Showing posts with label developers. Show all posts
Showing posts with label developers. Show all posts

Wednesday, April 17, 2013

Google Play to display tablet-optimized screenshots, once developers do their part

DNP Google now allowing developers to add tabletfriendly screenshots to their app listings


Tired of accidentally downloading apps to your Android tablet that look best on a smartphone? If so, it appears that Google has heard your cries. The company recently updated its developer console to accept app screenshots that are specific to 7-inch and 10-inch tablets. While it's not the most monumental change, once developers fulfill their end of the bargain, you'll be treated to UI images that best suit your device. Until then, you'll still have to endure a few more games of app roulette.


Source: Android Developers Blog

Thursday, March 28, 2013

Gyft opens up to developers, offers sign-up page for APIs

Gyft opens up to developers, offers signup page for APIs


Gyft, the mobile platform that lets users buy, send and store virtual gift cards, is now giving developers a crack at its APIs. Launched late last year on Android and iOS, the service currently counts its retail partnerships in the hundreds and is looking to extend its reach to other applications, websites and, most importantly, the realm of mobile gaming. Gyft CEO Vinny Lingham, hopes mobile game devs will embrace the platform as a means of facilitating in-app purchases -- a move that would help to eliminate external charges from other billing services. Already, devs are lining up to use Gyft's APIs, with the first integration live on Yappem, a B2B social network, and "about 10 more" planned to go live next month.


Source: TechCrunch, Gyft

Wednesday, February 27, 2013

Samsung announces Android Wallet app for tickets and coupons, opens API to developers



If your heart bleeds Android, but your eyes occasionally wander in the direction of Apple's Passbook, good news. Samsung has announced "Wallet," a ticketing and coupon app of its own. Unveiled at the firm's Developer Day at Mobile World Congress, Wallet comes ready with an open API to encourage adoption, with some big names already onboard including Hotels.com, Booking.com, Expedia, MLB and Lufthansa. Though this isn't the only Android solution we've heard about, in keeping with the norm, the app will be connected, and location aware. As such, the app will let you know when Wallet-friendly stores and so on are nearby, as well as continually send updates to items already stored in the app, should those booking details change. The app API is still in beta at this time, but word is that Samsung is accepting early sign-ups on its approval.


Source: The Next Web

Saturday, February 16, 2013

Gracenote unleashes its vast musical know-how to developers

Gracenote unleashes its vast musical knowhow to developers


You've probably used Gracenote thousands of times and have been none the wiser, but for good reason: the musical metadata service lives in the background of several apps, appearing only momentarily to bring meaning to your favorite tunes. Now, Gracenote is looking to expand its reach by opening its APIs and SDKs to app developers -- effectively putting its massive database in the hands of all who seek it. Of course, ripping CDs isn't quite what it once was, and that's why Gracenote has also opened its MusicID song recognition service to developers, allowing them to harness the same functionality of apps such as Shazam and SoundHound. The free service is available now, and for extra insight, you'll find the full PR after the break.

Show full PR text

SAN FRANCISCO, Feb. 15, 2013 /PRNewswire/ -- The Gracenote Developer program launched today, making the company's music APIs and SDKs available for developers. This opens the world's largest and most trusted source of music metadata and music recognition technology to developers who are building the future of music.


Developers can now access Gracenote's Mobile Client featuring Gracenote MusicID®, an audio fingerprinting technology that can be integrated into mobile Apps to identify artists, albums and tracks by simply holding a phone to the music-in a cafe, on the street or whenever the moment strikes. To date, Gracenote MusicID has powered some of the world's most popular music recognition Apps and services, from Soundtracking and Sony TrackID to musiXmatch and Rhapsody SongMatch.


"Innovation comes from anywhere, not just from big, well-funded companies," said Stephen White, president of Gracenote. "There is no other open development platform for music available today that has the depth and scale that Gracenote supports. We want to discover the next great music developers by giving them a chance to dive deep into this data and technology, play around with it, and see what they can create."


