South Korean Games developers Zabob Studio and Buff Studio are start-ups seeking to become major players in the global mobile games industry.
Zabob Studio was set up by Kwon Dae-hyeon and his wife in 2013. This couple-run business has already published ten games, including hits ‘Zombie Judgement Day’ and ‘Infinity Dungeon.’ So far, the company has generated more than KRW ₩140M (approximately $125,000 USD) in sales revenue, with about 60 percent of the studio’s downloads coming from international markets, such as Taiwan and Brazil.
Elsewhere, Buff Studio was founded in 2014 and right from the start, its first game Buff Knight was an instant hit. It was even featured as the ‘Game of the Week’ on Google Play and was included in “30 Best Games of 2014” lists. A sequel is already in the works showing the potential of the franchise.
In this video, Kwon Dae-hyeon, CEO of Zabob Studio, and Kim Do-Hyeong, CEO of Buff Studio, talk about how Google Play services and the Google Play Developer Console have helped them maintain a competitive edge, market their games efficiently to global users and grow revenue on the platform.
Android Developer Story: Buff Studio - Reaching global users with Google Play
Android Developer Story: Zabob Studio - Growing revenue with Google Play
We’re pleased to share that Android Developer Stories will now come with translated subtitles on YouTube in popular languages around the world. Find out how to turn on YouTube captions. To read locally translated blog posts, visit the Google developer blog in Korean.
Posted by Roman Nurik, Design Advocate, and Richard The, Google Creative Lab
Android was created as an open and flexible platform, giving people more ways to come together to imagine and create. This spirit of invention has allowed developers to push the boundaries of mobile development and has helped make Android the go-to platform for creative projects in more places—from phones, to tablets, to watches, and beyond. We set out to find a way to celebrate the creative, experimental Android work of developers everywhere and inspire more developers to get creative with technology and code.
Today, we’re excited to launch Android Experiments: a showcase of inspiring projects on Android and an open invitation for all developers to submit their own experiments to the gallery.
The 20 initial experiments show a broad range of creative work–from camera experiments to innovative Android Wear apps to hardware hacks to cutting edge OpenGL demos. All are built using platforms such as the Android SDK and NDK, Android Wear, the IOIO board, Cinder, Processing, OpenFrameworks and Unity. Each project creatively examines in small and big ways how we think of the devices we interact with every day.
Today is just the beginning as we’re opening up experiment submissions to creators everywhere. Whether you’re a student just starting out, or you’ve been at it for a while, and no matter the framework it uses or the device it runs on, Android Experiments is open to everybody.
Check out Android Experiments to view the completed projects, or to submit one of your own. While we can’t post every submission, we’d love to see what you’ve created.
Posted by Shannon Woods, Technical Program Manager
Developers of games and 3D graphics applications have one key challenge to meet: How complex a scene can they draw in a small fraction of a second? Much of the work in graphics development goes into organizing data so it can be efficiently consumed by the GPU for rendering. But even the most careful developers can hit unforeseen bottlenecks, in part because the drivers for some graphics processors may reorganize all of that data before it can actually be processed. The APIs used to control these drivers are also not designed for multi-threaded use, requiring synchronization with locks around calls that could be more efficiently done in parallel. All of this results in CPU overhead, which consumes time and power that you’d probably prefer to spend drawing your scene.
Lowering overhead and handing control to developers
In order to address some of the sources of CPU overhead and provide developers with more explicit control over rendering, we’ve been working to bring a new 3D rendering API, Vulkan™, to Android. Like OpenGL™ ES, Vulkan is an open standard for 3D graphics and rendering maintained by Khronos. Vulkan is being designed from the ground up to minimize CPU overhead in the driver, and allow your application to control GPU operation more directly. Vulkan also enables better parallelization by allowing multiple threads to perform work such as command buffer construction at once.
An API is only useful if it does what you expect
To make it easier to write an application once that works across a variety of devices, Android 5.0 Lollipop significantly expanded the Android Compatibility Test Suite (CTS) with over fifty thousand new tests for OpenGL ES, and many more have been added since. This provides an extensive open source test suite for identifying problems in drivers so that they can be fixed, creating a more robust and reliable experience for both developers and end users. For Vulkan, we’ll not only develop similar tests for use in the Android CTS, but we’ll also contribute them to Khronos for use in Vulkan’s own open source Conformance Test Suite. This will enable Khronos to test Vulkan drivers across platforms and hardware, and improve the 3D graphics ecosystem as a whole.
