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Meet the Devs – LunarCannon

Posted by wicked July - 22 - 2014 - Tuesday Comments Off

Developer interviews
Welcome back to our Meet the Devs segment! In this piece we take a little time to get to know the people who really make Android what it is today and that is the app developers. In this week’s developer interviews, we are talking to LunarCannon.

Ti Kawamoto developer interviews

Here is the dev photo we were given.

Name: Ti Kawamoto

Developer Name: LunarCannon

Country: United States


Google + Profile/Page: N/A

How many people on your team? 1

developer interviews


Nano the Cat

Tell us about your company

LunarCannon is a startup marketing / video production company and operates as sort of a node in a larger network of local marketing and production professionals in Vermont. I started LunarCannon Games as the official banner under which I will pursue my dream of developing games and interactive software for Android and other platforms.

What level of experience do you have with coding and development?

I come from a design and marketing background, but I’ve always been fascinated by (and likely envious of) people who can code. I’ve worked with, and as part of, startup teams and I’ve always wanted to understand and contribute to the bigger picture in a more meaningful way. The only way to do that is to learn code and I decided to do just that at the beginning of this year (2014).

I did have some baseline knowledge of concepts like conditionals and loops and tinkered with PHP and ActionScript over the years out of necessity for client projects, but for all intents and purposes, I was a noob. And I am still a noob, but way less of one than when I started.

What languages do you know? How and where did you learn them?

While I’m comfortable with Java, I know there is still much to learn. I started off with the foundational basics of computer science doing the Harvard CS50 course and making my way to Java in late February after some deliberation as to which language I should pursue first. Java was the obvious pick because I want to develop for Android and use Unreal Engine for Oculus Rift development (UnrealScript being a close cousin to Java). By April, I embarked on my first project, Nano the Cat, which I released May 21st.

There are a lot of Java game development resources out there, but when I started to implement Google Play Games Services and other APIs, I was forced to get creative. I am so thankful for Stack Overflow.

What level of experience do you have with design?

I’ve been doing digital art in some form or another for the last 20 years or more. As part of my marketing company, I do video production with a heavy emphasis on motion design and animation. I also do the occasional 3D animation as well. On top of that, I’m a huge fan of UI / UX design.

You can probably guess how happy I was when Matias Duarte unveiled a cohesive design language for Android that continues to evolve and permeate all of Google’s offerings to this day. I’m ranting now, but I take design seriously. It’s more than icing on the cake – it’s visual communication. Good design equals good communication. If your app has poor design, you might as well translate everything into Klingon for the full effect.

What apps have you made?

Nano the Cat is my first app. It is a simple side-scrolling platform jumping game with a few unique gameplay mechanics that I let the user figure out for themselves. Things like double-jumping and jump distance correlating to how long you hold down a tap are things that make the game a bit more nuanced, but I don’t spell it out for people.

How do you monetize your apps?

I have ads on the menu and gameover screens. Obviously monetization would be nice, but in all honesty, I just wanted to see if I could figure out the API and get it to work. Same with in-app billing. Yes, I include in-app purchases, but I am extremely sensitive to peoples’ objections against it so any “premium” features are purely aesthetic and do not affect core gameplay at all. Again, I just wanted to see if I could make it work.

Do you consider yourself successful?

Yes. A million times, yes. Even if I make no money off of this game.. I made a game! And people seem to really like it! When I started my dev quest, I had originally set a deadline for end of year to release my first game or app on Android. I delivered half a year early so I am successful by that metric.

How difficult is it to make money as a developer?

No idea, but I imagine it’s tough. There’s a lot of noise out there and a lot of companies using just awful, shady monetization practices. As I continue to develop my skills and hopefully make this a viable arm of my business, I will do everything I can to operate ethically.

What can Android do to improve?

