Android to iphone download ratio of top games






















It might start with a tried-and-true sport, but What the Golf? And while the core levels are mostly breezy, each has multiple, tougher variants that often significantly shake things up —in case you want a real challenge amid the amusing chaos.

Following past entries that focused on single-player missions or applied the franchise brand to an unrelated style of play, Call of Duty: Mobile is the first mobile game in the franchise to present the classic multiplayer experience on touch devices. It looks fantastic on high-end mobile devices, and even runs smoothly on mid-range phones by trading away a little bit of detail.

The free-to-play approach only really grates in terms of numerous promotional prompts that pop up when you start the game, but otherwise there are no limits on play and no annoying video ads between the battles. It really is a free, authentic-feeling Call of Duty that you can play anywhere for a few minutes at a time.

Available on iOS and Android , free with in-app purchases. Thankfully, it soars. There are lightweight puzzles to solve, but Sky is much more experiential in appeal, continually drawing you into breathtaking environments populated by other online players.

Even on the small screen of a smartphone, Sky is immediately appealing. Available on iOS and Android early access , free with in-app purchases. Most of us already use our smartphones to watch video clips, but Telling Lies turns the act into a game. For a relatively small, mobile-exclusive indie, Holedown garnered an awful lot of word-of-mouth attention when it was released — and for good reason too.

Even with that kind of enviable firepower, Holedown stays compelling thanks to the strategy required to clear certain types of blocks before any reach the game-ending line up top. In this wonderfully offbeat indie, the raccoons have taken over the donut shop Weird, huh? Donut County is one of the most charming games in recent memory. Better yet, the bite-sized missions are an ideal fit for quick sessions on the go. Even amid high-flying antics, the game maintains a blissfully low-key tone and never once feels remotely complex, frustrating or unclear.

Odyssey mostly sticks with what worked so well the first time around, pairing one-tap gameplay with fabulous sights — now sand instead of snow — and dashing background music, but the little tweaks really add up here. Actions like grinding alongside cliff walls, bouncing up and out of buoyant lakes, and catching air from a twisting tornado only serve to elongate combos and introduce further nuance, all without complicating the scenic jaunts.

This is popular for its ability to mirror mobile devices to Windows and Mac computer. It can stream media files like music, videos, photos, and even gameplay. But aside from that, the app has other features that can be used for free. It allows you to cast your Android screen to iPhone or the other way around. Thus, you may play games, broadcast videos, or stream slideshows. Thanks to its intuitive interface and basic design, you will be able to easily establish a connection between your devices.

Without further ado, here are the steps that you need to know in order to play Android games on iPhone. If you want to rotate your screen to portrait mode, you can click on the rotate icon. The advantage of using this application to play Android game on iOS is you can easily switch between your iPhone and the mirrored screen.

There is a desktop version which is equally impressive for it effortlessly connects Android and iOS devices to your computer. In fact, you may also use this when you need to get Android games on PC. This is not suitable for games that require the whole logical scene to be on-screen like tower defense games, because then you would not be able to build towers on the edges and thus have an unfair situation for players with different aspect ratios!

If the logical scene size is x for instance and the device resolution is x ratio , the used xScale and yScale is 2. Parts of our logical scene are cropped e. With this scaleMode , your logical scene will be scaled to exactly match the screen, which leads to unequal scale factors for x and y if the screen has a different aspect ratio than the logical scene.

The result is that the background image and the content get distorted which will be visually distracting. In some rare cases, the distortion is not obvious e. Visual distortions by streching the original scene non-uniformly, to or aspect ratios. This mode does not perform any content scaling. So the displayed images and fonts will always be the size of the logical scene and will not be scaled to the screen size. This can be used if you want to roll your own scale settings or load different layouts depending on the given screen size.

Alright, back to our scale mode of choice. As we remember, we make the whole scene fit in the device, with possible borders on different aspect ratios. Instead of just letting this spare space black, it can be used for background images to display additional content that is outside of the logical scene and thus only visible on devices that have a different aspect ratio.

Keep in mind to only put graphics in the spare space that are not game-relevant, because they might not be visible on devices with different ratios! So instead of creating a background in ratio, rather create one to fit all the "worst-case" ratios and as well. Modern devices with edge-to-edge screens even have a wider ratio than For example, the iPhone X comes with a resolution of x pixels for landscape mode.

This results in the following sizes for background images:. If you are wondering how these magic numbers for the background images were calculated: Starting from a ratio, the worst case for the horizontal stretch will be the ratio of iPhone X.

Thus the wide iPhone X ratio is 1. A multiplication of x1. The worst caste for the vertical stretch is the ratio, which is 1. That is the starting point for the sd graphics, for the hd versions it is simply doubled each side and hd2 4 times the sd size.

I recommend creating the game with a logical scene size with ratio, because it is in the middle of the extremes. If we would start with a logical scene size for instance, there would be a lot of wasted space for a ratio, whereas with the suggested ratio the remaining space is equally distributed for all other ratios. Note: You can download a Photoshop template for your background and the safe zone here. That's slow progress for iOS and huge progress for Android, but there's still a gulf between the two that speaks of a wide variance in usage — with iOS users much more likely to buy apps, and Android users less likely to.

There's probably a much wider variance among Android users, where those with high-end devices might pay as much as, if not more than, the average iOS user.

But the lower average for Android means there's a substantial difference when it comes to monetising the respective platforms; and it's harder to move people from a platform where they have paid for apps than from one where they haven't, especially in a situation where the apps available across the platforms are so similar. This also means that you can calculate a "revenue per download" graph, based on the indexed number of downloads and the indexed revenues.

That speaks to better monetisation for Google — which is important: for app developers, that makes it more worthwhile to focus effort there.

The headline figures suggest a continuation of a common theme for developers trying to decide between the two platforms: in the west, iOS monetises better than Android, and even in the rest of the world outside the US where the iPhone gets an artificial advantage in sales.



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