The Gracenote Developer program supports a variety of development platforms, including mobile, desktop and Web APIs. These APIs enable the recognition of music from text lookups, CDs, digital files and audio captured with a mobile device, and returns descriptive metadata for more than 2,000 music genres and sub-genres, artist origins, and more than 100 music moods. Developers can also tap into the world's largest commercial source of Album Cover Art, artist biographies and other related content.


"During the early days of CDDB, developers had access to our database and service for free, and their participation was key to our success," said Steve Scherf, co-founder of Gracenote. "We created the Gracenote Developer program to not only acknowledge our roots, but also because we believe that allowing developers to access our services will benefit Gracenote and the music community as a whole."


Source

Friday, February 15, 2013

NVIDIA Nsight Tegra 1.1 Visual Studio Edition gives developers a path to Android

NVIDIA Nsight Tegra gives Windows developers an easier path to Android


One of the biggest roadblocks to Android app development is just coming to grips with the tool set: asking developers weaned on Visual Studio to drop it for the likes of Eclipse is tossing them in the deep end of the pool. NVIDIA is offering a slightly gentler swimming lesson through the launch of Nsight Tegra 1.1 Visual Studio Edition. The kit brings the needed framework for native Android apps into Visual Studio 2010 so that programmers can work with the debugging and other features they've come to know. Although Nsight Tegra isn't the same as building in Google's preferred environment, it's also free for registered Tegra developers -- no doubt in the hopes that there will be more apps built around NVIDIA's chips.


Via: NVIDIA


Source: NVIDIA Developer Zone

Tuesday, February 5, 2013

Limited Edition BlackBerry Z10 coming for developers in hot-rod red



Blackberry just announced at its Blackberry Jam event in Amsterdam that it'll have a Limited Edition Z10 smartphone sporting a flaming red exterior for developers only. It'll release just 12,000 of the devices, but extended the previous deadline application for qualified coders to February 28th. Now, if we could just think of an app to get started on... see the MC link below for the detailed application process.


Source: Blackberry Dev Blog


More Coverage: Blackberry Developer Zone

Saturday, February 2, 2013

OUYA developers sound off: successes and failures of the dev kit, one month out

Ouya developers sound off successes and failures of the dev kit, one month out
You still
can't touch an OUYA. Not until March, at the earliest, and that's only if you're a Kickstarter backer. However, one lucky group of folks already has access: game developers. Those among us who shelled out $700 -- as well as the 10 lucky studios who won that contest -- got an early jump on a pre-rooted OUYA dev kit, while those of us who dropped $95 (or more) are left in the lurch. Of course, those early units aren't exactly the couch-friendly consoles we expect to arrive in a few months, but they are representative of the final hardware.
And let's face it -- the OUYA is important. A crowdfunded, extremely inexpensive, open-source game console? That's not exactly the standard (heck, Sony's PlayStation 3 debuted with a $500 baseline). The OUYA is essentially taking the low-cost / high-performance aspect of mobile gaming and moving it into a TV-friendly space, and that concept has even spawned some imitators (the likes of which we'll assuredly see more).
But what do we know about actually using the OUYA? Beyond basic specs and a sporadic showering of images, we've never actually touched the thing. With that in mind, we asked a trio of developers who've spent the last month with their dev kits how they feel about the console thus far, and we've compiled their thoughts below. One month out, how does the OUYA dev kit stack up for developers? Let's find out!
Ouya developers sound off successes and failures of the dev kit, one month out
Rami Ismail represents Vlambeer, creators of indie hits
Super Crate Box and Luftrauser. Nathan Fouts represents Mommy's Best Games, creators of 2D gems Shoot1UP and Explosionade. Jerrod Putman represents Tiny Tim Games, creators of animalia-laden titles Sheepstacker and Word Monkey.
What are the OUYA's advantages / disadvantages, its greatest strengths and weaknesses thus far?
Rami: We've actually been pleasantly surprised. Obviously, what we have is a dev console, so it's not the final version of anything from materials to UI. Considering the kit was on an extremely tight schedule, we are impressed, though -- it's fully functional and the "bugs" they preventively warned for are practically non-existent.
Nathan: The OUYA is definitely an exciting piece of hardware as it's positively silly how quickly you can get something running on it. This may be obvious for all Android mobile developers, but coming from a console background, I was really impressed with the accessibility and open aspects of the platform. In fact, the openness of the OUYA is definitely one of its strongest traits. From its ease of development, to how open the marketplace is supposed to be, I think it's a real delight. Getting Serious Sam Double D XXL
through XBLA's Certification was brutal! I'm happy to release the game there, but it's a nice break to have fewer restrictions.
I think the most interesting, strange part of the hardware is the touch pad. It's tough to integrate sensible uses during action games, such as game genres that you have traditionally designed with a standard controller layout. I think there is room for innovation to be made there, but will take some adjustment. Because switching between buttons and touch pad is tricky, it's probably best used in games where the player has a moment to think first, like a puzzle or strategy-oriented game.
Jerrod: One of the reasons why we haven't even attempted releasing something on Android is due to needing to support potentially thousands of devices. While OUYA is technically "just another Android device," the fact that it's being presented as its own platform (custom marketplace, custom controllers, custom OS services) means that we can target the OUYA hardware specifically without having to also target thousands of other devices. And since it's being presented as a home console instead of a phone or tablet, we can produce games with larger scopes and longer play times than on portable devices.
Really the disadvantage of the hardware is the passage of time. The Tegra 3 chipset inside is powerful enough to push a lot of polys around and it can even handle a fair amount of pixel shaders, but there are already mobile chipsets being introduced that will surpass it easily. But this is just par for the course for consoles, and over time developers should be able to push the boundaries of what the chip is able to do.

