06 July 2009

New Alpha app on SE Labs : FMRadio

A new Capuchin app has been added on SE Labs this morning



FM Radio


FM radio use the Tuner capability for JSR 234 (scroll to the bottom), with full RDS support

Note: download and mobile link is now working (they were broken on first post)

02 July 2009

Some known ways to increase download on GetJar

After the success of Almium Clock screensaver, I tried to find the ways to achieve this goal.
I'm here talking about GetJar only, not globaly since it uses GetJar's specific services...

So, to increase the number of downloads, there are, at least, these ways


Make a the new-thing everyone will talk about

yeah, I know, it's the Holy Graal, but it's a way ;)


Add a link to your app everywhere, waiting for the result of this viral marketing

it's the common way.
Samir was very good at this on the Playyoo contest 2 years ago...and it seems he's still good since its PTA appeared in an India's newspaper ;)
Unfortunatly, it takes a lot of times and you could easily gain the status of "spammer" on each forum you advertize for your app.


Hope GetJar will find your app interesting

I had this chance with Poulpy Game.
As soon as GetJar recommanded Poulpy, my downloads increased to almost 3 times more per day !
Of course, what you think to be a good app may not be recommanded by GetJar.
I (unfortunatly) don't know how they choose their top apps.
Personnaly, I'm asking myself if rejected SE PlayNow apps will be good enough to be recommanded by GetJar...


Use GetJar PPD

What is PPD ? Pay Per Download...
Simply, you pay 1 to X cents each download....and to have your app in front of GetJar store
It seems it could work a lot
What I don't know is how much you must bid on download price ...
If you bid 1cent, does it mean you app will be visible only at midnight when almost nobody comes on GetJar ?
and if you bid 10 cents, when GetJar's servers almost die under the number of connections ?
Side note, minimum payment is 1000$ !!
They made a promotional campagnain when I submitted Poulpy Game so I had a 50$ gift...I'll try it in the future..



I also had to talk about the GetJar rank which give you more chance to be on the top of list in your app category.
How does it work ? well...nobody but GetJar knows , so I didn't add it on a way to increase your number since you have no control on it.
I think it's a factor based on number of downloads between each week : if download number of week X is higher than week X-1, your rank is better
as soon as your downloads drop, rank drops too.

Note I don't know if using GetJar MADI will update your rank or not.


If you see another way, share it with us ;)
ps: I don't know which one Almium used!

01 July 2009

Playyoo Premium Program

Last week, Playyoo officialy launched their "Playyoo Premium Program"

What is the PPP ?
Well, for us, developpers, simply a way to make some money.
If you make a good game using their SDK, submit it for PPP enrollment and, if it's good enougth, your game will be available, at this point, on Vodaphone Italy.
else it will be available on Playyoo only...
Then, you'll receive (at least) 100$ every 5000 download...not a bad deal, no ?
Oh...and PPP accepts individuals...not only legal entities like others big ones

It's another way to make some revenues from fun.
I don't how good it is against a "70/30 share revenue" model...
See you in some weeks for my feedbacks since Poulpy's Game is actually accepted on the PPP!

The interesting point is the non-exclusive condition : it means your game could be anywhere, not ONLY on Playyoo....so, what are you waiting for ?!

I hope Ekleptica's Bog Frog is on the PPP too...it's, for me, the best game available on Playyoo

In App advertising - banner size

If you think you'll add in-app advertising, you should know which sizes are commonly used by the advertisers...
For this, you should check Table-3 in the page 3 of the MMA Mobile Advertising Guidelines

For people too lazy to load this (very interesting) PDF file :

X-Large : 300x50
Large : 216x36
Medium : 168x28
Small : 120x20
Tag lines : 10,12,18 or 24 characters width

SE PlayNow app store, 1st July launch!

Sony Ericsson PlayNow app store submissions seems to have started but I can't use it...not working yet ?!
Hopefully a step by step details and informations are available



The interesting points:
For premium content (end user pays to download) you receive 70% of net revenue from sales, after taxes, service charges and so on. You can also distribute free content

The classic 70/30....but if you read the detailled doc, you'll see SE allows ads-enabled app and isn't against subscribtion-enabled app (and others specific registering models like upgrade,etc...)



To submit content, you need to be a legally registered company or entity.This is required for payment processing and tax (VAT) reasons. We regret that we cannot accept submissions from private individuals.

