Showing posts with label Android Developer. Show all posts
Showing posts with label Android Developer. Show all posts

17 November 2015

An updated app guide and new video tips to help you find success on Google Play

Posted by Dom Elliott, The Google Play Apps & Games team

Last year, we introduced our first playbook for developers, “The Secrets to App Success on Google Play”, to help you grow your app or game business, which has been downloaded more than 200,000 times.. Many new features have since been announced on the platform – from Store Listing Experiments and beta testing improvements to App Invites and Smart Lock for Passwords.

Get the second edition of “The Secrets to App Success on Google Play”

Hot off the press, you can now download the second edition to learn about all the new tools and best practices for improving the quality of your app, growing a valuable audience, increasing engagement and retention, and earning more revenue.

Get the book on Google Play in English now or you can sign-up to be notified when the booklet is released in the following languages: Bahasa Indonesia, Deutsch, español (Latinoamérica), le français, português do Brasil, tiếng Việt, русский язы́к, ไทย, 한국어, 中文 (简体), 中文 (繁體), 日本語. Based on your feedback, the guide was updated to work seamlessly in the Google Play Books app. If you prefer, you can also download a PDF version from the Android Developers website.

New videos with tips to find success on Google Play

To accompany the guide, watch the first two episodes in a new ten-part video series of actionable tips you can start using today to achieve your business objectives. Subscribe to the Android Developers channel on YouTube and follow +Android Developers to watch the new videos as they’re released weekly.

Two new videos will be released each week in the ten-part series
on the Android Developer YouTube channel.

Let us know your feedback

Once you’ve checked out the guide and the videos, we’d again love to hear your feedback so we can continue to improve our developer support, please let us know what you think.

Minimum purchase price for apps and in-app products reduced on Google Play

Posted by Alistair Pott, Product Manager, Google Play

Available in more than 190 countries, Google Play is a global platform for developers to build high quality apps and successful businesses. But every market has its own unique challenges and opportunities. Purchasing behavior, in particular, varies significantly between markets. So to provide developers with more flexibility, we've worked to adapt Google Play pricing options to better suit local consumers and make content more accessible.

Following a successful pilot in India earlier this year, today, developers have the option to reduce the price of their premium titles and in-app products in 17 more countries to these new minimum thresholds:

Countries affected:

  • Brazil: R$ 0.99 (was R$2.00)
  • Chile: CLP $200.00 (was CLP $500.00)
  • Colombia: COP$ 800.00 (was COP$ 2000.00)
  • Hungary: Ft 125.00 (was Ft 225.00)
  • Indonesia: Rp 3,000.00 (was Rp 12,000.00)
  • Malaysia: RM 1.00 (was RM 3.50)
  • Mexico: MXN$ 5.00 (was MXN$ 9.90)
  • Peru: S/. 0.99 (was S/. 3.00)
  • Philippines: ₱15.00 (was ₱43.00)
  • Poland: zł1.79 (was zł2.99)
  • Russia: руб 15.00 (was руб 30.00)
  • Saudi Arabia:﷼ 0.99 (was 4.00﷼)
  • South Africa: R3.99 (was R10.00)
  • Thailand: ฿10.00 (was ฿32.00)
  • Turkey: ₺0.59 (was ₺2.00)
  • Ukraine: ₴5.00 (was ₴8.00)
  • Vietnam: ₫6,000 (was ₫21,000.00)

You can lower the price of your apps and games right away by visiting the Google Play Developer Console and clicking on “Pricing & Distribution” or “In-app Products” for your apps.

We hope this change allows you to reach more people around the world so that you can continue to grow your business on Google Play.

11 November 2015

Developer tips for success with Player Analytics and Google Play games services

Posted by, Lily Sheringham, Developer Marketing at Google Play

Editor’s note: As part of our series featuring tips from developers, we spoke to some popular game developers to find out how they use Player Analytics and Google Play game services to find success on Google Play. - Ed.

Google Play games services, available in the Developer Console, allows you to add features such as achievements and leaderboards to your games. Google Play games services provides Player Analytics, a free games-specific analytics tool, in the Developer Console Game services tab. You can use the reports to understand how players are progressing, spending, and churning backed by a data-driven approach.

Bombsquad grows revenue by 140% per user with Player Analytics

Independent developer Eric Froemling, initially created the game Bombsquad as a hobby, but now relies on it as his livelihood. Last year, he switched the business model of the game from paid to free-to-play. By using Player Analytics, he was able to improve player retention and monetization in the game, achieving a 140% increase in the average revenue per daily active user (ARPDAU).

Watch the video below to learn how Eric uses Player Analytics and the Developer Console to improve gamers’ experience, while increasing retention and monetization.



