Archive for the ‘Development’ Category

New copy protection for Android released

Posted by Dan Mousavi On July - 28 - 2010

We early adopters know all to well about all the good stuff the Android market provides, at the moment everyone has the possibility to to buy an app for 24 hrs., back it up and then return the installed version. While this is fine and dandy for indie developers, who update their game frequently and have some sort of copy protection through that, it is a major drawback for the big players in the industry, that polish their games a lot further and release them as a one shot (a good example would be Gameloft, who deliver high quality games, but don’t update them very often).


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OpenFeint for Android announced

Posted by Dan Mousavi On July - 9 - 2010

OpenFeint, the popular social gaming service for Iphone, is coming over to Android, a release for the SDK is planned later this summer. They will also implement Google Checkout for in-app purchases and bring over there Game Spotlight app. If you are a developer you can sign up for a newsletter and early registration here.

Full press release:
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Zeemote releases Android SDK

Posted by Dan Mousavi On April - 27 - 2010


Zeemote is a bluetooth controller for mobile phones, which worked previously only with S60v3 devices and Blackberry.
On older plattforms a separate control unit wasn’t really necessary, but with next generation phones with integrated projectors like the Samsung beam you will need a separate controller to fully enjoy your projected games. There are also a lot of Androids on the Horizon with HDMI out, so this is definately worth integrating.
You can download the SDK here.
Press release is after the break:
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Iphone developers are in an uproar, because with Apple’s new OS 4 a small bomb is dropping on them.
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Androidpimps presents: Android standard controls for gaming

Posted by Dan Mousavi On April - 5 - 2010

Hi and welcome to our new Dev section at Androidpimps. With this first article we try to give developers a rough outline of standard controls, that we would like to see in every game submitted to the Android market. A lot of small teams don’t have the manpower or the devices to do extensive QA and have to rely on unpaid testers or forum comments to improve controls. Hopefully we can help you circumvent bad navigation choices and maybe we can even influence big game publishers to implement our suggested controls, so that navigation can become more instinctive on the android plattform like it is on home consoles.
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