Friday, March 29, 2019

9 Best Highest Paying URL Shortener Sites to Make Money Online

  1. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  2. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  3. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  4. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  5. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  6. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  7. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  8. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  9. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

Should Game Designers Play Other Designers’ Games?

Because our weekly playtesting group at the Spielwiese is open to anyone to participate, either as a playtester or designer, we see all kinds of prototypes.  Some new designers bring fresh and innovative ideas that challenge and inspire our core group.  More often than not, however, the "new" designs are only slight variations of games that already exist.  And more often than not, the designers have no idea that their "inventions" have existed for some time.

My advice to every one of them: ''Play other people's games.  Lots of them.  Look at the shelves around us piled high with over a thousand games of every kind, and tell me how many of these you have played.  And if you do not have regular gaming groups to try out many of them, read about them online or watch video reviews in order to get an idea of what has already been done."

Most game designers I know have the same approach. There is one very prominent designer, however, who disagrees.

Reiner Knizia, one of the most prolific game designers in the business, has revealed more than once that he does not play other designer's games.  And one reason, of course, is that with so many of his own prototypes to playtest and all the time needed to market his designs, he simply has no time left over for "regular" game nights.  That part is perfectly understandable.  However, Knizia goes further in claiming that this gives him an advantage, as quoted in this interview:

"Not knowing many other games is a big competitive advantage for me. Other game designers obviously cannot contain themselves and play many other games, claiming that this is important for market research. Of course it is mainly for entertainment! By doing so, they spoil themselves with other people's ideas. I believe that the evolution of the human brain is not entirely geared towards game design: the design process requires a lot of decisions, small ones as well and big ones, how to handle and how to solve many of the tricky game situations. Now, the human brain has evolved to learn from experience. In game design this means that if you already know the solution another designer has applied to a similar feature, the brain irresistibly meanders towards this solution. As I do not know these solutions, my brain is free to develop my own innovative ideas…"

I understand where he is coming from, but I disagree with his assertions—even when it applies to his own work—and I find his comments a bit condescending toward his competitors.

Inspired and Challenged by What is Possible
First of all, seeing and experiencing games from other designers gives us the opportunity to see what is possible. Would engineers have built rockets if they had not first seen airplanes take flight? For innovators, seeing what has been done before is inspiring, not limiting.

Furthermore, I cannot imagine advising young authors not to read anyone else's books, or young painters not to ever set foot in a museum or gallery. Books inspire a new generation of writers, just as museums inspire a new generation of artists.

Certainly, the temptation exists in game design to re-use mechanisms from other games, but the best designers use the best work of their competitors as a challenge, and they have the discipline to innovate in their own work.

Innovation, by the way, is always a relative term, and it often means "finding new uses for existing elements"—especially in boardgame design.

And Knizia unsurprisingly borrows from earlier game mechanisms too.  Because he no longer has the time to play the latest games, however, these mechanisms are sometimes quite a bit older. Take his Lord of the Rings: The Confrontation, for example, which clearly builds on the classic Stratego. And what about Carcassone: The City, his own 2-player variation on that popular brand innovated by Klaus Jürgen-Wrede?  Blue Moon was inspired by Collectible Card Games like Magic: The Gathering, and Fits is a clever boardgame adaptation of the PC hit Tetris. He claims in a lecture on his own website that Pickominowas his own attempt to make a "better Yahtzee,"  and in the same lecture, he speaks of wanting to update Monopoly as well.

I personally enjoy Knizia's original takes on existing mechanisms, and I'm sure I would not be alone in welcoming more of that. Who would not want to see what he could do with the popular "deck-building" mechanism, for example?

Instead Knizia has unfortunately spent the last several years borrowing—not from others—but from himself. It seems that limiting one's self to playing one's own games can be just as detrimental to a designer's creativity.  He's proven that point with countless variations and re-themes of his most popular mechanisms. We've seen no less than six variations, for example, of his "cards in ascending or descending order" mechanism first introduced as Lost Cities in 1999. Most recently, when a "new" card game themed around The Hobbit was announced, it made no mention that it was really just a new version of Lord of the Rings: The Fellowship Card Game from 2001.