Tips from Auxbrain for success with Google Play games services

Kevin Pazirandeh, founder and CEO of games developer Auxbrain, creator of Zombie Highway, provides insight into how they use Google Play games services, and comments:

“While there are a few exceptions, I have not run into a better measure of engagement, and perhaps more importantly, a measure for change in engagement, than the retention table. For the uninitiated, a daily retention table gives you the % of players who return on the nth day after their first play. Comparing retention rates of two similar games can give you an immediate signal if you are doing something right or wrong.”

Kevin shares his top tips on how to best use the analytics tools in Google Play games services:

  1. You get Player Analytics for free - If you’ve implemented Google Play game services in your games, check out Player Analytics under Game services in the Developer Console, you’ll find you are getting analytics data already.
  2. Never assume change is for the better - Players may not view changes in your game as the improvement you had hoped they were. So when you make a change, have a strategy for measuring the result. Where you cannot find a way to measure the change’s impact with Player Analytics, consider not making it and prioritize those changes you can measure.
  3. Use achievements and events to track player progress - If you add achievements or events you can use the Player progression report or Event viewer to track player progress. You’ll quickly find out where players are struggling or churning, and can look for ways to help move players on.
  4. Use sign-in to get more data - The more data about player behavior you collect, the more meaningful the reports in Player Analytics become. The best way to increase the data collected is to get more players signed-in. Auto sign-in players, and provide a Play game services start point on the first screen (after any tutorial flow) for those that don’t sign-in first time.
  5. Track your player engagement with Retention tables - The Retention table report lets you see where players are turning away, over time. Compare retention before and after changes to understand their impact, or between similar games to see if different designs decisions are turning players away earlier or later.

Get started with Google Play Games Services or learn more about products and best practices that will help you grow your business on Google Play globally.

05 November 2015

What’s new in Google Play services 8.3

Posted by Laurence Moroney, Developer Advocate

We’re delighted to announce the availability of Google Play services 8.3. There’s a lot of new information to share with you about what’s available to you in this release.

A big part of this release is focused on user identity. We’ve revamped the Sign In with Google APIs to make implementation simpler and provide users a streamlined experience. First off, the new Google Sign-In no longer requires the device accounts permissions, a big win when you start to develop for Marshmallow. The API also supports the latest Google branding. When using Google Play services 8.3, you’ll find a SignInButton that looks like this with the default scopes:


Previously, users would have to touch a sign in button, and then follow several steps (i.e. selecting account, giving permission to access profile information, and possibly needing to create a Google+ account). With Google Play services 8.3, only one tap is needed for basic profile access.


You can check out the documentation for the new API here.

And to make signing in easier across devices, whether you use Google Sign-In or still have password-based authentication, the Smart Lock APIs received some important updates. We’ve added a new API method to show a dialog that helps your user select a previously-used email address to pre-fill sign in or up forms easily: check out getHintPicker (sample code). This doesn’t require any device permissions and provides an alternative to a picker you may have previously populated from accounts on the device, which would now require a runtime permission with Marshmallow.

You can use this hint information to populate an entire sign-up form with name, email address, and profile picture with one tap, or even direct the user into a sign-in or sign-up flow intelligently based on their email address. Better yet, if the entry the user picked matches an account on the device, Google can provide a verified email address in the hint, which you can use to skip email verification and authenticate the user if your system can support ID tokens, similar to Google Sign-In.

For determining location, Google Play services provides a Fused Location Provider (FLP) which abstracts the underlying location sensors, such as GPS, WiFi, and the cell radio signal, into a single easy-to-use API. We’ve made some improvements to the FLP when it comes to batching. Prior to version 8.3, the batch location APIs would allow the FLP to save power by consolidating network traffic, but when an app removed a batching location request, the batch would be cleared. You may not want this behavior, so we’ve added an API that can return any batched locations immediately. Check the flushLocations and removeLocationUpdates method calls on the FusedLocationProviderApi for more details.



App Invites is a technology that enables your users to share your app with people they know. If you build using App Invites, Google Play services 8.3 has an update that will make coding much simpler. Now, you can use the AppInvite.AppInviteApi.getInvitation() method. This will set up a ResultCallback that you can use to launch your deep link activity, drastically simplifying your code.

The Play game services Player Stats API also gets an update. The latest version now includes a new signal for the probability that a player is about to churn. Developers can use this signal to offer special promotions to improve retention. For example, a developer could provide a discount on a power-up for players that are at risk of churning.

Finally, if you are developing for wearables, you’ll know that battery life and optimization of power usage are critical in having a great user experience. With Google Play services 8.3, we’ve updated the DataApi to allow for urgency in how data items are synced. Now, a priority can be added to the data item to determine when it should be synced. For example, if you are building an app that requires immediate syncing, such as a remote control app, it can still be done immediately by calling setUrgent(), but for something such as updating your contacts, you could tolerate some delay. Non-urgent DataItems may be delayed for up to 30 minutes, but you can expect that in most cases they will be delivered within a few minutes. Low priority is now the default, so setUrgent() is needed to obtain the previous timing.

