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Porting a game from iOS to Android with Apportable?

02-19-2014, 05:21 PM
#11
Joined: Feb 2014
Posts: 39
Quote:
Originally Posted by M.O. View Post
Do you think that in the future you will move over to cocos2dx, or stick with the objective-C and cocos2d?
Actually, I'm one of few who prefer C++ to Obj-C, so I think I'll try cocos2d-x at one point and see how it works for me. Even when I use cocos2d, I write all logic in C++ and only leave necessary parts in Obj-C.

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03-10-2014, 06:42 PM
#12
Joined: Feb 2014
Posts: 9
I just finished porting my game on Cocos2d V3 to Android. I started from reading documentation in the morning and got a completely working version by evening. The game works with no issues on Nexus 4, Nexus 7 and Nook. I can say that apportable is pretty amazing, but I'm not sure my game can bring me even $10 per month and therefore I'm not ready to buy Indie plan for $1000. There is a support of several ad networks, but only in Indie plan. Now I'm trying to find a way to integrate ads in apportable port. My advice to all who are planning to start a new project on obj-c and port it to Android in the future using apportable: think how you will monetize an android app cause there will be some hassle with integrating ads without paid Indie plan. Indie plan is only for those who have popular ios title or those who have many titles to port. I see no reason to buy Indie plan to port one small game which can be unsuccessful at all.

03-10-2014, 07:52 PM
#13
Joined: Sep 2013
Location: Malaysia
Posts: 21
Yeah, ads (and monetization) is the main issue I see with porting a game using apportable. I did some checking but basically decided that I'd release the game on iOS and if it did well (or there was user-demand), then look into porting to Android since then I might be able to justify the $1000 for the Apportable Indie SDK
03-11-2014, 03:18 AM
#14
Joined: Aug 2013
Posts: 1,005
Or just build in unity3d and never need it

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
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https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8
03-11-2014, 03:27 AM
#15
Joined: Sep 2013
Location: Malaysia
Posts: 21
Quote:
Originally Posted by Destined View Post
Or just build in unity3d and never need it
And isn't that like $1,500 per platform or something? So how is that better?
03-11-2014, 04:33 AM
#16
Joined: Aug 2013
Posts: 1,005
Quote:
Originally Posted by Fahim View Post
And isn't that like $1,500 per platform or something? So how is that better?
indie version is much lower in price and $1500 per platform cheaper than you state.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8
03-11-2014, 04:37 AM
#17
Joined: Oct 2013
Posts: 99
Quote:
Originally Posted by Fahim View Post
And isn't that like $1,500 per platform or something? So how is that better?
Actually it's free now for all platforms if you stay below $100k per year.

Personally I use Unity3d for 3d games (obviously) but use Monkey for 2d games which is awesome as it targets almost every platform out there.

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03-11-2014, 04:47 AM
#18
Joined: Sep 2013
Location: Malaysia
Posts: 21
Quote:
Originally Posted by Destined View Post
indie version is much lower in price and $1500 per platform cheaper than you state.
The only pricing I can find on their site is on the following page:

https://store.unity3d.com/

And that still states $1,500. I do recall some reports about it now being free but if so, they really need to advertise that a bit more prominently on their site
03-11-2014, 05:29 AM
#19
Joined: May 2012
Location: Italy
Posts: 82
Quote:
Originally Posted by Fahim View Post
And that still states $1,500. I do recall some reports about it now being free but if so, they really need to advertise that a bit more prominently on their site
That's for Unity Pro. You'll have to buy it if you make more than 100.000$ per year. If not you can use the free version.
Check this page for a comparison between the two: http://unity3d.com/unity/licenses

We released our first game made with Unity (free) and it has been very easy to go multiplatform. It's currently out for iOS, Android and Mac, and PC should follow soon.
So far we are very happy with Unity and we plan to buy the Pro license soon. Well, as soon as we make some money

Andrea Pantaloni | 48h Studio

Last edited by AxBattler; 03-11-2014 at 05:35 AM.
03-11-2014, 06:29 AM
#20
Joined: Aug 2013
Posts: 1,005
Quote:
Originally Posted by Fahim View Post
The only pricing I can find on their site is on the following page:

https://store.unity3d.com/

And that still states $1,500. I do recall some reports about it now being free but if so, they really need to advertise that a bit more prominently on their site
it is free for indie devs as mentioned on most platforms. If you want consoles then you will have to pay. It has been free for a long time!

I have the pro versions and pretty much most of what I do I can do in the free version except for the profiler.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8