Knizia proves by his recent output that avoiding other people's games is not necessarily the solution to keep the brain from "irresistibly meandering" towards an already-proven solution, rather than pushing for innovation.

Avoiding What Has Already Been Done
When showing a new prototype at a convention a couple of years ago—so the story goes—Knizia was alerted by one of the playtesters to a game that had been on the market several years already and was almost identical to his prototype. The game was Qwirkle, and Knizia realized that he had been investing time developing a game that had already been invented—and was about to win the Spiel des Jahres (German Game of the Year) award.

To his credit, he communicated with Qwirkle designer Susan McKinley Ross, but it still disappointing to me that he did not offer to co-design a Qwirkle Card Game with her, and instead sold his prototype as a solo design to another publisher. Furthermore, the game, Big Five, was released the same year that Qwirklewon its award and has since gone out of print, while Qwirkle continues to sell.

Knizia's career strategy for designing and selling his games seems to be working for him, and that's fine. I don't like it when I'm playing a game, and others tell me how I should be playing.  And no other designer has any right to tell Knizia how he should conduct his business.  He's had an amazing career, and many of his games from a decade ago will always be classics in my collection.

But I disagree with his stated philosophy to avoid researching other designers' games, and it's obvious that he does not always follow it himself. Furthermore, his own designs of late have lacked the innovation that his competitors have been producing, and they deserve respect.

In the end, game design comes down to discipline--not designing in a bubble.  One can be inspired by a great many things, whether they are the themes and mathematics that permeate our lives and collective history, or the creativity and innovation that has gone on before and is happening around us every day.  We all need inspiration, but the best designers are those who can focus that inspiration and push their minds beyond the easy answers to find innovation in an already-innovative field.

As Knizia says—and I wholeheartedly agree, when it comes to game design:
"You can have anything in life, but not everything…."

Twitch Partnership--Not Necessarily Worth It (Monday Musings 62)

Exhibit A: August Viewers 12
I've discovered during my first two months of streaming that getting Twitch Partnership may not be worth it, but Twitch Streaming is invaluable (this will be a subject for another time).

The requirements for even applying for
Exhibit B: September Viewers 14
Partnership is very difficult. Once you have 75 concurrent viewers, you have the right to apply. However, your application can still be turned down for Partnership.


The question is, is it worth getting Partnership? I'll break down the details so you can make that determination for yourself.

My August average viewers was 12 (Exhibit A) and for the month of September, the average was 14 (Exhibit B). 

Going through the numbers, it seems that the second month gained 2 viewers, but other months, my average can drop, so let's put the average number to 1 viewer/month.

To get to the magic 75, that will take 75-14 = 61 extra months, more than 4 years. I'm always of the mind that it doesn't matter how long it takes you to succeed, as long as you get there. For instance, who cares if it takes you 4 years to lose 100 pounds instead of 2 weeks, and indeed, it's MUCH safer to lose that much weight slowly so your body doesn't go into "shock". 

However, during the 4 years, what if there's a major life event and you need to take time off, you may lose viewers over time. Viewers may look around for you, but after awhile, they might think you're not going to return and move onto another streamer, viewer numbers then plummeting. In fact, I heard a lot of streamers who could be Partner, taking time off, then returning, but viewer numbers decrease, which is very demoralizing.

But, let's say that I can eventually get to 75, and my application is accepted, is getting Partnership still worth it? I think for me it's not because of the sacrifices you have to make. 

For one thing, I haven't been following one of my friend's brilliant health advice, in which he unplugs his computer and ONLY turns it on after he completes all of his day's chores and responsibilities. Instead, as soon as I wake up, I check my Discord server, which is a convenient place to communicate to your viewers, scrolling through to make sure I reply to everyone's comments in a timely manner.