Filter support has been added to listeners in the Android Wear API, allowing listeners to only receive a subset of changes on both phones and watches. Listeners registered in the Android manifest should be filtered to only receive events that require launching the process, with the remaining events being delivered to live listeners added via methods such as addListener(). This reduces the need for listeners to filter out uninteresting events, making applications and the system more efficient.

That’s it for this release of Google Play services. To learn more, visit the Google Developers site.

04 November 2015

Android Developer Story: Peak Games generates majority of global revenue for popular game ‘Spades’ on Android

Posted by Lily Sheringham, Google Play team

Founded in 2010, Turkish mobile games developer Peak Games started developing games targeted to the local market and is now scaling globally. Their game ‘Spades Plus’ is growing in the US and the game generates over 70% of its mobile revenue from Android.

Watch Erdem İnan, Business Intelligence and Marketing Director, and İlkin Ulaş Balkanay, Head of Android Development, explain how Peak Games improved user engagement and increased installs with Google Play Store Listing experiments and app promotion right from within the Developer Console.



Find out more about how to use run tests on your Store Listing to increase your installs and how to promote your app or game with Universal App Campaigns from the Google Play Developer Console.

22 October 2015

Google Developers teams up with General Assembly to launch Android Development Immersive training course

Posted by Peter Lubbers, Senior Program Manager, Google Developer Training

Today at the Big Android BBQ we announced that we have teamed up with General Assembly (GA), a global education institution transforming thinkers into creators, to create a new Android Development Immersive training course. This 12-week, full-time course will be offered beginning in January 2016 at GA’s New York campus, and in February at GA’s San Francisco campus and will roll out to additional campuses over the course of the next year. It is the first in-person training program of its kind that Google Developers has designed and built.

The Google Developer Relations team teamed up with General Assembly to ensure the Android Development Immersive bootcamp provides developers with access to the best instructors and latest and greatest hands-on material to create successful app experiences and businesses. To effectively reach over a billion of Android users globally, it's important for developers to build high-quality apps that are beautifully designed, performant, and delightful to use.

“We are constantly looking at the economy and job market for what skills are most in-demand. Demand for developers who can address this market and build new applications is tremendous,” said Jake Schwartz, co-founder and CEO, General Assembly. “Developing this course in partnership with Google Developers allows us to provide students with the most relevant skills, ensuring a reliable pipeline of talented developers ready to meet the urgent demand of companies in the Android ecosystem, a key component of GA's education-to-employment model."

Registration in the Android Development Immersive includes access to GA’s career preparation services and support, also known as Outcomes, includes assistance in creating portfolio-ready projects, access to career development workshops, networking events, and coaching and support in the job search process. Through in-person hiring events, mock interviews & GA’s online job search platform, graduates connect with GA’s hiring partners, which consists of close to 2,000 employers globally.

One of these employers is Vice Media. "I'm really excited to see the candidates coming out of the GA Android course. The fact that they're working with both Google and potential employers to shape the curriculum around real-world problems will make a huge difference. Textbook learning is one thing, but classroom learning with practitioners is a level we have all been waiting for. In fact, Vice Media is going to be hiring an apprentice right out of this course," said Ben Jackson, Director of Mobile Apps for Vice Media.

Learn more and sign up here.

21 October 2015

Get your bibs ready for Big Android BBQ!

Posted by, Colt McAnlis, Senior Texas Based Developer Advocate

We’re excited to be involved in the Big Android BBQ (BABBQ) this year because of one thing: passion! Just like BBQ, Android development is much better when passionate people obsess over it. This year’s event is no exception.

Take +Ian Lake for example. His passion about Android development runs so deep, he was willing to chug a whole bottle of BBQ sauce just so we’d let him represent Android Development Patterns at the conference this year. Or even +Chet Haase, who suffered a humiliating defeat during the Speechless session last year (at the hands of this charming bald guy). He loves BBQ so much that he’s willing to come back and lose again this year, just so he can convince you all that #perfmatters. Let’s not forget +Reto Meier. That mustache was stuck on his face for days. DAYS! All because he loves Android Development so much.

When you see passion like this, you just have to be part of it. Which is why this year’s BABBQ is jam packed with awesome Google Developers content. We’re going to be talking about performance, new APIs in Marshmallow 6.0, NDK tricks, and Wear optimization. We even have a new set of code labs so that folks can get their hands on new code to use in their apps.

Finally, we haven’t even mentioned our BABBQ attendees, yet. We’re talking about people who are so passionate about an Android development conference that they are willing to travel to Texas to be a part of it!

