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

Monday, November 24, 2014

Sky Force 2014 Reimagined for Android TV

By Jamil Moledina, Games Strategic Partnerships Lead, Google Play



In the coming months, we�ll be seeing more media players, like the recently released Nexus Player, and TVs from partners with Android TV built-in hit the market. While there�s plenty of information available about the technical aspects of adapting your app or game to Android TV, it�s also useful to consider design changes to optimize for the living room. That way you can provide lasting engagement for existing fans as well as new players discovering your game in this new setting. Here are three things one developer did, and how you can do them too.



Infinite Dreams is an indie studio out of Poland, co-founded by hardcore game fans Tomasz Kostrzewski and Marek Wyszy?ski. With Sky Force 2014 TV, they brought their hit arcade style game to Android TV in a particularly clever way. The mobile-based version of Sky Force 2014 reimaged the 2004 classic by introducing stunning 3D visuals, and a free-to-download business model using in-app purchasing and competitive tournaments to increase engagement. In bringing Sky Force 2014 to TV, they found ways to factor in the play style, play sessions, and real-world social context of the living room, while paying homage to the title�s classic arcade heritage. As Wyszy?ski puts it, �We decided not to take any shortcuts, we wanted to make the game feel like it was designed to be played on TV.�



Orientation


For starters, Sky Force 2014 is played vertically on a smartphone or tablet, also known as portrait mode. In the game, you�re piloting a powerful fighter plane flying up the screen over a scrolling landscape, targeting waves of steampunk enemies coming down at you. You can see far enough up the screen, enabling you to plan your attacks and dodge enemies in advance.


Vertical play on the mobile version


When bringing the game to TV, the quickest approach would have been to preserve that vertical orientation of the gameplay, by pillarboxing the field of play.



With Sky Force 2014, Infinite Dreams considered their options, and decided to scale the gameplay horizontally, in landscape mode, and recompose the view and combat elements. You�re still aiming up the screen, but the world below and the enemies coming at you are filling out a much wider field of view. They also completely reworked the UI to be comfortably operated with a gamepad or simple remote. From Wyszy?ski�s point of view, �We really didn't want to just add support for remote and gamepad on top of what we had because we felt it would not work very well.� This approach gives the play experience a much more immersive field of view, putting you right there in the middle of the action. More information on designing for landscape orientation can be found here.



Multiplayer


Like all mobile game developers building for the TV, Infinite Dreams had to figure out how to adapt touch input onto a controller. Sky Force 2014 TV accepts both remote control and gamepad controller input. Both are well-tuned, and fighter handling is natural and responsive, but Infinite Dreams didn�t stop there. They took the opportunity to add cooperative multiplayer functionality to take advantage of the wider field of view from a TV. In this way, they not only scaled the visuals of the game to the living room, but also factored in that it�s a living room where people play together. Given the extended lateral patterns of advancing enemies, multiplayer strategies emerge, like �divide and conquer,� or �I got your back� for players of different skill levels. More information about adding controller support to your Android game can be found here, handling controller actions here, and mapping each player�s paired controllers here.




Players battle side by side in the Android TV version



Business Model


Infinite Dreams is also experimenting with monetization and extending play session length. The TV version replaces several $1.99 in-app purchases and timers with a try-before-you-buy model which charges $4.99 after playing the first 2 levels for free. We�ve seen this single purchase model prove successful with other arcade action games like Mediocre�s Smash Hit for smartphones and tablets, in which the purchase unlocks checkpoint saves. We�re also seeing strong arcade action games like Vector Unit�s Beach Buggy Racing and Ubisoft�s Hungry Shark Evolution retain their existing in-app purchase models for Android TV. More information on setting up your games for these varied business models can be found here. We�ll be tracking and sharing these variations in business models on Android TV, including variations in premium, as the Android TV platform grows.



Reflecting on the work involved in making these changes, Wyszy?ski says, �From a technical point of view the process was not really so difficult � it took us about a month of work to incorporate all of the features and we are very happy with the results.� Take a moment to check out Sky Force 2014 TV on a Nexus Player and the other games in the Android TV collection on Google Play, most of which made no design changes and still play well on a TV. Consider your own starting point, take a look at the Android TV section on our developer blog, and build the version of your game that would be most satisfying to players on the couch.


Wednesday, November 19, 2014

Coding Android TV games is easy as pie



Posted by Alex Ames, Fun Propulsion Labs at Google*

We�re pleased to announce Pie Noon, a simple game created to demonstrate multi-player support on the Nexus Player, an Android TV device. Pie Noon is an open source, cross-platform game written in C++ which supports:



  • Up to 4 players using Bluetooth controllers.

  • Touch controls.

  • Google Play Games Services sign-in and leaderboards.

