Skip to main content

Android App store list

If you've developed a quality android game and published on the Google PlayStore, your new app will just sink among a large amount of apps and games on PlayStore even if your app is alot better than most of the published apps and games.

Google Play doesn't have an QA process and everyone can submit anything which includes a lot of un-quality apps on the PlayStore.

Here is the list of store that you should also submit to get better visibility of your app.\
Referenced from this site.

English Appstores

https://developer.amazon.com/welcome.html
http://developer.vodafone.com/
http://developer.samsung.com/home.do
http://slideme.org/
http://www.androidpit.com/en/android/developers-info
http://www.applandinc.com/products/developers/
http://appslib.com/developers/index.html
https://www.aptoide.com/account/new-user
http://developer.lenovomm.com/developer/
http://developer.mobango.com/view/homedeveloper.php?developerHeader=1
http://cp.nexva.com/user/login
https://nookdeveloper.barnesandnoble.com/
http://i.pandaapp.com
https://pdassi.de/user/login.php
http://soc.io/developers
https://portal.snappcloud.com/Account/Login
https://developer.store.yandex.com/
http://www.apptown.com/

China Appstores

http://dev.anzhi.com/
http://dev.appchina.com/market/dev/index.action?language=en
http://www.d.cn/appsubmit.html
http://dev.gfan.com/
http://dev.apk.hiapk.com/login
http://www.nduoa.com/developer
http://tap.myapp.com/android/index.jsp
http://app.taobao.com/devapply/dev_index.htm?spm=a210u.1000832.297503.42.rNyovT
http://www.wandoujia.com/
http://www.appchina.com/
http://android.d.cn/
http://www.snappea.com/

Korean Appstores

Comments

  1. Your article is extremely useful.Everyday your diary inspire ME nice deal} and helped to develop one thing new like I actually have developed a replacement app ukmovienow
    : this is often great and pleasurable.Thanks for the awing posts , please keep updated often.

    ReplyDelete

Post a Comment

Popular posts from this blog

Optimising Unity new UI System

UI/Sprite textures aren't packed into a texture atlas by default. A tag is needed to group them. Read the documentation / tutorial on the sprite packer. Overlapping text/graphic boundaries with another text/graphic will create additional draw calls, even if the actual visual graphics do not overlap. Grids (other layouts too I presume) need minimum 1 pixel spacing between items, else items are considered overlapping and will create additional draw calls. Images with alpha 0 are still rendered. They are rendered with alpha 0 even though they are not seen. Unity currently does not support non-rectangle shapes as Sprites, so using the TightSpitePacker policy will cause image artifacts. When UI objects are offscreen, they are still batched (rendered as well?). Possible solutions: Change parent to non-UI parent, as UI Camera will no longer detect it Change layer of panel so UI Camera will no longer detect it Disable gameobject when off-screen ScrollRect performance tuning S

Using XAML on Monogame for WinRT (Part 2)

Integrating Monogame with XAML Metro UI If you're coming from the previous section, you now have a metro UI application project with blank page and also have monogame.windows8 library reference to the project. Now Let's fix some source code for the  pages to get XAML working with monogame. Step01 ( Hacking App.xaml.cs file) App.xaml.cs delivers the most important start point while rendering a particular page in Metro UI application. I added gamePage and mainPage as  a public variables as they become accessible from other classes to for page nagivations. Here is the source code for to see what it looks like for the final App.xaml.cs file. sealed partial class App : Application     {         public ContentManager Content { get; set; }         public GameServiceContainer Services { get; set; }         public GamePage gamePage;         public MainPage mainPage;         public Frame RootFrame { get; set; }         /// <summary>         /// Initializes

Integrating apple id signin with Unity

1 - Download Unity apple id sign in package 2 - Build the sample project file to XCode 3 - Add Authentication services frameworking inside UnityFramework->General->Framework&Libraries 4 - Mark as optional for the new services in UnityFramework->BuildPhases->LinkBinaryWithLibraries 5 - Add capability from Unity-iPhone -> Signing&Capabilities -> Add -> Sign in with Apple Build the app and now completed!