Sadly, it means I personnaly won't be able to submit to SE App store...
Unlike OVI Store, SE explains why this choice....and shows interest in private individuals (not ignore them).
On the FAQ, they use "At this point"...I don't know if I could dream or not :)



How long will it take for my application to be reviewed once it is submitted?
At present our goal is 30 days

Ouchh! 30 days while people are complaining about OVI Store 'slow' process !



If your application is accepted but not signed, you must now complete JavaVerified™ or Symbian Signed certification

It's a good thing...you only have to pay and go throught the signing process AFTER SE validation.
And yes, Symbian also! for their S60 5th edition's device(s)...




If your app is rejected, you can use GetJar as 2nd option....
It's strange...does it mean GetJar will be the home of middle/low quality apps ?!

I didn't find enought information on how GetJar & SE will work together.
I thought SE PlayNow will 'only' be a filter view of GetJar (read SE PlayNow apps will ALSO be available on standard GetJar).
But it seems GetJar will be the second choice...



For more 'pro' details & guidelines, read the misc documents available.
You'll find which countries is supported and with which payment methods...

29 June 2009

ExtendBacklightDuration bug on Distributable Player

When testing VGTrailers, I found something strange with ExtendBacklightDuration...
I first thought it was because I used a unsupported phone (Samsung I320)
Thanks to Darren, I know this bug also occurs on at least one supported phone : Samsung BlackJack

What is the bug ?
Well, when I play a video, I tried to extends backlight duration until the video ends...
Basically, I call fscommand2("ExtendBacklightDuration", 6); every 5 seconds (every 6 seconds I got some flicker)
Doing this, the backlight NEVER switch off, even after video ending...and using fscommand2("ExtendBacklightDuration", 0);

With AMP 1.1, I finally took the time to make some tests and was able to reproduce it (with AMP1.0 & AMP1.1)
I repeat : at this time, bug was only detected on 2 (Samsung) WiMo devices....
I unfortunatly can't test it on S60 devices since I don't own one and Nokia's RDA doesn't allow this kind of test...

So simply make a fla with this code

Stage.align = "TL";
Stage.scaleMode = "noScale";
fscommand2("DisableKeypadCompatibilityMode"); //patch for 5800, thanks Dale!
fscommand2("Fullscreen", true);


fscommand2("ExtendBacklightDuration", 35);
fscommand2("ExtendBacklightDuration", 35);

stop();


Publish it and deploy it using AMP....
BackLight 'should' never switch off again
even if you add a fscommand2("ExtendBacklightDuration", 0); or change the duration...

It's not the documented behavior...
If the time elapses without an additional call to this command, the backlight behavior reverts to the default duration.


So, if you first call fscommand2("ExtendBacklightDuration", XX)
you should never call fscommand2("ExtendBacklightDuration", YY) again before XX seconds

I got the same result publishing a 2.0, 2.1 or 3.0 SWF (I haven't CS4 so I was unable to test under 3.1)
If I load the SWF under FL2 player on my N70 w/o problem.

So, if you got this problem or could test it, I will happy to got your feedback.
If I missed something, I'm interested too!

Flash on Android...or how the death of Flash Lite

I assume you know Adobe announced the first Android device with Flash

I first thought it was the port BSQuare talked about 4 months ago but it seems it's Adobe's own port.

So, why this title 'the death of Flash Lite' ?
Did you read on the press release or heard on Adobe spot these 2 words : "Flash Lite" ?
"Flash Platform" yes, but "Flash Lite" no
But, from the specs, we can say it's Flash Lite (AS2 support, Flash 10 in 2010...)
I personnally think we're seeing here the end of Flash Lite and the birth of Flash for mobile.
What the difference ? Probably none! ...except the resume nightmare (see below)

These last months, Adobe made a lot of change like with (Flash Platform, Flash Builder, Flash Catalyst...), I already told what I think about it and, now, I can add the mobile point of view...

So what is the 'resume nightmare' ?
Easy : what does a job title like "Flash Expert" will now mean ? Flash animator expert ? Flash Developper Expert ? Flash developper expert with Flex frameworks ? Flash developper expert in mobile ?!
Adobe already argued it's to make it clear...I still personnaly doubt it will !

My own experience : I'm receiving a lot of "Lead AS3 developper" job offers and I always have to explain I'm "Lead Flex developper", it's Flash, it's AS3...but I'm lost without my mx classes, components and Cairngorm !!!

So I can't imagine what a Flex developper will soon answer when he'll receive a Flash mobile job offer...or a Flash Lite developper an AIR/Flex job offer!

This said, I can't wait for AS3 on mobile !!!!!!