[App] WP Bench - now with online charts - Windows Phone 7 Apps and Games

Hello,
short news: new version of WP Bench hit the Marketplace just few hours ago. WP Bench is by many a standard benchmarking tool for Windows Phone, or "one of the most comprehensive benchmarking utility (the Engadget) seen so far..." First version had approx. 4.79 stars from 5 with more than 41000 users. As many users wanted online charts and score in form of “this is bad, average, or great” new WP Bench does both in a big way. Users can publish their (speed test and battery test) scores to the online charts, compare with others or just browse pies of OS versions, maufacturers, devices and, what’s important to many, sneak for new unreleased devices etc.
Notice: as we are finally able to publish apps in our country, I don’t need the account Microsoft Czech provided me in February. So I’ve transferred WP Bench to my new personal account. Problem is that users of old WP Bench will not be notified about the new version today released. Please download the new version as scores from both versions are not comparable.
New WP Bench features deeply tweaked tests (CPU singlethreaded, CPU multithreaded, memory and storage read/write with configurable block size, GPU acceleration, display color reproduction and battery life), new online charts with ability to publish your score to the database and its trial version is FULL featured and $free. It's now also available in new markets, for example Japan.
Screens are here:
computemark.com/wpb/1.png
computemark.com/wpb/2.png
computemark.com/wpb/3.png
computemark.com/wpb/4.png
computemark.com/wpb/5.png
computemark.com/wpb/6.png
Best regards,
Robert Varga

will try this...

Related

[APP] Checkers and Reversi Pro

Hi, it's been 20 years since I developed for a living, so wanted to get back in the game with the WP7. With VS 2010, and a couple of free books (Charles Petzhold C# and WP7 books) I was able to create two games (Reversi Pro and Checkers Pro) - both with free versions, and launched them a few weeks ago. It has been an interesting experience. Here is my blog, with all the (long) history, and 'inside scoop' about developing each of these games:
//berzamora.wordpress.com/
So far they have had more than 30,000 downloads in the past 5 weeks! (and both programs are in the top most free downloaded games). Each game has had several revisions, and there are many lessons learned about developing for WP7 for a newcomer. I tried to tweak, optimize, and in general make the AI in each the best one. I got an iPhone loaner, and purchased all the equivalent games in iPhone and played game after game vs all of them to compare strength... in the last version of Checkers Pro and Reversi Pro, they match or beat all the other iPhone games in their highest difficulty - iPhone users, you've lost the crown!
CHECKERS PRO
Interesting facts about Checkers Pro: It can now do the equivalent of 900,000 board evaluations per second (in a Focus WP7 phone, incredible how a simple phone can have so much computing power!). BitBoard algorithms make the game very fast and compact. Top features users request: undo, no forced jumps, save (tombstone) state, nice graphics, and online play (online play not implemented yet). I have never beaten it in Grand Master or Impossible level.
A link to Checkers Pro Fee:
//social.zune.net/redirect?type=phoneApp&id=20b60019-9106-e011-9264-00237de2db9e
REVERSI PRO:
Interesting facts about Reversi Pro: I focused on making the graphs very simple and clean (with all the plumbing and complexity hidden), and the result ended up (surprisingly) being very good looking and users like the simplicity of the layout. Even though the algorithms are not as fast as Checkers, I had the phone play more than 80,000 games against itself, with different board evaluation values, and after these games it produced a had a matrix that identified the best possible values to use to have a strong game. I have never beaten it in Grand Master or Impossible level.
A link Reversi Pro Fee:
//social.zune.net/redirect?type=phoneApp&id=cf92c5fd-d2f4-df11-9264-00237de2db9e
ENJOY THE GAMES!
P.S. If anyone has 30 minutes to help me create a very simple webservice that I can later deploy in a hosting site, and I can access though the WP7 phone, please contact me: berzamora at yahoo.com

[Game] ArmyRunner

ArmyRunner is action game for Windows Phones by VASICA.
The game ArmyRunner has been released on Windows Store.
You can download it from here!
Newest information here:
http://www.facebook.com/ArmyRunnerGame
The enemy has interrupted our communication with headquarters. You have to deliver important message to the HQ! Our lives are in your hands!
Run across the battlefield and try to stay in one piece!
Features:
Many different levels.
Every 5th level is special!
Deadly grenades, bullets, explosions and mines.
Get the highest score and gold medal in every level!
New levels, enemies, vehicles and much more coming soon!
ArmyRunner trailer!
News in version 1.0.0.1
Better optimization
Bug fixes
New song
In new version is added trial version.
New levels will come in next update.

Tegra Overclock with 120Hz Blur Buster mod!