If BBQ isn’t your thing, or you won’t be able to make the event in person, the Android Developers and Google Developers YouTube channels will be there in full force. We’ll be recording the sessions and posting them to Twitter and Google+ throughout the event.

So, whether you are planning to attend in person or watch online, we want you to remain passionate about your Android development.

19 October 2015

Introducing the Tech Entrepreneur Nanodegree

Originally posted on Google Developers Blog

Posted by Shanea King-Roberson, Program Manager

As a developer, writing your app is important. But even more important is getting it into the hands of users. Ideally millions of users. To that end, you can now learn what it takes to design, validate, prototype, monetize, and market app ideas from the ground up and grow them into a scalable business with the new Tech Entrepreneur Nanodegree.

Designed by Google in partnership with Udacity, the Tech Entrepreneur Nanodegree, takes 4-7 months to complete. We have teamed up with most successful thought leaders in this space to provide students with a unique and battle-tested perspective. You’ll meet Geoffrey Moore, author of “Crossing the Chasm”, Pete Koomen, co-founder of Optimizely; Aaron Harris and Kevin Hale, Partners at Y-Combinator; Nir Eyal, author of the book “Hooked: How to build habit forming products” and co-founder of Product Hunt; Steve Chen, Co-Founder of YouTube, rapid prototyping company InVision and many more.

All of the content that make up this nanodegree is available online for free at udacity.com/google. In addition, Udacity provides paid services, including access to coaches, guidance on your project, help staying on track, career counseling, and a certificate when you complete the nanodegree.




The Tech Entrepreneur offering will consist of the following courses:

  • Product Design: Learn Google’s Design Sprint methodology, Ideation & Validation, UI/UX design and gathering the right metrics.
  • Prototyping: Experiment with rapid-low and high-fidelity prototyping on mobile and the web using online tools.
  • Monetization: Learn how to monetize your app and how to set up an effective payment funnel.
  • App Marketing: Understand your market, analyze competition, position your product, prepare for launch, acquire customers and learn growth hacks.
  • How to get your startup started: Find out whether you really need venture capital funding, evaluate build vs. buy, and learn simple ways to monitor and maintain your startup business effectively.

Pitch your ideas in front of Venture Capitalists

Upon completion, students will receive a joint certificate from Udacity and Google. The top graduates will also be invited to an exclusive pitch event, where they will have the opportunity to pitch their final product to venture capitalists at Google.

07 October 2015

Keep users’ content safe with Google Drive

Posted by Dan McGrath, Product Manager, Drive SDK & Partnerships

Chances are, you’re developing an app that creates or manages data. And chances are, your users really care about that content — be it photos and documents, or calorie counts and exercise stats.

Whatever it is, you probably don’t want it stuck on a single device — especially since people are replacing their phones and tablets every couple of years (every now and then… shtuff happens). With Google Drive, you can help users access their data at any time, from just about anywhere:

  • Drive APIs give developers a free and easy way to save and retrieve user content using Google Drive
  • In Android 6.0 Marshmallow, there’s also a new way to save app data and settings to Drive automatically

As your app grows in popularity, Google Drive can scale along with it. In fact, WhatsApp now lets users back up their media and conversations to Google Drive, which translates to about one saved item for every person on the planet — every single day.

Visit our developer site to learn more, and definitely reach out if you want to discuss more in-depth integrations. We’re here to help make your app great, and to keep users’ content safe.

24 September 2015

Android Development Patterns: A Series on Best Practices for Android Development

Posted by, Ian Lake, Developer Advocate

One of the benefits of Android development is the flexibility provided by the large number of APIs in the Android framework and Support Library, not even including the Google Play services APIs. However, that can be a lot to understand, particularly when confronted with multiple options or design decisions. Thankfully, things are about to get a lot clearer with a new series: Android Development Patterns.

The goal of Android Development Patterns is to focus on the fundamental components and best practices that can make the biggest difference in your app. We spend time talking about the why behind each API, so that you know exactly what is best for your situation.

Centered on Android framework APIs, the Android Support Library, and high level app structure and design, we’ll augment the many videos on the Android Developers YouTube channel to bring the focus back towards Android development at its core.

Android Development Patterns are more than just videos. You’ll find written pro-tips from in-house experts at Google, such as Joanna Smith and Ian Lake, every week through the Android Development Patterns Google+ Collection.

Watch all of Android Development Patterns!

Google Play services 8.1 and Android 6.0 Permissions

Posted by, Laurence Moroney, Developer Advocate

Along with new platform features, Android 6.0 Marshmallow has a new permissions model that streamlines the app install and auto-update process. Google Play services 8.1 is the first release to support runtime permissions on devices running Android 6.0. and will obtain all the permissions it needs to support its APIs. As a result, your apps won’t normally need to request permissions to use them. However, if you update your apps to target API level 23, they will still need to check and request runtime permissions, as necessary.

