Q1: How Are sales, is it really worth joining and paying $25?
Q2: Why is joining android so cheap compared to IOS $100/Yr?
Q3: What device android , do you suggest is best for dev only?
Q4: Iv read on various forums that android income is low, True Or False?
Q5: How Much Money Have You Made in the past months or so?
Q6: Are you tired of answering all these questions?
1 comparable to iOS sales, yes itās worth it
2 because android is better and is more welcome to indie developers
3 and unlocked dev Nexus S, galaxy s 2 or a chinese tablet with the same GPU as Galaxy s 2(mali400) - they have a CPU thatās just as fast as the Nexus S
4 per one only-paid app yes. however the trick is that you send 3 versions of the app on the market, a free lite version, a full ad supported version and a full non-ad supported version for full price, with ingame payments available. If you do all this youāre guaranteed to have bigger sales then with Appstore
5 I personally didnāt send there anything yet, but the average for a good app is 1k$ per month, anything 3d can pay a team of three people, anything cool and 3d is a money mine
6 Nope.
Now the truth: you need high quality apps, so high quality they get featured. Or a giant marketing budget. The get rich by luck years are over - on all platforms.
Iāve heard (donāt know if itās true) that the in android market most people like to have there apps free and usually donāt buy many apps, and in the ios market people are kinda used to buying there apps.
Obviously if you make an awesome game, regardless if itās android or ios, it will sell.
Once again, I donāt know if this is true, so if itās not donāt kill me!
I uploaded a modest app to both Android and iOS. It does better on Android ā but this is likely because I have a lot of cross promotion on Android with my other apps.
I think itās more difficult to get people to buy on Android, at least for now. I think if I had the same success on iOS as Iāve had on Android, Iād be much better off. (For example, topping a category is probably worth more on iOS.)
Unity supports both. Youād be crazy (or lazy) not to utilize it.
I read somewhere that you canāt make an IOS game on a PC? you need a Mac? in which case,ā¦do you have both? Mac for Ios output and PC for Android output?
and do you need to buy UnityPro twice then? and ,ā¦andā¦sheesh!
hehee
ok done
Q1: How Are sales, is it really worth joining and paying $25?
Sales are good. Our free app Diversion (http://ezone.com/android/d) has generated 1.6M downloads and itās only been out for a month. Based on our experience free ad-supported apps are the way to go on Android. Although I know others have had success with paid apps (Mika Mobile).
Q2: Why is joining android so cheap compared to IOS $100/Yr?
Dunno, I guess Google wants a low barrier to entry = more developers.
Q3: What device android , do you suggest is best for dev only?
I would suggest a Samsung Galaxy S with Android 2.2 (that is the most common phone being used by our players)
Q4: Iv read on various forums that android income is low, True Or False?
There is the potential to make more money in the iOS App Store. e.g. there are a lot more devs that have made $1M+ from apps in iOS than Android.
Q5: How Much Money Have You Made in the past months or so?
We are seeing ad revenues of around $1000/day for Diversion. I expect this will drop off as people get bored of it, but we plan to keep updating, so hopefully that will slow the slide.
Q6: Are you tired of answering all these questions?
Not if it helps your decision!
There was another question about iOS vs Android. We released Diversion on both platforms around the same time. So far the Android version has made roughly 6x what the iOS version has. But, I expect in the long run iOS revenues will increase (we have added IAP and will be doing some marketing which we are hoping will help).
I think ezoneās experience with sales on Android vs. iPhone is key to the question and why Unity is so great for developers.
If you can drop down a menu and make an Android game⦠you should do it. As long as youāre taking the time to make a game that you think is worth something to a customer. You should exploit as many avenues as you can.
On a similar note. my game āBurn The Cityā has made more on iOS so far (due to larger initial sales), but sells 2x the number per day on Android now that itās leveled off.
Bear in mind android is significantly slower at some things than ios is, like tegra basically brute forces when it draws, so you need pro more than ever for an easier conversion process (umbra etc). Or roll your own occlusion system. This is far less important for something like ios where the powervr chipset culls a lot - for example on nvidia chipsets 2 overlapping opaque quads will do the fragment shaders for all those pixels while pvr will just (within a 16x16 cell granularity) not do those. Some tweaking is needed, depending on how ambitious your project is.
I plan on getting an android license based on the sales of my ios license. Then I plan on going further with union, should sales prove to be strong and the product proves itself.
This is why I am a unity evangelist: its simply senseless for someone with a smaller business model like me to ever even consider the alternative. Whats more, they were kind enough to offer me a 20% discount. They didnāt need to, but they did.
Itās simply a company that listens. If unity were female I would take her to an island and romance her.