Tegra Overclock app developed by me isn't new and is being while in market for about an year. This time I have created something that motivated me to share in here. Its new in Android world but not completely unknown for PC users. Its something that's called Blur Buster and capable to drive android device display to above 60 Hz. I have successfully tested and added compatibility for Nvidia Shield, Tegra Note7 and Mad Catz MOJO.
I am currently interested to know if it works for other devices with Tegra 4 chip too and if I am not wrong this should allow the nvidia Shield owner to stream games at 60+ FPS on there devices. I want some solid information of this Game Stream service working successfully above 60 FPS before I post this content on Play Store. Of course the app is paid and hence only few will be able to test it who already own a copy or are willing to purchase it for testing purpose. If someone is willing to test without paying then just mail me at [email protected] to initiate the process, may have to buy first but once done he/she can have refund as per demand...
Also included is a new mod that unleashes Tegra4 based Shield to its actual potential that gives it a good overhaul in processing performance. I have attached pics for everyone as per proof of working.
1> First pic showing 94 FPS onscreen recorded with FPS Tool a free tool to check FPS on android devices. Give 120 FPS on Tegra Note 7
2> Second and Third images are Prime benchmark before and after applying nvidia Shield performance unlock mod. The Result is equivalent to roughly 15% actual performance increment as compared to stock device. Note this option works only after a reboot!
Link to the app https://play.google.com/store/apps/details?id=com.tegraoverclock
Was planning this for a while and found Christmas and new year is the perfect time to introduce something that is revolutionary in the hacking world. Eager to hear from you people and of course wishes to everyone for both Christmas and new year in advance
That's just really nice Discoveries... But I'm facing issues could you plz tell me in which is in tetra note 7 were you able to achieve that 120 fps...cause in lollipop and KitKat it does not seems to work .I have mailed you in detail
Kingshoo said:
Tegra Overclock app developed by me isn't new and is being while in market for about an year. This time I have created something that motivated me to share in here. Its new in Android world but not completely unknown for PC users. Its something that's called Blur Buster and capable to drive android device display to above 60 Hz
Click to expand...
Click to collapse
Is there any way to overclock the display of other phones ? I have a phone with an OLED display and would like to overclock to 75hz instead of stock 60hz
Hello which phones can be overclocked to 120Hz refresh rate using your app? Is a compatible kernel required or stock roms are enough? Thank you.

How to monitor your app in first few days?

Hello everyone,
We have launched an android app, Factor Monsters (by Knowledge Platform), yesterday. Google Play is not showing downloads as for now and I came to know that it will show number of downloads after 2-3 days.
I am curious that, in such case, how can I benchmark our app's performance? We have received 30 ratings so far. Are they a good start? Is there any benchmark or tool to determine if our app is going fine or not?
I tried to do Google Search but was unable to find any answer which can give this information.
I shall look forward to learn from you in this regard.
Best,
Hira
Once and for all. Remember one thing. You should integrate analytics services into your app to get prorper information and on time.
30 is rather good but the amount of marks rarely indicates the amount of downloads. I would suggest 100-500 in your case.
Gooldy Games said:
Once and for all. Remember one thing. You should integrate analytics services into your app to get prorper information and on time.
30 is rather good but the amount of marks rarely indicates the amount of downloads. I would suggest 100-500 in your case.
Click to expand...
Click to collapse
You would suggest 100 - 500 of what in his case? Downloads?
Usually, you can expect that less than 0,5% of the users will review your app, and that 1 - 3% will give you the rating. Top games (Clash of Clans) get up to 10% ratings. But with such a low data, anything could happen. Also, many things could affect them:
- have you reviewed your app? With 30 reviews, your review is 3,3% of all your reviews...
- have your friends or family reviewed your app?
- have you asked people to review your app?
Anyway, good indicator would be to check how many impressions have you generated. Ad providers are much quicker with their dashboard updates. Also, integrating Google Analytics or Flurry could give you detailed insight in your users count, session length etc.
If you got 30 unincentivised reviews from general audience (not your facebook friends etc) it would mean you are most likely in 5000+ downloads range. But I guess you got these reviews from your friends or people that are somewhat familiar with you, and you are in 100 - 500 downloads range. Anyway, you can't expect any detailed and accurate data with such a low reviews count.
Hey hzainab,
30 ratings is a good starting point for just 2/3 days on the store, but as others have stated, I would wait until you have reached a higher volume if you want to use ratings as a metric.
I would focus on getting to know my users and the retention. Ratings may be good, but have you wondered how many of your new users have returned to your app after the first session? Or even if they are using the app the way you intended? Who are they? How much are they using? These KPIs will be more important on this stage since they will allow you to fine tune your users experience.
Google Analytics or Flurry can be an option and they are free services, but they will just give you some (limited) information. Since this is a newly app and you probably don't have a gigantic user community already, why don't you try other services which will also be free for your current numbers?
I know I am biased because I work for Liquid, but I would suggest that you take a look at what we do.
Regards and much success.
vaktu said:
You would suggest 100 - 500 of what in his case? Downloads?
Usually, you can expect that less than 0,5% of the users will review your app, and that 1 - 3% will give you the rating. Top games (Clash of Clans) get up to 10% ratings. But with such a low data, anything could happen. Also, many things could affect them:
- have you reviewed your app? With 30 reviews, your review is 3,3% of all your reviews...
- have your friends or family reviewed your app?
- have you asked people to review your app?
Anyway, good indicator would be to check how many impressions have you generated. Ad providers are much quicker with their dashboard updates. Also, integrating Google Analytics or Flurry could give you detailed insight in your users count, session length etc.
If you got 30 unincentivised reviews from general audience (not your facebook friends etc) it would mean you are most likely in 5000+ downloads range. But I guess you got these reviews from your friends or people that are somewhat familiar with you, and you are in 100 - 500 downloads range. Anyway, you can't expect any detailed and accurate data with such a low reviews count.
Click to expand...
Click to collapse
Yep, downloads. Usually you get bigger review\download rate in the beginning because of friends review , friend of friends review - etc. One crappy game of mine got 60 reviews and less then 700 downloads
Hi, You can choose App Annie, App Figures or Flurry to track your apps performance.
We used Google Analytics and BugSense.
Tips to monitor your app -
1.Firstly – don’t only focus on app downloads!
2.Want to improve your app? The real data is about engagement!
3.More behavior to track? Push notifications!
4.Track those all important reviews and ratings
5.Depressing uninstall analytics – not to mention crash stats!
6.User Acquisition – where did a spike in downloads come from?.
Some steps
hzainab said:
Hello everyone,
We have launched an android app, Factor Monsters (by Knowledge Platform), yesterday. Google Play is not showing downloads as for now and I came to know that it will show number of downloads after 2-3 days.
I am curious that, in such case, how can I benchmark our app's performance? We have received 30 ratings so far. Are they a good start? Is there any benchmark or tool to determine if our app is going fine or not?
I tried to do Google Search but was unable to find any answer which can give this information.
I shall look forward to learn from you in this regard.
Best,
Hira
Click to expand...
Click to collapse
Below is the data you need to track immediately after launching:
New users from acquisition sources
First-week engagement rates
First-week retention rates
Most used features
Least used features
App-store views and ratings
App installs vs. churn
Glitches/bugs