To update your Google Play services apps to handle the latest permissions model, it’s good practice to manage the user’s expectations in setting permissions that the runtime may require. Below are some best practices to help you get started.

Before you begin...

For the purposes of this post, ensure that your API level and Target SDK are set to at least 23. Additionally, ensure that, for backwards compatibility, you are using the V4 support library to verify and request permissions. If you don’t have it already, add it to your gradle file:

 
com.android.support:support-v4:23.0.1

You’ll also need to declare Permissions in your AndroidManifest.xml file. There’s no change here. Whatever permissions your app has always needed should be declared in your AndroidManifest.xml file with the uses-permission tag. Here’s an example:

 
<uses-permission android:name="android.permission.ACCESS_FINE_LOCATION"/>

Documentation on maps and location, including a walkthrough on connecting may be found here.

Step 1. Manage Connections to the GoogleApiClient

Make sure that you are handling connection failures on GoogleApiClient correctly, and that you are using the proper resolution process as outlined here. Note that if Google Play services itself is missing permissions, the user flow to fix them will be handled for you automatically if you follow this methodology.

Here’s an example:

 
@Override
public void onConnectionFailed(ConnectionResult result) {
      if (mResolvingError) {
             // Already attempting to resolve an error.
             return;
      } else if (result.hasResolution()) {
             try {
                   mResolvingError = true;
                   result.startResolutionForResult(this, REQUEST_RESOLVE_ERROR);
             } catch (SendIntentException e) {
                   // There was an error with the resolution intent. Try again.
                   mGoogleApiClient.connect();
             }
      } else {
             // Show dialog using GooglePlayServicesUtil.getErrorDialog()
             showErrorDialog(result.getErrorCode());
             mResolvingError = true;
      }
}

Step 2. Verify Permissions before calling APIs

It’s easy to assume that once you can connect, and you’ve declared the required permissions for APIs that you want to use in your AndroidManifest.xml file, that future calls will be fine. However, it is vital to ensure that you have the required permission before calling an API or connecting to the GoogleApiClient. This can be done using the checkSelfPermission method of ActivityCompat, Fragment or ContextCompat.

If the call returns false, i.e. the permissions aren’t granted, you’ll use requestPermissions to request them. The response to this will be returned in a callback which you will see in the next step.

Here’s an example:

 
private static final int REQUEST_CODE_LOCATION = 2;

if (ActivityCompat.checkSelfPermission(this, Manifest.permission.ACCESS_FINE_LOCATION)
                != PackageManager.PERMISSION_GRANTED) {
 // Request missing location permission.
 ActivityCompat.requestPermissions(this, 
    new String[]{Manifest.permission.ACCESS_FINE_LOCATION}, 
    REQUEST_CODE_LOCATION);
} else {
 // Location permission has been granted, continue as usual.
 Location myLocation = 
             LocationServices.FusedLocationApi.getLastLocation(mGoogleApiClient);
}

Step 3. Implement the request permission callback.

In step 2, if the permission wasn’t granted by the user, the requestPermissions method was called to ask the user to grant them. The response from the user is captured in the onRequestPermissionsResult callback. You need to implement this, and always check the return values because the request could be denied or cancelled. Note that you might need to request multiple permissions here -- this sample just checks for a single permission -- you may need to check for more.

 
public void onRequestPermissionsResult(int requestCode, 
                                      String[] permissions,
                                      int[] grantResults) {
     if (requestCode == REQUEST_CODE_LOCATION) {
          if(grantResults.length == 1 
       && grantResults[0] == PackageManager.PERMISSION_GRANTED) {
          // success!
          Location myLocation =
               LocationServices.FusedLocationApi.getLastLocation(mGoogleApiClient);
     } else {
     // Permission was denied or request was cancelled
     }
}

Step 4. Show permission rationale

If the user has previously denied the permission request, your app should display an additional explanation before requesting the permission again. Indeed, if the permissions are non trivial for the core features of the app, and the user is confused as to why they are needed, it would be recommended to guide them.

In this case, before the call to requestPermissions (step 2, above), you should call shouldShowRequestPermissionRationale, and if it returns true, you should create some UI to display additional context for the permission.

As such your code from Step 2 might look like this:

private static final int REQUEST_CODE_LOCATION = 2;

if (ActivityCompat.checkSelfPermission(this, Manifest.permission.ACCESS_FINE_LOCATION)
                != PackageManager.PERMISSION_GRANTED) {
 // Check Permissions Now

  if (ActivityCompat.shouldShowRequestPermissionRationale(this,
                Manifest.permission.ACCESS_FINE_LOCATION)) {
        // Display UI and wait for user interaction
  } else {
 ActivityCompat.requestPermissions(
             this, new String[]{Manifest.permission.ACCESS_FINE_LOCATION}, 
                                     REQUEST_CODE_LOCATION);
  }
} else {
     // permission has been granted, continue as usual
     Location myLocation = 
        LocationServices.FusedLocationApi.getLastLocation(mGoogleApiClient);
}

Note that in this case your user may still deny the permissions, in which case you will need to craft your app so as not to be in a situation where a denied permission affects parts of the app where it shouldn’t. Refer to the best practices section on the Android developer’s site for more details and guidance.