Next I open Twitch, and lurk multiple streamers. What I mean by lurking is that I'd write a comment in chat for one streamer, and then flip from tab to tab talking to chat, while eating breakfast and lunch, doing chores, and exercise. Also while lurking, I write down my Twitch topics and perform my pre-stream rituals. Then I stream for 4 hrs, Sunday, Monday, Wednesday and Friday.

After streaming, while lurking multiple streamers, I eat dinner. If I'm conscientious that day, I read the nightbot chat log to make sure I private message (PM) new viewers thanking them for watching the stream, and thanking those who followed, subbed, gave me bits. I've been getting worse about reading the chat log due to the increasing number of comments.

Does this sound time consuming and potentially tiring? The answer is yes. However, be advised that I have it way cushier than most people who stream since I have a cushy workload. I don't know how anyone can sustain this type of activity if you work 40 hours/week and you must add 10 hrs/week for transportation and getting ready for work.

In other words, Stream Key podcasts are correct that you have to sacrifice a lot, including sleep to gain Partnership.

This is not to mention those who are parents and also work full-time. Whereas with Twitch, you can gain Partnership (if you do all the networking program that I laid out, and that does NOT even include using Twitter and Instagram which I've been ignoring), but will you get the amount of subscribers, bits and ad dollars to net the average American salary of 50K/year? Maybe, maybe not.

The other reason of my wanting Partnership (aside from ego issues) is to give legitimate advice to those who want to achieve Partnership. But given the unhealthy nature and risking health for minor rewards (not even guaranteeing a salary or living wage), I'm pivoting to advising putting in tip jar in your channel panel. 

The Stream Key podcasts are superb in discussing how to achieve Partnership, but already two of the podcasts I listened to mentioned sacrificing sleep, which I think may be a necessary sacrifice to gain Partnership, especially if you have a family and/or work full-time. But am I casting the proverbial stone at these two streamers from Stream Key podcasts and being a hypocrite?

Yes, because to achieve my MD degree, I sacrificed sleep. However, you do obtain your MD degree and net a career at the end of the long haul, with actual salary and benefits. Realize that Twitch doesn't give you a guaranteed salary, so once you're a Partner, your income will come from subscriptions, bits (people buy bits through Twitch and give out bits which are converted to cash), advertisements, and donations from your tip jar.

Be advised that you can make money even without Partnership!

First, you can put a tip jar in your channel panel description and make money that way. The easiest way is to download the StreamElements Extension (Twitch, Dashboard, Extensions) and it will walk you through the steps including adding a tip jar!

Second, you can also gain Affiliation, which is very doable. As long as you have 50 followers and have an average 3 concurrent viewers over 7 broadcasts on separate days totaling 8 hours in a 30 day period (nag your family and friends to watch you), you can get your Affiliation.

With Affiliation, you get the Subscription button as well as being able to accept bits. With the tip jar that doesn't require any sacrifice, and reasonable sacrifice in obtaining Affiliation, why kill yourself over Partnership?

After recognizing this, at the conclusion of this second month period, I made my peace to not pursue Partnership at all! I found I'd rather have fun so I can be more genuine with my viewers instead of being burned out from the work entailed in gaining Partnership.

It's more rewarding to challenge myself to be a better streamer than work towards Partnership. In the meantime, after installing your Tip Jar, I recommend that you get Affiliation which may take sacrifices, but not nearly as much as getting Partnership, so you can get subscriptions and bits.

Conclusion: For all the reasons above, for me, Partnership is not worth it, but Streaming in of itself is invaluable. Rather, get your Tip Jar installed in your Channel Panel Description, and work toward Affiliation.

The How of Happiness Review

Overspeed-High Performance Street Racing Download


https://drive.google.com/uc?id=1OKLGBISJwDC2gIxjcF9eqJIgm7Yulx6W&export=download

Overspeed-High Performance Street Racing.exe 



File Size- 212 MB
Uploaded Date- 1/12/2017



This is Overspeed-High Performance Street Racing.exe which is compressed by Gaming Expert. 

