SDKBox vs Sonar System Helper which on to use?

Same here, Soomla is something like SDKBox. It contains IAP support and advertising. Don’t know if some bindings for native extensions like Rate dialogs, etc…

Cheers.

I think one way to think of it, is SDKBOX as a package installer for Cocos2d-x projects. The packages we support are not really plugging into anything, they are being packaged and installed into your project so that the developer doesn’t need to figure out how to configure everything.

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Ah, that makes perfect sense! Thanks.

My only problem with SDKBOX is that it’s not open-source. I don’t mind paying for it, but all the code that makes up my game should be visible, especially critical ads/in-app integrations.

I wish that one more thing is AdMob :smile:

Edit :
I think i should reply to @hexdump too, lol

SDKBOX or Sonar System Helper is depend on your needs and which plugins can help you.

But if you think about future, you just have to make sure you can take out the plugin integration and use other plugins.

What I don’t like in SDKBOX is size of package it seems adding few megabytes to Android app

Sure, it does increase the size. We are always conscientious about this. As we iterate hopefully it can get smaller.

Why is everyone so concerned about some Megabytes?

As if current Smartphones would only have 64MB of RAM/storage… :wink:

I think there is a limit of 50MB in APK size?

Yes, but why would that pose a problem? You can use 2 expansion files of 2GB each. The expansion files will be automatically downloaded.

I can’t speak for everyone, but developers have mentioned that it is a lot to ask their players to download as 50mb is already a lot in some countries, perhaps?

Technically, where I live, 2gb would take me 6+ hours depending. Some days, pulling down a few hundred megs is tough although normal browsing is usually fine.

It does make me wonder then, how the most popular games out there could have been played, as they are way over 50MB.

The average download speed in the EU is 16MBit and 100MBit being the norm in a few years.

Not to mention the 50GB size of AAA PC and console games.

@iQD

Size is very important.
Not all people having good and large storage devices with high speed internet.
They won’t waiting your large app to completed download as there are plenty app in the store.

So smaller size can attract them to try.

You can’t compare with the most popular games as people will try to download because they urge to play.

I moved 14 posts to a new topic: Size versus Quality -> Moved from SDKBOX vs Sonar System Helper which on to use?

It isn’t open-source currently. That isn’t to say it won’t be in the future. Right now, our goals are to provide an easy to use package manger style interface for integrating functionality that you all ask for. To do this, we really need to focus on the integrations, maintaining usability and stability, etc.

Thanks for reacting so fast @slackmoehrle!

Exactly, especially for 2d games.

When you create some very basic 2d game with size is 3-4mb and then when Adding SDKBX you get like 8mb with All SKD’s included. Apk size is very critical for downloads, with smaller apk you have bigger chance to get downloaded(50mb+ will be downloaded only at home and not in metro). Also if you app is 8mb then adding sdkbox it crossing 10mb -some kind physical factor for peoples that apk is to big:)

@energyy

From what @nite stated in the size testing.

SDKBOX only increase app size around 200KB.
Other size increment is caused by the SDK itself not SDKBOX.

So i think you may need to consider which SDK can be excluded to reduce app size.

You name it, very basic 2d games Non of the games with the highest user retention fall into this category.
If you are adding every IAP and Ad SDK provided, you have to accept that size. If you don’t, than just use an IAP/Ad provider of your choice.
It’s not SDKBOX, which is accountable for the size, but the 3rd party SDKs are.

It’s very critical for “kill a little time” games, but not games, where your goal is to engage users.
If the user wants to play your game, he will download it at home. That’s the point.

If he is not willing to do that, this user may not be your targeted audience in the first place.

But that’s your fault than, as you tried to squeeze in every IAP and Ad provider. The developers of SDKBOX cannot do anything about it, because they are just bundling 3rd party SDKs.

If you want to keep it small, just use the platform owners frameworks.

Exactly!

Totally.

WOW, nice little debate :smiley:

First of all thanks for everyone who has used and contributed to the Cocos Helper. Here is a list of amazing things about the Cocos Helper:

  1. Open Source - its open nature means it can advance a lot faster than anything else, just look at Cocos2d-x, it was the open source decision that made this amazing engine what it is today. The worlds most popular open source game engine
  2. Not just external frameworks but features that we really need, features that will even make it into Cocos2d-x in the months and years to come but instantly. For example we added notifications and soon Android immersive mode natively.
  3. Extremely light weight, very small in size
  4. The best documentation is available for Cocos Helper in the form of amazing step by step videos, something we are very experienced in and have been providing for over a year and half to the community
  5. The best benefit of all, we can all add features to it as a community and help it grow. Viva La Open Source

Plus we offer one on one help to integrate the Helper into your project.

For more information check out http://www.sonarsystems.co.uk/cocoshelper.php

Good luck developing
Frahaan Hussain - CEO of Sonar Systems

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