Showing posts with label strangemoo. Show all posts
Showing posts with label strangemoo. Show all posts

Wednesday, 28 September 2011

Flying Past The 10,000th Download Milestone!

Milestone, Bath RoadImage by Pete Reed via Flickr
Every day, at random intervals (what can I say? I'm not that organised), I take the numbers down, put them into a spreadsheet. From these I can then draw pretty little colourful graphs to show, in essence, what you guys have been up to with regards to my apps.

From around the 16th September 2011, the download statistics on all of my apps simply got stuck (a widely ranted about bug that I'm sure most of you already know about). Their graph lines just flat-lined. I had heard that this happened from time to time and it usually cleared up in a day or two. Well, not in this case. I thought, given the technology of today, waiting a whole day for an update was poor. Having to wait twelve whole days was just plain cruel.

At least my apps already had some statistics - some of my colleagues had posted new applications during this period and have had nothing, zip, nada to play with. They have no idea if their apps even are working in the real world!

That aside I was pleased to see early on this very morning that that these figures have now changed. Finally!

Zombie Pop, my (now) free live wallpaper, was (based on previous figures) on line to be breaking into the 10,000s just around now; a milestone I was looking forward to witness. What the developer page was now showing me was 12,284 downloads! Twelve thousand downloads in three months! 4 stars over 147 reviews!

Fantastic!

And the trend seems to be getting stronger! As others have reported on their apps - there were noticeable upsurges on new version releases and national holidays.

It does now mean that I have to thank twelve thousand people personally for trying my live wallpaper/game! Thanks! :D

It's great that people are enjoying something that I enjoyed (and am still enjoying) developing!



Paul
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Friday, 16 September 2011

Lol! My Game Has Been Head Hunted!

Today I found myself both flattered and amused.  Out of nowhere appeared a message in my inbox that read:

"Hello Android app developer" (I've finally been recognised!)

"I am contacting you as I saw your app 'Livestock Vs The Undead Lite' on the web and found that it runs great on the range of Android tablets that our company caters for.

"As such, I have put it up on our Apps download site; AppsLib (appslib.com).  It's a specialized marketplace for users with android tablets to download app suited for, and tested on their devices."

It went on to say that they've created a developer account on my behalf and sent login details.  Sweet.  In fact, after logging in, I discovered that they have uploaded Zombie Pop Lite and Time Flies live wallpapers as well.

So if you have a tablet, please look up my apps on their site,  I'd be really interested to know how they look on tablets.

Given that the game is still in beta,  I was genuinely surprised and the extra attention is most welcome.  This gives me more incentive to push it into a fully fledged release.

Yay!

Paul

Wednesday, 14 September 2011

Latest Release : Zombie Pop Live Wallpaper v1.2

Just a quick announcement: the release of the latest version of my Zombie Pop live wallpaper.  This is getting to be quite a fun project, seeing as it started life as an offshoot from my tower defence game.  Its latest incarnation includes the following:

::1.2
+ Customizable zombie head (Supports transparent backgrounds for better effects).
+ Popping sounds.
+ Zombie sounds.
+ User defined 'horizon'.
+ Exploding body parts.
+ Varying zombie speeds.

Yes, you can turn your brother, your best friend, your cat or anyone in your photo gallery into a flesh eating minion of the undead - there to blow to smithereens at the touch of your finger.  As you can see, I'm struggling to get a decent screen capture without the tearing.  Still working on that.

All good cartoon-y fun.  Do you think I should do a gory version...?

Find it on the Android Market here






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Tuesday, 6 September 2011

Livestock Vs The Undead

My story is far from unusual.  I had an android smartphone.  I liked playing tower defence games.  I had a modicum of development talent (Java being the eighteenth programming language I taught myself).  I wondered if I could mash the three together into some sort of Frankensteinian monster of a game. 

Just before I embarked on the slippery slide of android development, I had come across what is termed as a Production on Demand (PoD) site called Zazzle.  We've all had ideas for great T-shirt designs and slogans at some point. Well, this site lets you actually take that idea and slap it on not only T-shirts, but hoodies, ties, caps, cups, bags and a hundred other items.  You can then set up your own site-within-their-site and sell your freshly baked items to friends, family or anyone else you can convince.  It taps into your creativity in a big way and is quite addictive.  Let's just say: I went nuts.

A month later, with help from my wife (who joined in shortly after I did) I had racked up over a staggering 4,000 items!  At that point I came back to my senses and realised that (a) it was gobbling up too much of my time, and (b) the remuneration was relatively pitiful in relation to all the effort you put in (not Zazzle's fault - I just don't have young and/or trendy, fiscally endowed social circles).  Our store, http://www.zazzle.com/strangemoo is still open (with 5,577 items at time of writing), but my attention has now been firmly refocussed.

