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How many develop cross platform?

Started by sticky.fm Aug 1, 2014 at 3:20 PM 15 replies 4.3k views
Original Post
sticky.fm
sticky.fm

What percentage of independent developers would you guess have their app available on both iOS and Android?

There isn't a lot of data available, but understandably it looks like only the larger development houses have the resources to publish on both platforms.

One issue is if you promote your app by any means that is not platform specific you potentially have 40% of the audience (give or take) that is unable to try your app.

HappyCoder
HappyCoder

I would think that a small number of developers have their products cross platform, just by the huge number of games that are released by hobbyists.

My current game project Platform RPG
RivieraKid
RivieraKid

that's very small selection to choose from.

Endurion
Endurion

There's some more platforms beside those two.

Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>
TheChubu
TheChubu



There's some more platforms beside those two.
Whaaaaat? Do you mean people still use those big square thingies in their desktops? Whats next? Are you going to tell me they run software, not apps?
"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"   My journals: dustArtemis ECS framework and 
ExcessNeo
ExcessNeo

There's some more platforms beside those two.

Yea, I had to vote no as I don't do mobile development.

kunos
kunos

definitely missing the "I couldn't care less about iOS, Android and the remaining mobile bandwagon" option.

FGFS
FGFS

I currently support Linux/MacOSX/Windows 64bit only but might add more later especially Android. I'm not interested in spending money only to upload

to ios store.

blueshogun96
blueshogun96

My supported list:

  • MacOSX
  • Windows Desktop
  • iOS
  • Android
  • Blackberry (QNX)*
  • Amazon Fire TV*

Future support list:

  • Linux
  • Wii U
  • Windows Metro
  • Playstation Network

Since I write my own engine, I intentionally designed it to be highly portable. But since I didn't write everything from scratch, I use open sourced portable libraries to speed up development time and ensure maximum portability. At the expense of maintaining the engine myself, I am in complete control of my engine's portability.

(*) These are partially, but not fully supported. They're kinda "in limbo" atm.

Shogun.

jefferytitan
jefferytitan

One of my previous jobs I did porting, mainly from MacOS/iOS to PC/Surface/Windows Phone. What I took away from that was that if the underlying engine/code is relatively cross-platform, the device is the biggest problem. Things like form factors, controls, performance, device lock-down, shader support, etc. I would rather publish to just desktops (or just tablets, or just phones) rather than different devices running the same OS ecosystem. Some publishers don't take into account that the game would have been designed differently if targeted to a specific device and put out inferior ports.

Promit
Promit

We support iOS, Windows, Linux, Mac. iOS is the only platform we're going to ship on in the near future, as it's the platform where indies can actually make money. The plan is to think about the other platforms out there once some measure of iOS success has been achieved.

Plus at only half a dozen devices to test, it's a fairly gentle way to jump into the market. The other platforms are far rougher configuration-wise.

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Sporniket
Sporniket

Since I use Java for programming, iOS is obviously out of question for me. However, I wrote an ad-hoc game platform abstraction so that my app can run on desktop as well as android.

d000hg
d000hg

If this is only about mobile development the title (and post) should really make that clear. Even then, you should list WindowsPhone.

If I were writing a traditional desktop game, I'd probably target Windows only, unless it was trivial to support other platforms. Right now I'm running my same codebase on Windows and iOS which is surprisingly easy.

Wargog
Wargog

I have to say, after developing in C based languages for a while and using Xamarin studio, I don't think I will ever develop cross platform, their program just makes it so hard to do anything without paying for it.

TheChubu
TheChubu




iOS is obviously out of question for me
Apparently RoboVM is the go-to tool for Java programmers who want to deploy in iOS too. Its LibGDX's backend for iOS applications for example.
"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"   My journals: dustArtemis ECS framework and 
JohnnyCode
JohnnyCode

I do not develop for any operation system or consoles. It is not a scam, I am being true. My providing platform is something totaly different. Gess

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