If I wanted to play a game on my HDTV, it sure as hell wouldn't be a game on my phone. I would play my PS3 or Xbox 360. Hell, even give my Wii more time than a phone.

Most of the games people play aren't multiplayer. They're either single player games or a game someone can play leisurely like Words with Friends.
Why not? If you're going to play a game on your iPhone, e.g Infinity Blade, why wouldn't you put it on your TV if it's available?

I know of quite a few multiplayer games on iOS, there's bundles of them in fact.
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post #67 of 73
Because typically when people play games on their phone its because they're away from home, passing the time leisurely rather than honing complete concentration on the game, or want to play a simple game that they can do laying down. Most phone gamers don't want to put it up on their TV. Most games are not played on peoples TVs nor would they want to play them like that.

Putting a small resolution game on a larger resolution TV also distorts the quality of the game.

Also, people want to use their phone's screen. They're typically much better than the HDTV they have at home.
Edited by Simca - 10/23/11 at 9:12am
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post #68 of 73
Quote:
Originally Posted by steelbom View Post
That's not the only reason, there's also the fact that unlike Android, iOS isn't fragmented. There's only one resolution which you need to code for and there's only six smartphones and for the most part only the latter three or four are relevant today, depending on the app.
Android isn't nearly as fragmented as you think. The only real "fragmentation" comes from people still using Donut and Eclair and Arm v6 devices, which make up a lesser percentage than people with an iPhone 3G, a phone that Apple doesn't even support anymore.

And supporting multiple resolutions in a game isn't even remotely difficult. In OpenGL it simply means a call to resizeGL to correct the projection matrix.

But thats not to say supporting multiple resolutions is hard at otherwise. Android doesn't use hardcoded resolutions. It looks simply looks at DPI and aspect ratio and scales accordingly. That means all you need to do is target low(320x240->480x320), medium(most tablets) and high display densities(most 800x480->960x540 smartphones).

And the only thing you need to do to support them all is change the layout, which is simply located in an XML file. So you can support every Android device on the market without changing your code simply by having 3-4 separate XML files. I don't see how it can get any easier. In fact I'd say its much less fragmented than having a separate store for tablet apps.
    
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post #69 of 73
Quote:
Originally Posted by Simca View Post
Because typically when people play games on their phone its because they're away from home, passing the time leisurely rather than honing complete concentration on the game, or want to play a simple game that they can do laying down. Most phone gamers don't want to put it up on their TV. Most games are not played on peoples TVs nor would they want to play them like that.
Mmm, that's true that a lot of games are played when out but I also play some at home.
Quote:
Putting a small resolution game on a larger resolution TV also distorts the quality of the game.
That's true it doesn't look as good as it does on a retina display but keep in mind that Real Racing 2 e.g outputs itself at 1080p. It's not stretching the content.
Quote:
Also, people want to use their phone's screen. They're typically much better than the HDTV they have at home.
That's true, although it's still fun just as someone might want to play XBox games on their HDTV.
Quote:
Originally Posted by nathris View Post
Android isn't nearly as fragmented as you think. The only real "fragmentation" comes from people still using Donut and Eclair and Arm v6 devices, which make up a lesser percentage than people with an iPhone 3G, a phone that Apple doesn't even support anymore.

And supporting multiple resolutions in a game isn't even remotely difficult. In OpenGL it simply means a call to resizeGL to correct the projection matrix.

But thats not to say supporting multiple resolutions is hard at otherwise. Android doesn't use hardcoded resolutions. It looks simply looks at DPI and aspect ratio and scales accordingly. That means all you need to do is target low(320x240->480x320), medium(most tablets) and high display densities(most 800x480->960x540 smartphones).

And the only thing you need to do to support them all is change the layout, which is simply located in an XML file. So you can support every Android device on the market without changing your code simply by having 3-4 separate XML files. I don't see how it can get any easier. In fact I'd say its much less fragmented than having a separate store for tablet apps.
Mmm, I see. That doesn't sound too difficult. You've still got a lot of models of smartphones with varying hardware.

Apple doesn't have a separate store of tablet apps, they just have a separate section in the store for them. Although there are still plenty of apps that are universal. I'd say having multiple app stores like Android is worse
Edited by steelbom - 10/23/11 at 5:45pm
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post #70 of 73
Quote:
Originally Posted by steelbom View Post
Apple doesn't have a separate store of tablet apps, they just have a separate section in the store for them. Although there are still plenty of apps that are universal. I'd say having multiple app stores like Android is worse
They still have to sell two separate apps though. iPhone apps won't run on the iPad without black borders. Android apps will just scale as necessary, so you can add a tablet UI to your existing app and just let the device figure out which one to use. (and the best part about that is if you've rooted your phone you can tweak the DPI value, so if you have a default value of 240 (HDPI) you can set it to 160 (MDPI) and everything(status bar, menus, apps) will shrink down to the same size they would be on a tablet.
    
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