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Old 12-5-2013, 02:15 PM   #1
xXChipXx
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Default FFR for Android

So, I've been playing ffr for almost 6 months now, and I started thinking to myself, ffr would make a great app. I would play a lot more often than every other week if it were available on my Android device. I don't know if this is in anyone's best interests, or if the time and effort is even worth spending, but I would love to see a mobile version of FFR in the future.
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Old 12-5-2013, 02:19 PM   #2
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Default Re: FFR for Android

Hasn't this come up a bunch?

IIRC, never going to happen.
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Old 12-5-2013, 02:33 PM   #3
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Default Re: FFR for Android

It has, no interest has been taken.
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Old 12-5-2013, 02:37 PM   #4
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Default Re: FFR for Android

Android actually supports flash.
There's a cable that is like mini-usb > USB port, they cost 10$ with them you're able to connect a joystick or even a keyboard on your deceive, so well what you have to do then Is play ffr
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Old 12-5-2013, 02:37 PM   #5
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Default Re: FFR for Android

Oh it's another one of these threads..
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Old 12-5-2013, 02:38 PM   #6
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Default Re: FFR for Android

Only reason why one doesn't exist is because I'm assuming no one wants to develop one. If I still had my Kindle Fire or some sort of Android device I would gladly develop one. Except I don't have one...
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Old 12-5-2013, 02:42 PM   #7
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Default Re: FFR for Android

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Originally Posted by xAlphaWolf View Post
Android actually supports flash.
Didn't they get rid of flash in Jelly Bean?
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Old 12-5-2013, 02:52 PM   #8
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Default Re: FFR for Android

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Originally Posted by Kibblre View Post
Didn't they get rid of flash in Jelly Bean?
well Idk, btw, running velocity engine on gingerbread
So well there's ffr for Android
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Old 12-5-2013, 03:06 PM   #9
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Default Re: FFR for Android

I remember opening ffr on my android phone to see if flash works and it did awhile ago. I might try it again on a standalone flash player on a nexus 7.
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Old 12-5-2013, 03:46 PM   #10
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Default Re: FFR for Android

Flash isnt in the mobile android market (Google Play Store) as of, i think it was august of 2012. Adobe decided that flash was not going to be a big factor mobile devices, and their also going to be discontinuing support for PC as well. Not sure when that will be.
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Old 12-5-2013, 04:12 PM   #11
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Default Re: FFR for Android

So, flash will be used for what then?
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Old 12-5-2013, 04:28 PM   #12
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Default Re: FFR for Android

why
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Old 12-5-2013, 05:51 PM   #13
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Default Re: FFR for Android

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their also going to be discontinuing support for PC as well.
I can see this within the mobile market, but I don't think PC support would die for a long while. Flash is really great when it comes to conceptualizing an idea since I believe Flash is a platform in which you don't need extensive knowledge of programming to use.

idk tho, I haven't been following the Flash trends lately.
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Old 12-5-2013, 07:54 PM   #14
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Default Re: FFR for Android

html5
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Old 12-5-2013, 08:15 PM   #15
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Default Re: FFR for Android

html 5 is going to be the next thing for web, I agree. But I see Flash still being useful by other means that are not purely web. Like what I said, conceptualizing an idea on an easy to use platform.

Just my take on it though.
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All in all I would say that Charu not only won this game, his play made me reconsider how I play it.
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Old 12-5-2013, 08:55 PM   #16
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Default Re: FFR for Android

18 hour battery life when it's half charged GODDAMN
my laptop trumps all though
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Old 12-8-2013, 02:50 AM   #17
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Default Re: FFR for Android

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Originally Posted by XxTC_SKG_Tim_AllenxX View Post
18 hour battery life when it's half charged GODDAMN
my laptop trumps all though
please. get the fuck out of here with your My Custom Plan 1 bullshit.

For I have witnessed the true meaning of Power saver.


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Old 12-8-2013, 03:13 AM   #18
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Default Re: FFR for Android

My battery drains 1% every 5 seconds. Overclocked batteries are OP.
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Old 12-8-2013, 03:29 AM   #19
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Default Re: FFR for Android

My battery lasts about an hour and a half if I'm just idle on my desktop. More like 40 minutes if I'm gaming or doing... anything, really.
This is on power saver mode... no overclocking, nothing. Just good old fashioned bad battery life <3


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Old 12-8-2013, 03:35 AM   #20
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Default Re: FFR for Android

Also on topic, FFR for mobile devices gets suggested like, monthly.

Basically, we have nobody who is both skilled in Android development and interested in actually making it.

Also there would likely be some legal and financial issues due to the nature of the site.
Most of the artists in the game agreed to give permission for their music knowing that the site is non-profit. It's a bit illegal to suddenly start making money off a product containing their music, and we would likely need to re-affirm many of the permissions as a result. That would mean the logistical nightmare of re-contacting the thousands of artists we've already talked to, and would run the risk that some would withdraw permission if we were profiting off their music.
The alternative is to not sell the app and have it be free, which runs into the issue that nobody on the site really has the money (the site as it is is already being run at a loss) to support developing and selling an app for free... because the site is non-profit. See a bit of a Catch 22 there?
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