If you’ve built any applications that use Google Play services, I’d recommend that you download the Google Play services 8.1 SDK, and rebuild your applications using it, testing against the most recent versions of Android 6.0, which you can download from the Android Developers site.

Useful resources:

Get started with building for Android 6.0

Android Permissions design guidelines

Google IO 2015 Session on Android M Permissions

Samples for Google Play services 8.1 with coding best practices

17 September 2015

Telltale Games share their tips for success on Android TV

Lily Sheringham, Developer Marketing at Google Play

Editor’s note: This is another post in our series featuring tips from developers finding success on Google Play. This week, we’re sharing advice from Telltale Games on how to create a successful game on Android TV. -Ed.

With new Android hardware being released from the likes of Sony, Sharp, and Philips amongst others, Android TV and Google Play can help you bring your game to users right in their living rooms through a big screen experience.

The recent Marshmallow update for Android TV means makes it easier than ever to extend your new or existing games and apps for TV. It's important to understand how your game is presented in the user interface and how it can help users get to the content they want quickly.

Telltale Games is a US-founded game developer and publisher, based in San Francisco, California. They’re well known for the popular series ‘The Walking Dead’ and ‘Game of Thrones‘ which was created in partnership with HBO.

Zac Litton, VP of Technology at Telltale Games, shares his tips for creating and launching your games with Android TV.

Tips for launching successful games on Android TV

  1. Determine the Device for Android TV: Determine what device your game is running on by using the UiModeManager.getCurrentModeType() method. If the device is running in television mode, you can declare what to display as the launch point of the game on the Android TV itself (Configuration). Add the LEANBACK_LAUNCHER filter category to one of your intent-filters to identify your game as being enabled for TV. This is required for your game to be considered a TV app in Google Play.
  2. Touchscreen vs TV: TVs don’t have touch screens so make sure you set the touchscreen required flag to false in the manifest as touch is implicitly true by default on Android. This will help avoid your game getting filtered from the TV Play store right out of the gate. Also, check your permissions, as some imply hardware requirements which you may need to override explicitly.
  3. Use Hardware APIs: Use the package manager which has System Feature API to enable your game to reason about what capabilities it can and should expose. For example, whether to show the user touch screen controls or game controller controls. You can also make your app location aware using the location APIs available in Google Play services to add location awareness with automated location tracking, geofencing, and activity recognition.
  4. Use appropriate controllers: To reach the most users, your app should support a simplified input scheme that doesn’t require a directional pad (D-pad controller). The player needs to be able to use a D-Pad in all aspects of the game—not just controlling core gameplay, but also navigating menus and ads, therefore your Android TV game shouldn’t refer to a touch interface specifically. For example, an Android TV game should not tell a player to "Tap here to continue."
  5. Appear in the right place: Make sure you add an android:isGame attribute to the application element of the manifest and set it to true in order to enable the installed game to show up on the correct launcher row, games.
  6. Provide home screen banners: Provide a home screen banner for each localization supported, especially if you are an international developer. The banner (320 x 180) is the game launch point that appears on the TV home screen on the games row.
  7. Use a TV image for your Store Listing: Be sure you provide at least one TV screen shot on your Store Listing page. Then include a high res icon, feature graphic, promo graphic and TV banner.
  8. Improve visibility through ‘search’ and ‘recommendations’: Android TV uses the Android search interface to retrieve content data from installed apps and games, and deliver search results to the user. Implement a ContentProvider to show instant suggestions to the user, and a SearchManager to deep link your game’s content.
  9. Set appropriate pricing and distribution: Check “Distribute to Android TV” in the relevant section in the Developer Console. This will trigger a review by Google to ensure your game meets the minimum requirements for TV.
  10. Guide the user: Use a tutorial to guide the player into the game mechanics and provide an input reference to the user based on the input control they are using.

With the recently released Android TV codelab and online class from Udacity, you can learn how to convert your existing mobile game into Android TV in just four hours. Find out more about how to build games for Android TV and how you to publish them using familiar tools and processes in Google Play.

15 September 2015

New Android Marshmallow sample apps

Posted by Rich Hyndman, Developer Advocate

Three new Android Marshmallow sample applications have gone live this week. As usual they are available directly from the Google Samples repository on GitHub or through the Android Studio samples browser.