Does it stand to change anything about the way you develop games?
Rami: Hooking the OUYA up to the TV is easy. The controllers feel nice (although the triggers and the analog sticks are still getting some rather welcome revisions for the consumer launch, we heard) and setting it up to accept and receive code was remarkably painless. We had "Hello World" on the screen within minutes of turning the OUYA on and we quickly loaded the original Luftrauser
and some personal projects onto the console. Surprisingly, they performed well without too much hassle. We tried some "native" Android code, but also Adobe Air and Unity code and it all worked without hassles, which basically means pretty much anyone -- amateur developer or professional team -- could get started making games.
Nathan: Hardware-wise, we've not pushed it to its limits much, but we've definitely hit some barriers trying to get thousands of sprites drawn. Still, within days we were able to optimize some drawing routines and see massive boosts thanks to all the available online documentation and tutorials. The machine is clearly not a powerhouse, but it's not a slouch either, and I think there's plenty of room to optimize and improve.

Jerrod: Personally, I'm a console gamer, and I started game development in the console industry before moving to iPhone. While mobile games are certainly fun, it's difficult to match the scale of a console game on a mobile device. So for me, it's nice to return to the type of platform where those kinds of games are a better fit. And of course, the fact that the barrier to entry is so low compared to other consoles, it's really the only console [that] truly allows indies (and not just stuck in some sub-category, with access to only a small percentage of the console's power).
What do you think about the business potential of releasing games on OUYA?
Rami: There are still a few unknowns that will ultimately decide how OUYA pans out. Curation is a big one; too strict risks alienating creative developers and too loose and you end up with a minefield of terrible apps similar to the Android Play Store. Another one is whether OUYA ultimately can convince developers to spend time and resources on making games for the platform long enough for it to grow into a feasible market. The final one is whether the developers are willing and able to create content that uses the strengths of console gaming: games that you can enjoy from the couch, alone or with friends.
Nathan: Business-wise, it's all up in the air as to how well the OUYA will treat developers. It's sort of a catch-22; since they have no massive backing (like Sony or Microsoft), it's tough for developers to commit for worry of low gamer numbers. Then there [are] the gamers who may be uncertain if the games will be there. So far the OUYA team has done pretty well, though, reaching out to developers. We were excited enough from the beginning to back the project on Kickstarter for a dev kit.
"While mobile games are certainly fun, it's difficult to match the scale of a console game on a mobile device ... for me, it's nice to return to the type of platform where those kinds of games are a better fit." – Jerrod Putman
Jerrod: This is really the biggest unknown now. Naturally, we hope it does well, because at the moment, this is the only way we can actually release console games. There was certainly a lot of excitement for the Kickstarter from players and developers alike. But success for the platform can only come from developers making great games specifically targeted at the OUYA, and not just tablet game ports.
Since we use the Unity engine, one benefit for us is that since OUYA is built on Android, if things go south we always have the potential to release our games on other platforms.
How has it been working with the OUYA folks (did they send you a dev console or did you support the Kickstarter for one)?
Rami: We've always had great experiences working with Sony (seriously, they're great to work with as an indie), so we had pretty high expectations. We've had a good experience with OUYA's team, which is something we're really happy about. Talking to Julie [Uhrman] -- the big boss herself -- was quite refreshing too. You got to hand it to her; this isn't the smallest undertaking.
Jerrod: They've been very responsive and have been great at responding to our feedback on the developer forums. They've already implemented some controller changes based on our feedback, and we've also worked through the fact that the controller doesn't have a dedicated Start / Pause button. We supported the Kickstarter, and received a dev console through that.