Thursday, March 28, 2019

Deities & Demigods Face Lift - Need A New Title!

When getting serious about the production of Deities & Demigods, I had to face certain realities about the theme:

Tropes vs Cliches


On one hand, using a familiar theme is useful, because tropes are like pictures -- worth 1000 words. People can recognize things like "Ares is the one that moves your troops" because of what they already know about the Greek gods. Knowing that information up front reduces the cognitive load on the player, who can spend their cycles thinking about whether they want to build stuff rather than having to think "wait, what does Hephaestus do again?" Read this whole twitter thread for a good, technical description of what I've been thinking for years, but didn't have the knowledge or vocabulary to express properly:


On the other hand, gamers tend to complain when a theme is overused. To be honest, while that complaint does come up at times, I suspect it's more of a complaint that the theme was used poorly than that it's really overused, because there are several popular themes that occur in many, many games every year that don't receive that complaint. However, a bigger issue may be presentation...

Looking at the many Greek mythology themed games out there, they all look exactly the same! The typical (maybe stereotypical) depiction of the Greek pantheon may be a good example of a "trope" that has become "cliche." It's difficult to tell any one of those games from another just looking at the artwork. Santorini does a good job of setting itself apart, with the awesome chibi-style artwork, but that's a rare exception:


The chibi style is cute, and works very well for that game, but (a) I'm not sure that kind of style would work as well for Deities & Demigods, and (b) it's been done already!

So how do I make Deities & Demigods stand out from the crowd? I had a few ideas about this...

1. Allocate a large art budget, so that if the game had to look like other, similar games, maybe it could look better. However, looking at some of the Greek mythology art from recent games, it appears they've already done that!

2. Change pantheons, moving from Greek mythology to something less commonly used, such as Egyptian mythology. For a while I thought this would be the right decision, as the art could look different, and people could comment on the unusual theme rather than the same-old same-old of the overused Greek setting. But the more I thought about it, the more I realized that while the outfits would look different, the artwork would still probably look similar to the Greek games, and I wasn't finding Egyptian gods that fit as well with the game action.

3. Find a new style, like Santorini did. I came across the art for SPQF in the portfolio of one of the artists I was considering, and it got me thinking. SPQF is a card based civilization building game, with very nice art of anthropomorphic animals. There have been a couple other games with anthropomorphized animals lately -- one might even say it's the start of a trend, however I don't think we're there yet. This led me to consider a cross between Clash of the Titans and The Lion King... what if we re-imagined the Greek pantheon as animals of the African plain?

Clash of the Titans meets The Lion King


In the end, I liked the sound of this third option best, and have decided to go that route -- re-imagining the pantheon as anthropomorphic animals. This allows us to keep the tropes of Greek mythology, but use art that differs significantly from other Greek themed games, and could look pretty cool.

Photo of SPQF cards by BGG user lovemyfire
My initial picks for animals to represent each deity looked like this:
Zeus (king of the gods) -- the obvious choice is a lion
Hermes (messenger of the gods) -- a macaw seemed like a good choice
Ares (god of war) -- an elephant, or possibly a wild boar
Hephaestus (blacksmith to the gods) -- an ape of some kind (the opposable thumbs could help him build)
Hera (Zeus' wife) -- at first I thought maybe a peacock, but probably better would be a tiger, jaguar, leopard, or cheetah

With a change of theme, a few details will have to change as well. For example, animals have no use for gold, so perhaps food would be a better thing with which to show devotion. That said, perhaps Artemis (goddess of the hunt) would make more sense than Hermes, and as an added bonus it would get more goddesses into the game (something I'd been wanting to do anyway). To represent Artemis, perhaps a bird of prey would make sense.

