Check out my latest app called We@ph0nes (cryptic for SEO purposes).
Avilable on Google Play
Nook Store (#48 selling rank at time of posting)
Amazon App Store (#38 amongst all apps at the time of posting)
And Apple of course
Now the part you guys might find interesting is that this app was released with 3 different versions of AIR. 2.6 for the NOOK as that is what the nook has preloaded the only other option is captive runtime, 2.7 on Amazon to support the Kindle Fire which ships with 2.7 pre installed and 3.2 on Apple because that seemed to perform best.
I believe Google Play version is also 2.7 for the sake of some sanity.
App is performing very well, just want to thank Adobe for giving us this opportunity to build apps on a platform we love!!
Another interesting piece in regards to ratings. Amazon and Apple both accepted the rating of Everyone/4+ however Google manually changed the Everyone rating to their Level 3 rating probably equivelent of 12+ and NOOK rated the app 18+ for some reason.
And another thing, the Android APK was first published with the ability to copy the app off the device disabled, that made the app over 20 megs (doubles app size) so it was not wifi friendly anymore, I then decied to update the app with this feature tuned off, the next day there was 15 pages worth of google results offering a free download of this apk, so look out for this when you decide to enable or disable device copy.
Thanks for sharing your findings Mark! It looks like a great idea for an app. And very well presented too, which is so important to selling apps. I'll check it out.
You've mentioned some things I've also been thinking about recently.
1) Air versions: I'm currently using Air 2.7, and have 2 apps in the appstore, and 1 of those is on Amazon. I'd like to upgrade to 3.2, but
I hesitate because I don't want to suddenly find that some customers can't update it.. How did you switch the version for each device? sounds like a pain, if you have to switch folders all the time.
2) What's the process of making an app captive runtime with Air 3.2 in Flash CS5.5? Can I just paste in some code into my first frame? I'm not much of a developer, so please let me know!
3) I'm also worried about piracy, and worse - people ripping off my artwork from my swf file. I might not even release my new app on Google Play because of that. Since downloads were pathetic on Google for my first app, I'm not sure it's even worth it.
Might as well mention it - my latest app, made entirely in Flash has got in Apple's 'New and Noteworthy' education iPad category! This had been amazing news, and I hope the feature lasts a while longer, or I'll no doubt disappear from the Appstore like last time!
Frosby Learning Games:
Many devices can't run AIR 3.1 or 3.2, and so captive runtime is your only option. At the moment you would have to build the app using the command line, and that's an intimidating process! With Flash Pro CS6 you can build the captive runtime APK straight from Flash. It hopefully won't be long before you can downloads a trial version of that to give it a try, I think you should wait for that before doing updates.
People can find ways to screen shot your artwork, so the fact that someone like me can extract and decompile your swf doesn't matter much, seeing as anyone can get your art even if the app is protected.
Looks like I screwed up my other adobe ID so this is my new web persona, so much for all the help points.
The different versions of AIR are overlaid on top of each other, the setup is a little tedious but once its all set up its just as simple as picking one from the drop down to the right and then publishing, xml will always put 2.6 as the default but a change to that and a republish and voila you got 2.7 or 3.2 to try out.
Like Colin said finally with Flash CS6 doing captive runtime will be as simple as a check mark on export and they also promise new native extensions that will be simple to use.