tag:blogger.com,1999:blog-2127023973845776737.post4404630356844558081..comments2024-03-26T01:18:02.818-07:00Comments on Replica Island: It's Not the Size That CountsChrishttp://www.blogger.com/profile/16079744366139636224noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-2127023973845776737.post-29294458834485205532015-04-26T10:42:12.638-07:002015-04-26T10:42:12.638-07:00hello friends how are you ?you can find here repli...hello friends how are you ?you can find here replica mobiles<a href="http://www.spottelefon.org" title="replika telefonlar" rel="nofollow">replika telefonlar</a> Anonymoushttps://www.blogger.com/profile/06619212897845334638noreply@blogger.comtag:blogger.com,1999:blog-2127023973845776737.post-62941180757162399482010-12-27T08:22:36.122-08:002010-12-27T08:22:36.122-08:00I'd say the situation is a bit different now t...I'd say the situation is a bit different now that it was a year ago when I wrote this, but my argument was just that the idea that good games must be large, or that size limitations are the reason there aren't as many games on Android, is bullshit. Yes, having no limitations is much easier than having limitations; I noted that the developers of Myst probably shipped a 700mb game because it was the easiest way to do development, not because there's no way to make that game in less space. But the idea that good games can't be made is crap, and a year later there are plenty of awesome games on Android to prove it.<br /><br />Also, Android's security model is excellent for games that need a network connection. An app that requests network access alone is, pretty much by definition, not spyware; to get at information it might want to use about you, or your contact list, or even your phone number, it would have to request other permissions. A game with a request to access the internet is common and shouldn't cause the user concern. A game or app that wants access to the internet AND access to your contact list, for example, might be some thing a user should be wary of.Chrishttps://www.blogger.com/profile/16079744366139636224noreply@blogger.comtag:blogger.com,1999:blog-2127023973845776737.post-51066357803969559132010-12-27T08:16:43.959-08:002010-12-27T08:16:43.959-08:00Yeah, this is an old post but still worthwhile to ...Yeah, this is an old post but still worthwhile to commment.<br /><br />As an android developer, what the heck are you talking about? It is inherently easier to develop WITHOUT resource limitations. For example, without space limitations, if you need music, you just tack on an MP3 and tell android to play the file. The code is exactly TWO lines long. With a space limitation, you have to look at alternatives such as downloading files to the SD card, playing MIDI files, etc. Complexity, complexity, complexity. That's a disincentive to develop. <br /><br />BTW, streaming data over the network is a bad idea given Android's security model. Depending on the app, that makes the app look like spyware to the average user. The reason is because the app has to request network permissions. (So, for example, why would a supposedly uber-simple game need network permissions?)HelloWorldhttps://www.blogger.com/profile/07439131988528827008noreply@blogger.comtag:blogger.com,1999:blog-2127023973845776737.post-64692194452836770372010-04-05T14:30:50.833-07:002010-04-05T14:30:50.833-07:00Ok, I'm not entirely sure I buy this logic.
W...Ok, I'm not entirely sure I buy this logic.<br /><br />While I agree that there isn't a link between size and quality, I do believe that there is a connection between free memory and willingness to download apps. A lower willingness to download apps then subsequently impacts the purchase rate of apps, and that subsequently affects the number of apps released for a platform.<br /><br />For instance, as an owner of a G1, I know that my willingness to download and purchase games has been SIGNIFICANTLY impacted by my lack of space.<br /><br />I can barely fit ANYTHING on my phone. And I don't like the idea of deleting things I purchased to make space for new stuff to purchase.<br /><br />Even if the games are <5MB, that's still only a tiny handful of games that I can hold. And at this point I've stopped buying apps entirely because every app I have on my phone is a purchased one or absolutely critical, and I can't bring myself to delete one to try something new. (I had to delete my purchased game of Tetris to make space for Replica Island FYI, and I only did this because I heard that it was open source) I literally am at the brink where if I even download the smallest of apps, I get the memory nearly full warning and my phone slows to an even more painful crawl.<br /><br />Ok, that said, I'm an AVID purchaser of this sort of thing. I own over 70 Xbox Live arcade games... but I've only bought like 5 games on Android... why? Because I can't fit anymore.<br /><br />So now I don't buy, which means that developers won't see my money, which means that when they see that Android stuff doesn't sell well, more developers won't be attracted to the platform.<br /><br />Multiply someone like me by a couple of hundred thousand, and then say that "Space doesn't matter."<br /><br />Additionally, I don't think developers would have a problem with WHERE the apps are stored if they are protected by some solid DRM (again see Microsoft's XBLA as a PHENOMENAL implementation of this).<br /><br />Anyhow, Space matters for me, and I'm dying for google to allow me to install apps to the SD-card... even if it ends up on my HTC EVO since I want to drop kick this 1.6 android running G1 across the room.Gigaflophttps://www.blogger.com/profile/07230450368004892982noreply@blogger.comtag:blogger.com,1999:blog-2127023973845776737.post-59226630739223192822009-11-17T09:41:33.221-08:002009-11-17T09:41:33.221-08:00"Xbox Live Arcade games are written to be run..."Xbox Live Arcade games are written to be run on HD television sets with 1080p resolution. That's 1920 x 1080, or 2,073,600 pixels."<br /><br />I believe less than two dozen games are full 1080p, that number less so for XBLA titles. Most of them are 720p.<br /><br />Anyways, fantastic article. Thanks for keeping this blog consistently updated.Andrexhttps://www.blogger.com/profile/14462912880548662710noreply@blogger.comtag:blogger.com,1999:blog-2127023973845776737.post-75256129823607025742009-11-11T09:08:26.937-08:002009-11-11T09:08:26.937-08:00Relative market share is probably a big factor, bu...Relative market share is probably a big factor, but I don't think that difficulty in hitting 60 fps has much to do with anything. First of all, it's not that hard to hit a playable framerate for many types of games; second, many iPhone games don't run at 60 fps; and third, performance tuning is something that becomes known at the end of a project--I don't think it has much to do with what platforms people choose to support at the beginning of a project.<br /><br />Anyway, the point of this article was to call out the assertion that quality games must, for some mysterious reason, take up lots of space.Chrishttps://www.blogger.com/profile/16079744366139636224noreply@blogger.comtag:blogger.com,1999:blog-2127023973845776737.post-45079831947226024742009-11-11T07:35:32.005-08:002009-11-11T07:35:32.005-08:00I think the more likely explanations for lack of g...I think the more likely explanations for lack of games are relative market share and the difficulty in hitting 60 fps (as compared to the iphone). The droid helps both of these problems, but doesn't eliminate either.Matt Fowleshttp://blogs.sccs.swarthmore.edu/fowles/noreply@blogger.com