For the player boards, I figure smaller animals would make sense, something like meerkats, gazelles, monkeys, and I don't know, some bird species perhaps. These are animals that are found in packs or groups, so it would make sense that you have 12 of them under your control. To represent your troops on the board, a regular meeple doesn't really evoke animals, so I've been thinking of something better. One thought is a sort of generic "animeeple" -- a 4 legged something-or-other which is not necessarily related to any of the player boards. The graphic designer suggested a paw shape, which could be cute, and would stack well, but might not be as fun for players to move around the board.

I'm open to suggestions for a meeple shape that would be good. I don't think it can really relate to the player board animals, or else (a) the player who insists on playing red all the time would always have to be meerkats, and (b) if we add more player boards with player powers in an expansion or something, we'd have to add 12 meeples to go with it!

What's in a name?


Deities and Demigods was a title I was kind of OK with, but it was always only a placeholder. 90% of the people who play the game point out that there's an old Dungeons and Dragons sourcebook with that title, which I don't actually think matters. In any case, I've always wanted a better title.

About 4 months ago, I finally put some effort into finding a better title, but didn't come up with anything fantastic. Some of the options were:

Titan's Tribute
Divine Interest
Quid Pro Quo (change pantheon to Roman deities)
Chrysos (Greek for "gold")
Favor of Olympus
Buy The Gods (pretty good, but maybe too "cute" for a real/serious title)

And for a good laugh:
In Gods We Trust
Invest In Vesta

However, now that the game is about animals in the African plains or Savannah, I don't think any of those would really work anyway. I could really use a title for this game, and the sooner the better so the graphic designer can make a logo for it! Please comment with your suggestions.

So far, the only idea I've had that I like at all is Pantheon of the Plains, but I'm sure there could be something better...

Black Cross / Blue Sky Squadron Card Templates

Want to make squadron cards for planes not in the base game or Lost Squadrons? Or make your own custom plane cards? I've uploaded the basic templates I use to create all my squadron cards. These are all PowerPoint slides. I've also included the country symbols as well. You'll just need to supply the plane drawings, which can be found online. Let me know in the comments if you found these templates useful. Also in the comments let me know if you've posted online any custom planes using these cards. Enjoy!





Link to Black Cross / Blue Sky - Squadron Card Templates:
BC/BS Squadron Card Templates (1.3MB)

Wrapping Up For 2018 With Google Play And Android

Posted by Patricia Correa, Platforms & Ecosystems

Earlier this year we highlighted some of Google Play's milestones and commitments in supporting the 1M+ developers on the Play Store, as well as those of you working on Android apps and games and looking to launch and grow your business on our platforms. We have been inspired and humbled by the achievements of app and game developers, building experiences that delight and help people everywhere, as some stories highlighted in #IMakeApps.

We continue to focus on helping you grow thriving businesses and building tools and resources to help you reach and engage more users in more places, whilst ensuring a safe and secure ecosystem. Looking to 2019, we are excited about all the things to come and seeing more developers adopt new features and update to Android P.

In the meantime let's share some of the 2018 highlights on Google Play and Android:

Building for the future

Along with Android P we have continued to help the Android developer ecosystem, launching Android Jetpack, the latest Android Studio, and Kotlin support. Developers are also now able to add rich and dynamic UI templates with Slices in places such as Google Search and Assistant, APIs for new screens support, and much more. Discover the latest from Android 9, API Level 28.

Smaller apps have higher conversion rates and our research shows that a large app size is a key driver of uninstalls. At I/O we launched a new publishing format, the Android App Bundle, helping developers to deliver smaller and more efficient apps with a simplified release process, and with features on demand - saving on average 35% in download size! On devices using Android M and above, app bundles can reduce app size even further, by automatically supporting uncompressed native libraries, thereby eliminating duplication on devices.

You can build app bundles in the Android Studio 3.2 stable release and in Unity 2018.3 beta, and upload larger bundles with installed APK sizes of up to 500MB without using expansion files, through an early access feature soon to be available to all developers.