Anything else you'd like to share?
Rami: While we were skeptical at first, we guess that the prospect of even relatively obscure developers being able to make amazing games for our TVs is a rather convincing argument to be less skeptical. While we're wrapping up on Luftrausers
for PC and Mac and Ridiculous Fishing for iOS -- working long days and nights for the next few weeks -- we don't really have time to properly explore what we're going to do with the OUYA. We're definitely having fun toying around with it. We'll see what we do when we've got those two games under our belt, we guess.
Nathan: I'm hopeful for a very smooth production-to-release pipeline and the prospect of tons of fan support. It's all up in the air now, but it's exciting to climb aboard at the start.
Jerrod: The OUYA represents a real way for indies to truly join the console world, without needing to sign abusive publisher contracts or compromise on their vision. While the hardware may be underpowered compared to an Xbox 360 or PS3, I fully expect better-than-late-PS2 visuals. And game-wise, the PS2 was no slouch.

View the original article here

Saturday, January 26, 2013

Gizmo Board is an AMD-powered embedded system for developers and tinkerers

Gizmo Board is an AMDpowered embedded system for developers and tinkerers


GizmoSphere and AMD are targeting independent developers, embedded system makers and tinkerers with the Gizmo Board -- a four-inch square powered by a dual-core 1GHz G-T40E. The x86 CPU and Radeon 6250 GPU put a lot of power and flexibility in your hands, though, the 1GB of soldered on RAM does limit it somewhat. In addition to being able to run Android, Linux or Windows, there's also a host of connectivity options packed in. There's a VGA connector and two USB 2.0 ports, along with an Ethernet jack and a pair of custom I/O connectors -- one of which can be hooked up to GizmoSphere's Explorer board, which has a keypad, LCD and an area for prototyping. You can pick up the Gizmo Board direct from the company's site (at the source) for $199 which certainly makes it more expensive than options like the Raspberry Pi, but there's also a lot more horsepower under its passively cooled hood. Check out the PR after the break for more.

Show full PR text

GizmoSphere Launches an AMD APU-based Gizmo Board for Embedded Systems Inventors and Hobbyists
AMD is a Founding Member of GizmoSphere Embedded Developer Community


SUNNYVALE, Calif. -1/24/2013
AMD (NYSE: AMD) today announced that the newly launched Gizmo board, a low-cost board geared toward x86-based embedded system development available from GizmoSphere, is powered by an AMD Embedded G-Series Accelerated Processing Unit (APU). Gizmo is a 4-inch by 4-inch x86 development board that can run a variety of operating systems including Android, Linux®, RTOSes and Windows®. AMD is a founding member of GizmoSphere, a not-for-profit organization whose collective goal is to drive and enable technology projects of interest to independent developers, with a focus on stimulating and encouraging innovation around multicore heterogeneous computing using APUs.