  • Other Android devices (you can play on your phone or tablet in single-player mode, or against human adversaries using Bluetooth controllers).


Pie Noon serves as a demonstration of how to use the SDL library in Android games as well as Google technologies like Flatbuffers, Mathfu, fplutil, and WebP.



  • Flatbuffers provides efficient serialization of the data loaded at run time for quick loading times. (Examples: schema files and loading compiled Flatbuffers)

  • Mathfu drives the rendering code, particle effects, scene layout, and more, allowing for efficient mathematical operations optimized with SIMD. (Example: particle system)

  • fplutil streamlines the build process for Android, making iteration faster and easier. Our Android build script makes use of it to easily compile and run on on Android devices.

  • WebP compresses image assets more efficiently than jpg or png file formats, allowing for smaller APK sizes.





You can download the game in the Play Store and the latest open source release from our GitHub page. We invite you to learn from the code to see how you can implement these libraries and utilities in your own Android games. Take advantage of our discussion list if you have any questions, and don�t forget to throw a few pies while you�re at it!



* Fun Propulsion Labs is a team within Google that's dedicated to advancing gaming on Android and other platforms.



Monday, November 3, 2014

Your Chance to be on TV!

By Tarjei Vassbotn and Dan Galpin, Developer Advocates, Android TV





We�re excited to see the launch of Nexus Player, the first consumer streaming media player running Android TV. Android TV delivers an entertainment experience tailored for users, including movies, shows, games and more.
Now is a great time to develop apps for Android TV that reach a whole new audience.




Starting today, you can publish your apps for Android TV on Google Play, the largest digital store for apps and games. We�ve provided guidance on how to get started building great apps for Android TV in this post.








"Google has done an insanely good job to ease the developer�s task of creating a TV application, mainly thanks to the Leanback support library. It literally takes 2 hours to create a fully working and possibly fancy app, which is awesome."



- Sebastiano Gottardo



A high bar for quality experiences



We want to offer the best possible experience for users to enjoy your apps and games. To make this possible, your Android TV app must meet the basic requirements for usability. When your app meets these requirements, users will be able to discover and download it directly on their Android TV devices.





Even if you have already uploaded your app to the Google Play Developer Console, you will need to add TV graphics and screenshots, and opt-in to distribution on TV on the Pricing & Distribution page. For complete information about the requirements and process of publishing your Android TV app for Google Play, make sure to check out the publishing documentation.



Get started!



With our Leanback Library we�ve made it easy for you to extend your existing app to the TV screen or even build a completely new app for Android TV. For a quick look at the Leanback Library, check out this DevBytes video.




We�ve only begun scratching the surface of what�s possible with this new form factor, and we are very excited to see what you will build, start developing today!




Wednesday, June 25, 2014

Cast Away with Android TV and Google Cast

By Dave Burke and Majd Bakar, Engineering Directors and TV Junkies









Last summer, we launched Chromecast, a small, affordable device that lets you cast online video, music and anything from the web to your TV. Today at Google I/O, we announced Android TV, the newest form factor to the Android platform, and a way to extend the reach of Google Cast to more devices, like televisions, set-top boxes and consoles.





Check out Coming to a Screen Near You for some details on everything we�re doing to make your TV the place to be.



For developers though--sorry, you don�t get to unwind in front of the TV. We need you to get to work and help us create the best possible TV experience, with all of the new features announced at I/O today.



Get started with Android TV



In addition to Google Cast apps that send content to the TV, you can now build immersive native apps and console-style games on Android TV devices. These native apps work with TV remotes and gamepads, even if you don�t have your phone handy. The Android L Developer Preview SDK includes the new Leanback support library that allows you to design smoother, simpler, living room apps.



And this is just the beginning. In the fall, new APIs will allow you to cast directly to these apps, so users can control the app with the phone, the remote, or even their Android Wear watch. You�ll also start seeing Android TV set-top boxes, consoles and televisions from Sony, TP Vision, Sharp, Asus, Razer and more.



Help more users find your Google Cast app



We want to help users more easily find your content, so we�ve improved the Google Cast SDK developer console to let you upload your app icon, app name, and app category for Android, iOS and Chrome. These changes will help your app get discovered on chromecast.com/apps and on Google Play.





Additional capabilities have also been added to the Google Cast SDK. These include: Media Player Library enhancements, bringing easier integration with MPEG-DASH Smooth Streaming, and HLS. We�ve also added WebAudio & WebGL support, made the Cast Companion Library available, and added enhanced Closed Caption support. And coming soon, we will add support for queuing and ID delegation.



Ready to get started? Visit developer.android.com/tv and developers.google.com/cast for the SDKs, style guides, tutorials, sample code, and the API references. You can also request an ADT-1 devkit to bootstrap your Android TV development.













Get it on Google Play