Richer experiences and discovery

Discovery of your apps and games is important, so we launched Google Play Instant and increased the size limit to 10MB to enable TRY NOW on the Play Store, and removed the URL requirement for Instant apps. Android Studio 3.3 beta release, lets you publish a single app bundle and classify it or a particular module to be instant enabled (without maintaining separate code).

For game developers, Unity introduced the Google Play Instant plug-in and instant app support is built into the new Cocos Creator. Our app pre-registration program, has seen nearly 250 million app pre-registrations, helping drive app downloads through richer discovery.

Optimizing for quality and performance

Android vitals are now more actionable, with a dashboard highlighting core vitals, peer benchmarks, start-up time and permission denials vitals, anomaly detection and alerts, and linking pre-launch reports - all so that you can better optimize and prioritize issues for improved quality and performance.

There are more opportunities to get feedback and fix issues before launch. The Google Play Console expanded the functionality of automated device testing with a pre-launch report for games, and the launch of the internal and closed test tracks lets you push your app to up to 100 internal testers, before releasing them to production.

Insights for your business, now and in the long term

Metrics are critical to optimize your business and we've added new customizable tools in the Play Console, with downloadable reports to help you evaluate core metrics. Including cumulative data, 30-day rolling averages, and roll-ups for different time periods to better match the cadence of your business.

You can now configure the statistics report to show how your instant apps are performing, analyze different dimensions and identify how many install the final app on their device. The acquisition report shows users discovery journey through to conversion - with average revenue per user and retention benchmarks against similar apps. You can also find the best performing search terms for your store listing with organic breakdown - helping to optimize efforts to grow and retain a valuable audience.

Increasingly developers are adopting subscriptions as their core monetization model. The dedicated new subscriptions center means you can easily change subscription prices, offer partial refunds for in-app products and subscriptions, and also make plan changes in Play Billing Library version 1.2. Learn how to keep subscribers engaged; users can pause plans, giving you more control with order management and the cancellation survey.

Discover how to use all the new features and best practices on the Academy for App Success, our interactive free e-learning platform, offering bite-sized courses that help you make the most of Play Console and improve your app quality.

Make sure you follow @googleplaydev and sign up to our newsletter to stay ahead of all our updates in 2019! We hope these features and tools will enable us to continue a successful partnership with you in the New Year - follow our countdown for a daily highlight. From all of us at Google Play - happy holidays.

How useful did you find this blog post?

Wednesday, March 27, 2019

Toy Fair 2012: Bicycle Jacked Up!





Bicycle is integrating playing cards with QR tech to create some neat twists on War, Hearts, and Solitaire

- Posted using BlogPress from my iPhone

Tuesday, March 26, 2019

Exciting Developments For NES ROMs

When it comes to the NES, everybody at one point or another has emulated the NES.  NES emulation has been around for a long time and has improved so much that often the experience of playing a game on an emulator is indistinguishable from playing the game on real hardware (accounting for video improvements via emulation.)  But NES emulation is continually evolving as we find more games to dump and understand better the hardware found inside previously-dumped games.  In this blog post let me share some recent developments regarding NES ROMs.


Read more »

The Need For Female Protagonists And Antagonists

Every time a film like Wonder Woman or Captain Marvel is released, there are those who decry the movie as a metaphorical figurehead for some sort of anti-men movement.  With the release of Captain Marvel several days ago, such slanderous accusations have become commonplace yet again, with the charges even deterring some people from watching the film at all.  It is obvious that these protesters have either never seen the movie or dramatically misinterpreted its message, just as they almost certainly have never grasped the need for both female protagonists and female antagonists.

Never mind the fact that Captain Marvel is about human and individualistic empowerment, not the unilateral elevation of one gender or the other.  Never mind that it does not portray men as naturally weak, vile, or selfish, or that it does not portray women as naturally powerful, righteous, and just.  Some people perpetuate the claims of misandry on the part of the filmmakers regardless.  However, those who viewed Captain Marvel despite the false accusations (if they are rational people) learned that the movie does not even slightly endorse sexism against men.  The only feminist undertones in the film reflect actual feminism: the idea that women and men can live alongside each other as metaphysical and moral equals.