The Gizmo board includes the G-T40E dual-core processor running at 1.0 GHz, combined on a single die with AMD Radeon™ HD 6250 discrete-class graphics. The board provides a performance capacity of 52 gigaFLOPS (GFLOPS) at less than 10 watts. Custom high- and low-speed edge connectors enable a full range of functions. This unprecedented level of integration between serial and parallel processing offers a power-efficient foundation for high-performance multimedia content delivery across a broad range of embedded designs such as digital signage, x86 set-top box (xSTB), IP-TV, thin client, information kiosk, point-of-sale, casino gaming, media servers and industrial control systems.


"Gizmo is an excellent board for the next generation of embedded systems development," said Kamal Khouri, director of Embedded Products, AMD. "The new board will serve the diverse and growing embedded development community and is especially useful for those wanting to incorporate the advanced capabilities possible by harnessing a heterogeneous architecture. Developers ready to take advantage of a high-performance, full I/O-featured x86 development board will find tremendous value in Gizmo."


Packaged as part of a development kit, the Gizmo board is available now through GizmoSphere.org for $199. GizmoSphere's founding members include AMD, Sage Electronic Engineering, Texas Multicore Technologies and Viosoft.

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Sunday, December 23, 2012

YouTube Player API released for Android app developers

YouTube Player API released for Android app developersEasier video integration for Android apps

YouTube has launched the long awaited Player API for Android developers, allowing app-makers to seamlessly integrate clips from the popular sharing site.

The YouTube Player API for Android was first announced at Google I/O in June, but it has taken until the year's end to get the tool out of the Mountain View doors.

In a post on the YouTube API blog, the company says clips can now be now viewable within applications with no webview required.

Developers can easily add high quality video (for phones running Android 2.2 and above), with full screen and orientation change support.

The company announced: "Adding a high-quality video experience to your Android application just got a whole lot easier.

"Starting today, you can embed and play YouTube videos in your app using the new YouTube Android Player API."

Among the applications that were granted early access and have already employed the API are Flipboard and Buzzfeed.

Via Engadget

Tuesday, November 13, 2012

Analysis: Google's Android finally earns respect with developers

Android mascots are lined up in the demonstration area at the Google I/O Developers Conference in the Moscone Center in San Francisco, California, May 10, 2011. REUTERS/Beck Diefenbach

Android mascots are lined up in the demonstration area at the Google I/O Developers Conference in the Moscone Center in San Francisco, California, May 10, 2011.

Credit: Reuters/Beck Diefenbach

By Alexei Oreskovic

SAN FRANCISCO | Mon Nov 12, 2012 4:48pm EST

SAN FRANCISCO (Reuters) - The mobile video game Kingdoms at War is popular with owners of Apple Inc's iPhone and Google Inc's Android smartphones alike. But for the game's maker, there is a very important difference - it earns more than double the money on iPhones and iPads than it does on Android devices.

The disparity is a weakness for Android, which has emerged as the world's most widespread mobile operating system, but has long suffered second-class status among software app developers who prefer the prestige, higher revenue potential and uniformity of Apple's rival platform.

But app developers say that is changing fast.

Just three years after Google and partners from Samsung Electronics Co Ltd to HTC Corp launched a frontal assault on the iPhone, Android is coming into its own with an improved built-in payment system, a growing fleet of high-end devices and a redesigned app store. That translates into increasing revenue for apps developers.

"When Android first launched, we didn't even really consider going on Android," said Wilkins Chung, the co-founder of Thinking Ape, which makes the Kingdoms at War app.

"Now it's at the point where it makes business sense to invest more resources on Android and try to get there faster. Even though we monetize less, it's still a significant amount of revenue."

Smule, another mobile app developer, released its first Android app this Spring, roughly a year after the iOS version appeared, and in July the company launched an app on both Android and iOS simultaneously. Next year, Smule hopes to launch all its new apps on both platforms at the same time, said General Manager Prerna Gupta.