It’s all about developer choice
We’ll be working hard to help create, test, and ship Vulkan, but at the same time, we’re also going to contribute to and support OpenGL ES. As a developer, you’ll be able to choose which API is right for you: the simplicity of OpenGL ES, or the explicit control of Vulkan. We’re committed to providing an excellent developer experience, no matter which API you choose.
Vulkan is still under development, but you’ll be able to find specifications, tests, and tools once they are released at http://www.khronos.org/vulkan.
This is solution of Samsung gt-I8200 touch screen not working solution.This also solution Samsung Galaxy S3 Mini I8200 Touch Screen Connector ways jumper.If you face this problem then first check touch and display connector if you looking carbon on connector then clean connector with thinner or petrol goodly then check all line of touch connector following below picture.
Posted by Ellie Powers, Product Manager, Google Play
Today, Google Play is making it easier for you to manage beta tests and get your users to join them. Since we launched beta testing two years ago, developers have told us that it’s become a critical part of their workflow in testing ideas, gathering rapid feedback, and improving their apps. In fact, we’ve found that 80 percent of developers with popular apps routinely run beta tests as part of their workflow.
Improvements to managing a beta test in the Developer Console
Currently, the Google Play Developer Console lets developers release early versions of their app to selected users as an alpha or beta test before pushing updates to full production. The select user group downloads the app on Google Play as normal, but can’t review or rate it on the store. This gives you time to address bugs and other issues without negatively impacting your app listing.
Based on your feedback, we’re launching new features to more effectively manage your beta tests, and enable users to join with one click.
NEW!Open beta – Use an open beta when you want any user who has the link to be able to join your beta with just one click. One of the advantages of an open beta is that it allows you to scale to a large number of testers. However, you can also limit the maximum number of users who can join.
NEW!Closed beta using email addresses – If you want to restrict which users can access your beta, you have a new option: you can now set up a closed beta using lists of individual email addresses which you can add individually or upload as a .csv file. These users will be able to join your beta via a one-click opt-in link.
Closed beta with Google+ community or Google Group – This is the option that you’ve been using today, and you can continue to use betas with Google+ communities or Google Groups. You will also be able to move to an open beta while maintaining your existing testers.
How developers are finding success with beta testing
Beta testing is one of the fast iteration features of Google Play and Android that help drive success for developers like Wooga, the creators of hit games Diamond Dash, Jelly Splash, and Agent Alice. Find out more about how Wooga iterates on Android first from Sebastian Kriese, Head of Partnerships, and Pal Tamas Feher, Head of Engineering.
Kabam is a global leader in AAA quality mobile games developed in partnership with Hollywood studios for such franchises such as Fast & Furious, Marvel, Star Wars and The Hobbit. Beta testing helps Kabam engineers perfect the gameplay for Android devices before launch. “The ability to receive pointed feedback and rapidly reiterate via alpha/beta testing on Google Play has been extremely beneficial to our worldwide launches,” said Kabam VP Rob Oshima.
Matt Small, Co-Founder of Vector Unit recently told us how they’ve been using beta testing extensively to improve Beach Buggy Racing and uncover issues they may not have found otherwise. You can read Matt’s blog post about beta testing on Google Play on Gamasutra to hear about their experience. We’ve picked a few of Matt’s tips and shared them below:
Limit more sensitive builds to a closed beta where you invite individual testers via email addresses. Once glaring problems are ironed out, publish your app to an open beta to gather feedback from a wider audience before going to production.
Set expectations early. Let users know about the risks of beta testing (e.g. the software may not be stable) and tell them what you’re looking for in their feedback.
Encourage critical feedback. Thank people when their criticisms are thoughtful and clearly explained and try to steer less-helpful feedback in a more productive direction.
Respond quickly. The more people see actual responses from the game developer, the more encouraged they are to participate.
Enable Google Play game services. To let testers access features like Achievements and Leaderboards before they are published, go into the Google Play game services testing panel and enable them.
We hope this update to beta testing makes it easier for you to test your app and gather valuable feedback and that these tips help you conduct successful tests. Visit the Developer Console Help Center to find out more about setting up beta testing for your app.
Auto Backup for Apps makes seamless app data backup and restore possible with zero lines of application code. This feature will be available on Android devices running the upcoming M release. All you need to do to enable it for your app is update the targetSdkVersion to 23. You can test it now on the M Developer Preview, where we’ve enabled Auto Backup for all apps regardless of targetSdkVersion.