Genuine feminism is about liberating both men and women from the fallacious notions of gender roles and sexist double standards.  It was never about the domination of men by women, although some horrendously sexist people might misappropriate the title of "feminist" as they seek to mistreat men.  They are guilty of many fallacies and moral errors they charge their opponents, those who cling to the conservative status quo, with representing.  Straw manning feminism accomplishes nothing except making it clear that conservatives are just as philosophically clueless as they often seem from a distance.

It is quite important for there to be more movies like Captain Marvel.  Furthermore, entertainment needs to not only feature female heroes to give examples of women to look up to, but also female villains to demonstrate that the capacity for evil does not discriminate against either gender.  Patriarchal ideas have long characterized women as naturally innocent beings that must be protected by men, rather than beings who are capable of every sin that men are--without exception.  Social conditioning has prevented humanity from seeing a great deal of the viciousness and selfishness that women can display.

No one has a tendency to any particular kind of sin simply because they were born with certain genitalia; individual moral resolve, not gender, dictates a person's moral triumphs and flaws.  In Wonder Woman, Dr. Poison, a woman, was Ares' example of human corruption.  Since many people are too unintelligent to reason logical truths out for themselves, the appearance of certain ideas in entertainment is necessary for those truths to become accepted by a culture.  Conservatives stupidly oppose the recent tendency for cinema, gaming, and literature to have more female protagonists, thinking that such characters threaten the reputation of men, when it is actually the absence of female characters in villainous roles that help contribute to the social acceptance of misandrist ideas.

Logic, people.  It is very fucking helpful.

Introducing A New Google Play App And Game Icon Specification


Posted by Steve Suppe, Product Manager, Google Play
As part of our focus and dedication to improving the Google Play Store experience for our users, we are introducing new design specifications for your app icons.

Left to right: original icon, new icon (example), original icon in legacy mode


As of early April, you will be able to upload new icons to the Google Play Console and confirm you are compliant with the new specification. Original icons are still accepted in the Google Play Store during this time. As of May 1st, developers will no longer be able to upload icons in the Play Console which do not meet the new specifications, although existing original icons in the Google Play Store during this period can remain unchanged.
By June 24, we require you to:
  1. Update your icon to the new specification.
  2. Upload your icon to Play Console.
  3. Confirm in Play Console that your icon meets the new specification.
We highly recommend that you update your icons and confirm they meet the new specification as soon as possible to ensure that you provide the highest quality experience for users.

What exactly is changing?

  • Icon assets will remain the same size (512 x 512), but transparent backgrounds will no longer be allowed.
  • Google Play on Android and Chrome OS will dynamically apply rounded corners and drop shadows to icons. The corner radius will be 20% of the icon size, to ensure consistency at different sizes.
  • There will be no changes to Google Play on other form factors (TV, Wear, Auto).
  • Note this does not affect your APK launcher icons for Android.
Timelines Changes
Early April You can start uploading your new icons in Play Console and confirm they meet the new specification.
  • Original icons will continue to display correctly in Google Play.
  • New icons will display correctly in Google Play.
May 1st Any new icons uploaded in Play Console must be confirmed as meeting the new specification.
  • Original icons will continue to display correctly in Google Play.
  • New icons will display correctly in Google Play.
June 24th Original icons are converted to "legacy mode." You must confirm that any new icons uploaded in Play Console meet the new specification.
  • Original icons will be automatically converted to "legacy mode" icons.
  • New icons render correctly in the Google Play Store.

These updates will help us all provide a more unified and consistent look and feel for Google Play, allowing us to better showcase your apps and games and provide a higher quality user experience.
We will be keeping you up-to-date with these changes in the coming months - so look out for more updates. In the meantime, check out our new icon design specifications.
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Saturday, March 23, 2019

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