By abstaining from Zazzle, I found that not only did I have some time on my hands, but I had built up a sizable library of self drawn stock images.  Add some of those images to smartphone/idea/iota of talent and what you have there is a starting point.

Livestock Vs The Undead was born.






The alpha was at the time the best game I had ever played.  Looking back it was embarrasingly bad.  It was little more than chicken hurling bananas (Yes, bananas. What? It was there to use, Ok?) at zombies.  (Same zombie, different colours.)  Don't get me wrong. The coding was sound and most of the code is still beating away in the heart of the latest version.  It was just that it didn't do much and needed a host of stuff throwing at it.

My first piece of advice: Don't release anything onto the market too soon. 

Blinded by enthusiasm and pride of getting something working, I naively signed it off, plugged it and rolled it out onto the android market.  I paid heavily for this by getting some less than constructive criticism on the market that will remain there forever, no matter how many further releases I add.  By jumping the gun, I have branded my poor game a loser.

Realising my mistake and lessons learnt, I am basically treating the current game as a beta. At some point in the (hopefully not too distant) future I'll rename/rebrand and re-release it to start afresh.

The game is significantly better than it was. However I want to take it to a stage where I can look back at it at some point and consider it 'done' or even 'not bad' by my own standards.  If I am going to monetise this thing, I want to give my customers value for money, else I'd consider the project a failure.  It's not even the volume that interests me.  If 20 people buy it and love it, that's success in my books.

Ok, some stats now.  Android Market is both good and bad.  It's good that it allows us lonely developers to reach the masses.  It's bad in that (at the time of writing) the statistics it provides make little to no sense.  Figures go up and down almost at random.  Comments and ratings rarely make it onto the system.  The best I can make out of it is just taking the average from a daily reading.  At this point in time it looks like:




D - Downloads, I - Installs, C - Comments

Not too shoddy for a beta.  It was originally released in May 2011 and has been growing steadily.  (Not anywhere as great as Zombie Pop - but that is another blogpost.)  I've also made it clear (since the initial release fiasco), that it is a beta on the market and it still gets a few downloads per day.  I am convinced that the naff, very early comments are putting a lot of people off.  Google should implement ratings by app version to show a fair differentiation between the qualities of the releases.  


There is a definite spike when a new release is made (not shown on this graph) which I'll hopefully be able to demonstrate when I put v1.4 live.


Paul

Thursday, 14 July 2011

Kicking Back To The Community

Android robot logo.Image via Wikipedia
Using quality of products as a reflection of how good a community actually is then the Android platform is destined for fabulous times ahead.

Being an avid follower of many great 'tinterweb forums, my hat is doffed to the many great minds that regularly impart their almost limitless wisdom.

As a sign of appreciation to the wondrousness that is the android development community, I have vowed to release the source code of any of my projects as and when they reach 250,000 installs. (As the more established android games are hitting around 10 million then I thought this a reasonable figure.)

'So you're not giving us anything until then?' you cry in dismay.

Of course I will. Over the course of this blog I will be releasing concepts, techniques and snippets of code to help anyone who is facing the same problems I had and have found a work around.


Paul
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public blog AndGamesDevBlog extends humour

Diagram Android DevelopersImage via Wikipedia
Today, I've decided, is the day I am going to start something bloglike.
Hardly a new concept by any stretch of the most limited of imaginations, although this blog is going to be unique.

'How can it be unique', I hear you scream in disbelief? It is going to be my thoughts, anguishes and (hopefully) accomplishments on the road to (again hopefully) write a successful android game.

'How is that unique?' you ask with incredulous suspicion. Well, as there is only one of me with my thoughts - that'll make it unique!

After some thought you irrelevantly retort, 'But, why is the world flat?' Which I shall ignore and explain that I'm doing this with the hope that it may help others setting off down a similar path, and secondly because my memory is not a good as it ever was and it'd be good to keep a record.

First off, the blog title. A cunning acronym for :

ANDroid GAMES DEVelopment BLOGgeroonie

I currently have a couple of fledgling projects released tentatively onto the android market under the developer name of 'Strangemoo'. (Please check them out, score them with five stars and rave about them in the comments section ;) ) It is these projects that I'll begin writing about as it's where 'I is at' with regards to java/android experience.

If you have any querys, concerns or quibbles that are approximately relevant to the blog then by all means, please ask.

Paul
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