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<blockquote data-quote="lmbarns" data-source="post: 5905562" data-attributes="member: 6693597"><p>Well, luckily there are tools to ease the port from OS to OS. The game engine I use requires licenses to port to different platforms, but you write all your code in c# or python, which you can then publish to various platforms(assuming you follow the restrictions of the device). When you convert your project to the android license, it outputs a native .apk file, when you convert your project to iOS, it outputs a native xcode file.</p><p></p><p>For huge licensing fee's you can port to wii, ps3, and xbox live. The engine abstracts everything so it's very easy to switch touch/accelerometer input controls between iOS and android, or switch to keyboard/mouse for pc builds. </p><p></p><p>Android has more limitations, iOS apps can be hundreds of megs, android has a 50mb limit with the allowance of 2 external files 2 gigs each. So you have to build an installer app to download the rest of your content which is a pain on large games. But google hosts it all for free.</p><p></p><p>The biggest thing going for iOS over android from a developer side is the limited number of apple devices. There are over 500 models of android devices, a developer couldn't buy all 500 to be certain if their app works on each (if it doesn't work for someone you get 1 star ratings), and many models might meet the hardware requirements to play it but some other obscure issue breaks it. For apple there's only a dozen products to test, and if it runs on an ipad1 or 2, it's a safe bet it will run on ipad3 and newer. </p><p></p><p>I got both a tablet and phone for $500. Both play 3d games, movies and ebooks. I don't use the cameras, I have an SLR and point-n-clicks for taking nice pictures, depending on what you're planning to do I guess should motivate your purchase. But for $139 a refurbished kindle fire is a darn good value. And if it comes to spending $500+ on a device I'd take a cheap laptop anyday.</p></blockquote><p></p>
[QUOTE="lmbarns, post: 5905562, member: 6693597"] Well, luckily there are tools to ease the port from OS to OS. The game engine I use requires licenses to port to different platforms, but you write all your code in c# or python, which you can then publish to various platforms(assuming you follow the restrictions of the device). When you convert your project to the android license, it outputs a native .apk file, when you convert your project to iOS, it outputs a native xcode file. For huge licensing fee's you can port to wii, ps3, and xbox live. The engine abstracts everything so it's very easy to switch touch/accelerometer input controls between iOS and android, or switch to keyboard/mouse for pc builds. Android has more limitations, iOS apps can be hundreds of megs, android has a 50mb limit with the allowance of 2 external files 2 gigs each. So you have to build an installer app to download the rest of your content which is a pain on large games. But google hosts it all for free. The biggest thing going for iOS over android from a developer side is the limited number of apple devices. There are over 500 models of android devices, a developer couldn't buy all 500 to be certain if their app works on each (if it doesn't work for someone you get 1 star ratings), and many models might meet the hardware requirements to play it but some other obscure issue breaks it. For apple there's only a dozen products to test, and if it runs on an ipad1 or 2, it's a safe bet it will run on ipad3 and newer. I got both a tablet and phone for $500. Both play 3d games, movies and ebooks. I don't use the cameras, I have an SLR and point-n-clicks for taking nice pictures, depending on what you're planning to do I guess should motivate your purchase. But for $139 a refurbished kindle fire is a darn good value. And if it comes to spending $500+ on a device I'd take a cheap laptop anyday. [/QUOTE]
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