Android Direct Share Sample








Direct Share is a new feature in Android Marshmallow that provides APIs to make sharing more intuitive and quick for users. Direct Share allows users to share content to targets, such as contacts, within other apps. For example, the direct share target might launch an activity in a social network app, which lets the user share content directly to a specific friend in that app.

This sample is a dummy messaging app, and just like any other messaging apps, it receives intents for sharing a plain text. It demonstrates how to show some options directly in the list of share intent candidates. When a user shares some text from another app, this sample app will be listed as an option. Using the Direct Share feature, this app also shows some of contacts directly in the chooser dialog.

To enable Direct Share, apps need to implement a Service extending ChooserTargetService. Override the method onGetChooserTargets() and return a list of Direct Share options.

In your AndroidManifest.xml, add a meta-data tag in your Activity that receives the Intent. Specify android:name as android.service.chooser.chooser_target_service, and point the android:value to the Service.

Android MidiSynth Sample

Android 6.0 introduces new support for MIDI. This sample demonstrates how to use the MIDI API to receive and play MIDI messages coming from an attached input device (MIDI keyboard).

The Android MIDI API (android.media.midi) allows developers to connect a MIDI device to an Android device and process MIDI messages coming from it.

This sample demonstrates some basic features of the MIDI API, such as:

  • Enumeration of currently available devices (including name, vendor, capabilities, etc)
  • Notification when MIDI devices are plugged in or unplugged
  • Receiving and processing MIDI messages

It also contains a simple implementation of an oscillator and note playback.

Android MidiScope Sample

A sample demonstrating how to use the MIDI API to receive and process MIDI signals coming from an attached device.

The Android MIDI API (android.media.midi) allows developers to connect a MIDI device to Android and process MIDI signals coming from it. This sample demonstrates some basic features of the MIDI API, such as enumeration of currently available devices (Information includes name, vendor, capabilities, etc), notification when MIDI devices are plugged in or unplugged, and receiving MIDI signals. This sample simply shows all the received MIDI signals to the screen log and does not play any sound for them.

Check out a sample today and jumpstart your Android Marshmallow development.

14 September 2015

Android Developer Story: Domain increases installs by 44% with Material Design and Google Play services

Posted by Lily Sheringham, Google Play team

Australian developer Domain is part of a multi-platform property business, which provides search tools and information for buyers, sellers, renters, investors, and agents across Australia. The Domain Real Estate & Property app was voted a top five lifestyle app in Australia and now has three dedicated Android developers who work closely with their design and UX teams.

Product Manager, Henrique Marassi, and Android Developer, Gary Lo, explain how Domain successfully improved their user rating from 2.8 to 4.1 and increased monthly downloads by 44 percent by adopting Material Design and Play services to create a better user experience.


Learn more about how Domain found success on Google Play:

  • Material Design guidelines: How Material Design helps you create beautiful, engaging apps.
  • Google Play services: Learn more about Google Play services and the APIs available to you through it.
  • Find success on Google Play: Products and best practices to help your grow you business globally on Google Play.

09 September 2015

New permissions requirements for Android TV

Posted by Anirudh Dewani, Developer Advocate

Android 6.0 introduces a new runtime permission model that gives users more granular control over granting permissions requested from their apps and leads to faster app installs. Users can also revoke these permissions from Settings at any point of time. If an app running on the M Preview supports the new permissions model, the user does not have to grant any permissions when they install or upgrade the app. Developers should check for permissions that require runtime grant from users, and request them if the app doesn’t already have them.

To list all permissions that require runtime grant from users on Android 6.0 -

adb shell pm list permissions -g -d 

RECORD_AUDIO

Apps should generally request as few permissions as possible. Voice search is an integral part of Android TV content discovery experience. When using the internal SpeechRecognizer to enable Voice Search, apps must declare RECORD_AUDIO permission in the manifest. RECORD_AUDIO requires explicit user grant during runtime in Android 6.0. When using the Android TV Leanback support library, apps can eliminate the need for requesting RECORD_AUDIO during runtime by using SpeechRecognitionCallback instead of SpeechRecognizer.

SearchActivity.java

Commit from Android TV Leanback Sample repository.


mFragment = (SearchFragment) getFragmentManager()
                .findFragmentById(R.id.search_fragment);

if (!USE_INTERNAL_SPEECH_RECOGNIZER) {
   
    mSpeechRecognitionCallback = new SpeechRecognitionCallback() {
        
        @Override
        public void recognizeSpeech() {
            if (DEBUG) Log.v(TAG, "recognizeSpeech");
        
            // ACTION_RECOGNIZE_SPEECH
            startActivityForResult(mFragment.getRecognizerIntent(), REQUEST_SPEECH);
        }
    };
    mFragment.setSpeechRecognitionCallback(mSpeechRecognitionCallback);
}


When SpeechRecognitionCallback is set, Android Leanback support library will let the your activity process the voice search action instead of using the internal SpeechRecognizer. The app can then use RecognizerIntent to support speech recognition.