The monetization level of the Android apps is not as good as it is on Apple's iOS, she conceded, but added: "We've been pleasantly surprised."

A prosperous network of quality app developers is critical for Android as competition among Google, Apple, Amazon.Com Inc and Microsoft Corp in the fast-growing mobile gadget market heats up.

Eye-catching design and top-notch hardware components are key selling points for smartphones and tablets, but vibrant digital apps and content are becoming equally essential to a product's overall appeal.

"Clearly it's gone from being a device war only, to being an ecosystem battle," said Richard Wong, a partner at venture capital firm Accel Partners, which has invested in Rovio, the maker of the hit mobile video game Angry Birds.

PLAYING CATCH-UP

During the past year, Google stepped-up efforts to make apps and other digital content into more prominent features on the phones and tablets that use its Android software.

In March, Google overhauled its app store and re-branded it Google Play, with a niftier look and a selection spanning digital music, movies, games and apps all within the same storefront. Google Play now boasts 700,000 Android apps, equal to Apple's collection, although analysts say there are more high-quality apps in Apple's App Store.

Google has also expanded the number of countries in which developers can sell Android apps, added support for monthly and annual app subscriptions and partnered with wireless carriers such as Verizon Wireless and Japan's NTT Docomo Inc to let consumers charge purchases directly to their cell phone accounts.

Roughly three quarters of app purchases on Google Play occur through carrier billing when the option is available, Google has said.

"You just need to make it as easy as possible for consumers to purchase that content," said Carolina Milanesi, an analyst with industry research firm Gartner.

She noted that Android is particularly popular in emerging economies, where credit cards are less pervasive and thus carrier billing is especially important.

In China, Android-based smartphones accounted for 87.7 percent of smartphone shipments during the third quarter, according to research firm Strategy Analytics, compared with a 60.5 percent market share in the United States.

Yet while Google may enjoy an edge in global market share, Apple and Amazon.Com can draw on years of retail business experience to deftly weave online purchasing capabilities into their mobile devices. With a vast collection of consumer credit cards already on file, both companies have made it a snap for users of their gadgets to quickly buy a digital song, a movie, or an app.

"You buy on your phone with pretty much a click and a password entry," said Jason Titus, the Chief Technology Officer of Shazam, one of the most popular apps on Android and Apple phones, referring to Apple. "They've done a great job of doing a deep integration and making that a seamless experience.

"On Android the music purchase flow is something that has been steadily improving over time, but it still has a little ways to go to get as smooth and easy as it is on iPhone."

Apple has said it has 400 million active accounts with credit cards and that it had paid out a total of $6.5 billion to developers as of October, up from $4 billion in January. Apple takes a 30 percent cut of transactions made in its App store. Google, which has a similar revenue sharing agreement with app developers, declined to provide comparable figures.

GOING EXCLUSIVE

In April, app maker Pocket Gem released Tap Dragon Park, a video game exclusively for Android. The monetization was lower than it likely would have been on Apple's iOS, said Chief Operating Officer Ben Liu, but he noted that it was still a commercial success, particularly as Google promoted the app in the Play Store.

"The game made a lot of money for the company," Liu said, and it was an important learning experience in a market that looks increasingly attractive.

The growing number of high-end Android devices - Samsung recently announced it sold 30 million Android-based Galaxy S III phones in five months - is especially appealing for developers. They have often struggled with the many different versions of Android that are available for different types of hardware.

"If you look at the high-end part of the market and do apple to apples of high-end Android phones with iPhones, then I think some of the monetization metrics are comparable," said Liu.

Smule's Gupta pointed to another benefit of releasing an Android app. Shortly after the Google Play store promoted the Android version of AutoRap, an app that records a person talking and transforms it into a rap song, there was a spike in installations for the iOS version.

"It basically enhanced the word-of-mouth growth we were getting for our product and it led to literally millions of downloads," she added.

(Reporting By Alexei Oreskovic. Editing by Jonathan Weber and Andre Grenon)


View the original article here

 

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