iPhone, iPad Games, Apps, Reviews, News Wed, 04 Feb 2015 21:56:43 +0000 hourly 1 By: Riggy Riggs Wed, 02 May 2012 23:57:00 +0000 Apple Fanboy alert!

]]> By: TexAgMichael Tue, 01 May 2012 21:30:00 +0000 ps – I know the article originally came from Gizmodo, just had to put my thoughts out there

]]> By: TexAgMichael Tue, 01 May 2012 21:25:00 +0000 Images: This is even more of a moot point.  Supporting multiple resolutions (pixel densities) in an Android app is as simple as resizing an image to the specified standard, and saving it.  The same is true in iOS when supporting the 3G, 3GS, or iPad as well as the newer retina display devices.  Multiple images are necessary to support the different pixel densities.  There’s just no getting around that.

]]> By: TexAgMichael Tue, 01 May 2012 21:25:00 +0000 Tools & Documentation: All I can say about this is that I’ve had no more trouble finding the tools/documentation I’ve needed for Android development than I have for iOS, Blackberry, or WP7 development.  Sometimes the best place to get help is from the development community, of which I’d say Android has the most active of the above platforms.

]]> By: TexAgMichael Tue, 01 May 2012 21:23:00 +0000 Fragmentation: I develop for iOS and Android (and others), myself, and I must say that this isn’t that big of an issue.  With older versions of the Android SDK, things like this could cause problems.  But standardizations, such as the Actionbar, in the Android SDK and APIs are making it much (MUCH) easier to give apps a consistent look and feel across a range of device sizes and specs.  For game developers, yes, performance across various devices is something they are forced to consider.  But for the average app developer, performance is not an issue.