If you have an Android TV app targeting API Level 23, please update the app to use SpeechRecognitionCallback and remove RECORD_AUDIO permission from your manifest.

04 September 2015

New Course: Android Design for Developers

Posted by Nick Butcher, pixel pusher

What makes an app intuitive and easy to use? What makes it hard or frustrating? How can your app stand out in a competitive market? Learn the fundamentals of good Android design and the patterns that have proven to work on Android to help you to build better apps.

This 5-lesson series, available on Udacity, begins with a crash course on the fundamentals of Android UI design. It helps you to sort your DIPs from your pixels, to pick the right layouts and navigation structures and shows you how to style your app to match your brand. The rest of the course is a deep dive into the principles and implementation of material design to show you how to build beautiful consistent experiences that are right at home on Android.


Lesson 2 dives into the concept of tangible surfaces, and how they establish hierarchy to make your UI more understandable. Lesson 3 looks at applying bold graphic design, or how the principles of space, color, typography and imagery help you to create a beautiful, branded experience. Lesson 4 studies the use of meaningful motion to bring your apps to life and create a seamless and more intuitive experience. Finally, lesson 5 shows how adaptive design makes your app shine on any screen size.

This course is aimed at developers familiar with Android who want to boost their design skills or designers who want to understand more about the platform they’re creating for. The full course is available for free or you can enroll in Udacity’s Android Nanodegree for extra help and support. So sign up for the Android design for developers course and go build something brilliant!

10 August 2015

Low-overhead rendering with Vulkan

Posted by Shannon Woods, Technical Program Manager

Developers of games and 3D graphics applications have one key challenge to meet: How complex a scene can they draw in a small fraction of a second? Much of the work in graphics development goes into organizing data so it can be efficiently consumed by the GPU for rendering. But even the most careful developers can hit unforeseen bottlenecks, in part because the drivers for some graphics processors may reorganize all of that data before it can actually be processed. The APIs used to control these drivers are also not designed for multi-threaded use, requiring synchronization with locks around calls that could be more efficiently done in parallel. All of this results in CPU overhead, which consumes time and power that you’d probably prefer to spend drawing your scene.

Lowering overhead and handing control to developers

In order to address some of the sources of CPU overhead and provide developers with more explicit control over rendering, we’ve been working to bring a new 3D rendering API, Vulkan™, to Android. Like OpenGL™ ES, Vulkan is an open standard for 3D graphics and rendering maintained by Khronos. Vulkan is being designed from the ground up to minimize CPU overhead in the driver, and allow your application to control GPU operation more directly. Vulkan also enables better parallelization by allowing multiple threads to perform work such as command buffer construction at once.

An API is only useful if it does what you expect

To make it easier to write an application once that works across a variety of devices, Android 5.0 Lollipop significantly expanded the Android Compatibility Test Suite (CTS) with over fifty thousand new tests for OpenGL ES, and many more have been added since. This provides an extensive open source test suite for identifying problems in drivers so that they can be fixed, creating a more robust and reliable experience for both developers and end users. For Vulkan, we’ll not only develop similar tests for use in the Android CTS, but we’ll also contribute them to Khronos for use in Vulkan’s own open source Conformance Test Suite. This will enable Khronos to test Vulkan drivers across platforms and hardware, and improve the 3D graphics ecosystem as a whole.

It’s all about developer choice

We’ll be working hard to help create, test, and ship Vulkan, but at the same time, we’re also going to contribute to and support OpenGL ES. As a developer, you’ll be able to choose which API is right for you: the simplicity of OpenGL ES, or the explicit control of Vulkan. We’re committed to providing an excellent developer experience, no matter which API you choose.

Vulkan is still under development, but you’ll be able to find specifications, tests, and tools once they are released at http://www.khronos.org/vulkan.

28 July 2015

[New eBook] Download The No-nonsense Guide to App Growth

Originally posted on the AdMob Blog.

What’s the secret to rapid growth for your app?

Play Store or App Store optimization? A sophisticated paid advertising strategy? A viral social media campaign?

While all of these strategies could help you grow your user base, the foundation for rapid growth is much more basic and fundamental—you need an engaging app.

This handbook will walk you through practical ways to increase your app’s user engagement to help you eventually transition to growth. You’ll learn how to:

  • Pick the right metric to represent user engagement
  • Look at data to audit your app and find areas to fix
  • Promote your app after you’ve reached a healthy level of user engagement

Download a free copy here.

For more tips on app monetization, be sure to stay connected on all things AdMob by following our Twitter and Google+ pages.

Posted by Raj Ajrawat, Product Specialist, AdMob