I think we should have opened a discussion on some important points,

I think we should have opened a discussion on some important points,
1 adaptive storage, which I will draw on some specific model as our most has active others such as moto one, G6, and G7, motorcycle c, motorcycle and, we have to see if there is any limitation of hardware or software only thing, because this speech that Google does not support or that the cards do not have enough quality, not real, because every month we have models released with updated with this support.
2, dp vs dpi = 480 standard and high for this screen size, the base of android and 160, then it means that we have a base x3 of scale, this is legal for a worse point on the other, as this increases a lot more quality, the more the information displayed. You gain large, borderless icons plus loses in detail. Solution likely to set screen resolution lower than 540p, to have equibrio between size and quantity, or @ 1080p to have full amount of pixel there is screen, but if it is in stock has to activate a third party lacucher, because Motorola laucher does not support this pattern .
3, gpu is clock different from the specified, because it was to have maxima clock of 850mhz, more in the last version that I did read in the android with rom stock it was in setada the clock max 700mhz, more main problem was that even taking Max to 700mhz, in a good part of game and app it gets 450 MHz with low FPS content, even if it is not in the FPS limit of the game or application, it did not raise clock to its maximum .. probable solution for who has root, exchange governor gpu using kernel auditor, by order or by performance
4, this is less important and only one more doubt, mixed with indignation,. Because Samsung and some other privileged manufacturers can use 32bit android on their handset, which infinitely lighter and less consumer ram. What the 64bit, which Google has been forcing developer to use since the Android ..
It seems to prank some more Samsung with snapdragon 425 and 2gb of ram and HD + screen with 32bit android has usability, and multitasking better than our device that has 630 and 3gb of ram more with Android 64bit.
Mano has 5 years I see Google saying that there is no more Android 32bit, even so every year there is cell phone with input clip using Android 32bit fighting from equal to equal with Android intermediate with Android 64bit.
And I'm sorry if I said some nonsense, I do not understand much about development, but I had several devices and always made modifications, and always following the tropics and the developers
Ermes.mt/brasil said:
I think we should have opened a discussion on some important points,
And I'm sorry if I said some nonsense, I do not understand much about development, but I had several devices and always made modifications, and always following the tropics and the developers
Click to expand...
Click to collapse
So.... What are you trying to accomplish with this "discussion" that is probably already addressed in another thread??
jbaumert said:
So.... What are you trying to accomplish with this "discussion" that is probably already addressed in another thread??
Click to expand...
Click to collapse
yes and no, yes, because all the tropics in general seek 3 things (support, features or performance), and I'm approaching this three point, and yes! and discussion then everyone is welcome to try on a chair to have a coffee and speak their point of view .. #not much sound on this device and if we do not talk and we work together on it, we will not get a survival of it

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