Speaking of space, I can't trade space for cleverness because I tried to make an animation by spawning an "explosion" with code and I could only have 1 explosion active at any time or the game would start lagging noticeably.
This is because of the GOD DAMN Dalvik VM Google chose. If someone thinks iPhone is worse, do search for 2D game engines for iPhone and see what they can do -- you'll be *VERY* suprised. And then, on iPhone you can code in C++ and mix Objective-C and C++ code. On Android, you're stuck with Java, and not only Java, but one lacking JIT. I don't know what's the problem with JIT-ting an app after it's being installed. I don't know who to yell at, Google or Sun with their IP bullshit which are the very reason for Google using the Dalvik VM :( But you know, Dalvik VM was designed to perform under EXTREMELY LOW memory conditions... Guess *why* - it's the 70MB, mwuahahaha ;( Cheers On Mon, Mar 23, 2009 at 5:58 PM, Stoyan Damov <[email protected]> wrote: > The lack of space also DIRECTLY impacts the quality of the software > (read games) for Android because development companies are EXTREMELY > LIMITED to what they can fit in an .apk. > > For example, in my game I planned to have at least 5 tracks of in-game > music, which I *almost* bought from a professional sound selling > company (I did bought 1 after all) and while I was picking which ones > to buy, I also happened to build and apk with sample mp3s I already > had in order to test the "jukebox", only to find out that the apk > exceeds some limits from hell. > > Another one - I wanted to include lots of animations (mostly particle > animations - explosions, etc.) and again I couldn't because there's no > space. Now I'm planning to remove the .mp3 (which btw I had to squeeze > to 96 kbps) to include some animations. > > This ~70 MB limit is FUCKING RIDICULOUS and I could care less who's > fault is that. You can't possibly release a smart phone w/ 70MB of > memory for apps (that's an oxymoron). It won't be a smartphone then - > it would be a DUMB PHONE. > > Cheers > > On Mon, Mar 23, 2009 at 5:49 PM, Ed <[email protected]> wrote: >> >> As a hobbyist coder that is primarily a user, I have to agree with >> James Clements' comment. I have already had to uninstall at least a >> dozen apps to maintain space on my G1. These include some paid apps, >> which I imagine would really tick most buyers off. If I had the use of >> the SD card, those apps would still be on my phone. Oh well, it's been >> brought up a thousand times, and supposedly Google is working on that. >> >> --Ed >> >> On Mar 23, 10:34 am, BikingBill <[email protected]> wrote: >>> I think the big issue appears to be that most users have not opted >>> into the billing system (Google Checkout). >>> >>> What ever happened to charging their phone bill? >>> >>> With 4 paid apps in the store, this is a real issue for us. >>> >>> Bill >>> >>> On Mar 23, 7:42 am, Sundog <[email protected]> wrote: >>> >>> > No, I don't think so. I think I have wasted an awful lot of time and >>> > effort for ridiculously low results and I'm sick about it. >>> >>> > On Mar 23, 8:17 am, Incognito <[email protected]> wrote: >>> >>> > > Who cares? We do. Haven't you been reading? >>> >>> > > On Mar 23, 2009, at 8:52 AM, James Clements <[email protected]> >>> > > wrote: >>> >>> > > the Weather Channnel 250k+ >>> > > MySpace 250k+ >>> > > ShopSavvy 250k+ >>> > > YellowPages <250K >>> >>> > > With just these 4 apps there have been almost 1 Million downloads ... >>> >>> > > Will there ever be a catchup with iPhone ... I think not and who cares >>> > > ... If the world eventually gets 20 android models world wide ... then >>> > > I think it may easy leave iPhone downloads in the dust .. >>> >>> > > And Individual app selling a million+ copies will be a feat ... but not >>> > > in the range of impossible .. >>> >>> > > On Mon, Mar 23, 2009 at 6:01 AM, [email protected] >>> > > <[email protected]> wrote: >>> >>> > > Asking because we all know iPhone apps do - even those as imaginative >>> > > (!) as iFart. >>> >>> > > Currently on Android, #1 paid app (according to aTrackDog) is >>> > > PowerManager and that has sold somewhere between 5,000 and 10,000. Not >>> > > bad - I guess dev must have made something like $5,000 - but not a >>> > > life-changing amount, like we are used to hearing about from iPhone >>> > > devs. >>> >>> > > So what do we think? Will Android ever see the sort of sales that >>> > > would allow us to give up the dayjob?! >>> >>> >> >> >> > --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Discuss" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-discuss?hl=en -~----------~----~----~----~------~----~------~--~---