Auto Backup for Apps is provided by Google to both users and developers at no charge. Even better, the backup data stored in Google Drive does not count against the user's quota. Please note that data transferred may still incur charges from the user's cellular / internet provider.
What is Auto-Backup for Apps?
By default, for users that have opted in to backup, all of the data files of an app are automatically copied out to a user’s Drive. That includes databases, shared preferences and other content in the application’s private directory, up to a limit of 25 megabytes per app. Any data residing in the locations denoted by Context.getCacheDir(), Context.getCodeCacheDir() and Context.getNoBackupFilesDir() is excluded from backup. As for files on external storage, only those in Context.getExternalFilesDir() are backed up.
How to control what is backed up
You can customize what app data is available for backup by creating a backup configuration file in the res/xml folder and referencing it in your app’s manifest:
In the configuration file, specify <include/> or <exclude/> rules that you need to fine tune the behavior of the default backup agent. Please refer to a detailed explanation of the rules syntax available in the documentation.
What to exclude from backup
You may not want to have certain app data eligible for backup. For such data, please use one of the mechanisms above. For example:
You must exclude any device specific identifiers, either issued by a server or generated on the device. This includes the Google Cloud Messaging (GCM) registration token which, when restored to another device, can render your app on that device unable to receive GCM messages.
Consider excluding account credentials or other sensitive information information, e.g., by asking the user to reauthenticate the first time they launch a restored app rather than allowing for storage of such information in the backup.
With such a diverse landscape of apps, it’s important that developers consider how to maximise the benefits to the user of automatic backups. The goal is to reduce the friction of setting up a new device, which in most cases means transferring over user preferences and locally saved content.
For example, if you have the user’s account stored in shared preferences such that it can be restored on install, they won’t have to even think about which account they used to sign in with previously - they can submit their password and get going!
If you support a variety of log-ins (Google Sign-In and other providers, username/password), it’s simple to keep track of which log-in method was used previously so the user doesn’t have to.
Transitioning from key/value backups
If you have previously implemented the legacy, key/value backup by subclassing BackupAgent and setting it in your Manifest (android:backupAgent), you’re just one step away from transitioning to full-data backups. Simply add the android:fullBackupOnly="true" attribute on <application/>. This is ignored on pre-M versions of Android, meaning onBackup/onRestore will still be called, while on M+ devices it lets the system know you wish to use full-data backups while still providing your own BackupAgent.
You can use the same approach even if you’re not using key/value backups, but want to do any custom processing in onCreate(), onFullBackup() or be notified when a restore operation happens in onRestoreFinished(). Just remember to call super.onFullBackup() if you want to retain the system implementation of XML include/exclude rules handling.
What is the backup/restore lifecycle?
The data restore happens as part of the package installation, before the user has a chance to launch your app. Backup runs at most once a day, when your device is charging and connected to Wi-Fi. If your app exceeds the data limit (currently set at 25 MB), no more backups will take place and the last saved snapshot will be used for subsequent restores. Your app’s process is killed after a full backup happens and before a restore if you invoke it manually through the bmgr command (more about that below).
Test your apps now
Before you begin testing Auto Backup, make sure you have the latest M Developer Preview on your device or emulator. After you’ve installed your APK, use the adb shell command to access the bmgr tool.
Bmgr is a tool you can use to interact with the Backup Manager:
bmgr run schedules an immediate backup pass; you need to run this command once after installing your app on the device so that the Backup Manager has a chance to initialize properly
bmgr fullbackup <packagename> starts a full-data backup operation.
bmgr restore <packagename> restores previously backed up data
If you forget to invoke bmgr run, you might see errors in Logcat when trying the fullbackup and restore commands. If you are still having problems, make sure you have Backup enabled and a Google account set up in system Settings -> Backup & reset.
Learn more
You can find a sample application that shows how to use Auto Backup on our GitHub. The full documentation is available on developer.android.com
Play Store or App Store optimization? A sophisticated paid advertising strategy? A viral social media campaign?
While all of these strategies could help you grow your user base, the foundation for rapid growth is much more basic and fundamental—you need an engaging app.
This handbook will walk you through practical ways to increase your app’s user engagement to help you eventually transition to growth. You’ll learn how to:
Pick the right metric to represent user engagement
Look at data to audit your app and find areas to fix
Promote your app after you’ve reached a healthy level of user engagement