preload
Jan 21

Following up the Symbolism release over Christmas, Gabbing Mad is now available for the androidgabbing1Android. This will be the last Android game while we resume work on a few other projects and updates that worked their way up the todo list.

All in all, ‘Droid’ development is quite enjoyable. The big challenge in Gabbing Mad was adding multiple orientation support (portrait and landscape). But other than that, it was far easier endeavor than Symbolism, which totaled over 25k LOC.

From a business perspective, the early results are showing what is clearly obvious in the market right now, and that is that Android games just aren’t that profitable for developers right now. Again, it is very early for the Android and only time will tell. :)

Dec 25

Well, I guess “ChewSoft Does”. Under our Christmas tree this year is the release of Symbolism 1.0 into the Android Market.

androidsymbolism2

For the most part, it was a very straightforward development effort. The idea was to take the iPhone version and port it over as close as possible. Of course, theOpenFeint stuff was yanked out. We also chose to leave out the ‘Timed Game’ mode. Not sure exactly how many people played it, so if you do, please let us know and we’ll sneak it in one of the next few releases.

Now for the techie stuff…As most people know, the iPhone’s SDK supports the Objective-C language and Android supports Java. So from a code perspective, it was virtual rewrite. We were, however, able to save a lot of time not having to redo any of the graphical work (which amount to almost 25% of development on average). The primary sticking point in development was simulating and testing for the various devices and profiles. Unlike the iPhone, Google Android support various resolutions (HVGA/320×480, WVGA/480×800, QVGA/240×320, etc) and multiple densities. The idea for application developers is that they should create separate graphical artifacts that target each resolution. Being a 1.0 version of Symbolism, we chose to stick to 320×480. The bigger resolutions (which are supported) will be stretched a little bit for the bigger displays. Once we sell a few thousand, we’ll dedicate some resources to some of the larger resolutions to make them look more crisp. The final sticky point in development was the memory limitations of Android. Android limits applications to 16MB of heap space. Wow. Just wow. Keeping it short (and I could go on and on), let me just say that this is where the iPhone has a HUGE competitive advantage and imho, could ultimately be Android’s downfall.

All in all, we learned a lot. Will it be profitable for ChewSoft? We’ll keep you posted. In the short term, we’ve tabbed Gabbing Mad as next for the Android platform (because I believe it will be a much easier port). Stay tuned!!

Nov 24

After 12 successful games on the iPhone platform, ChewSoft is venturing out to test Google’s Android platform.

Android

The first game we are going to test is arguably our most succesful, Symbolism. We are very interested to see just how much potential there is in this platform, as well as expanding our audience to as many people as possible. Development is already underway. If there is a particular ChewSoft game that you’d like to see, drop us a line. :)