I am currently using Eclipse with ADT, which works well enough, but it isn’t the most elegant thing in the world. I tinkered with Android Studio a bit and there is a lot of functionality that is still missing, but it does show promise. So more intuitive, Android-centric development tools need to happen. Also the device emulators are super-slow compared to their iOS counterpart. I’ve used the iOS Simulator before for video production and it is extremely fluid.

Nano the Cat developer interviews

Why did you choose Android? Do you develop for other platforms? What are the differences between them?

I’ve always been a huge fan of Android ever since my first OG Droid (Milestone). I have done UI/UX work for iOS before, so I’m familiar with its design conventions, but I’ve never touched any code on those projects.

What are your thoughts on iOS and Windows 8

While I do respect other platforms and my fanboyism for Android does not keep me from appreciating what they have to offer, Android’s openness and tweakability appeal to me on a fundamental level. I am the guy who swaps the motor out on his car and builds his own PC from components, so having a walled garden is antithetical to my personality.

What are your favorite apps?

Pushbullet is wonderful and the devs are extremely active. I wish I could figure out more creative ways to use Tasker because that is one of those apps that really sets Android apart. And out of left field, I really like Allthecooks. It’s the best community-driven cookbook app and the design is superb.

What has been your experience working with Google?

They really do have some great documentation. It was almost easy getting the Play Services API to work. I wish their Developer Console had an app, but that’s a minor detail. In comparison, I had a disastrous time trying to figure out Facebook’s Open Graph API. Almost didn’t include that feature.

What does the future of development look like?

It seems every day people are coming out with projects that are so creative and revolutionary. It’s really amazing and the pace of it will only increase as development tools improve, costs of hardware trend to zero, and more smart people from developing countries get involved. This is only the beginning.

What tips do you have for aspiring developers?

What are you waiting for? Code is the language and skill set of the future. At times I thought I was “over the hill” at 30, watching kids less than two-thirds my age learning how to code in their diapers, but I didn’t let that discourage me. If you’re 30, it’s not too late. If you’re 60, it’s not too late. Do it, it is fun and rewarding.

Anything else you’d like to share?

Code is important. Design is important. If you’re a developer who thinks they don’t need a designer, please reconsider. If you’re a designer or non-technical founder, for the sake of your success and better relations with your team, please learn some code. It’ll really help you talk to your devs in the same language and they will seriously respect you for the initiative.

We want to thank LunarCannon for chatting with us in this week’s developer interviews! If you’re a developer and this looks like something you’d like to do, check out our Meet the Devs form! We look forward to hearing from you.

No new Android L preview images will be coming

Posted by wicked July - 22 - 2014 - Tuesday Comments Off

Perhaps you are a developer eager to get the next blockbuster app or game completely ready for Android L. Or maybe you’re a power user testing the waters of the next Android release. Whether or not you fall into either of these categories, if you’ve been waiting for an announcement for an Android L Developer Preview version 2.0, don’t hold your breath. A Google developer has practically confirmed what you probably didn’t want to hear: no updated images are planned for the pipeline.

To understand the context, we have to take a few steps back, actually a few days. Last week, Google published one of its Dev.Bytes videos on YouTube that focused on the Android L Preview. The four and a half minute long video, hosted by Googler Rich Hyndman, who was somewhat ironically wearing a KitKat shirt, delved into some of the things developers might want to take note of when trying out the preview image on a Nexus 5 or a Nexus 7. Later, a developer named Michael Panzer re-shared the video on Google+ and asked Hyndman whether there will be updates to the preview before final release. The gist of Hyndman’s answer is that there will be extras coming but no updated preview image.

The reason, according to the Google developer, is that the Android L preview is primarily to help developers test and prepare their apps against the upcoming release. At the very least, developers will be able to test if things run well, or hopefully even better, on the new ART runtime, if theming needs to be adjusted for the new Material Design, and other such considerations. The implications seems to be that the Preview isn’t meant for bug hunting, testing, and squashing. It sounds as if Google is expecting developers to just wait for the final Android L release to address those concerns.

For the casual observer or brave tester, this might be a disappointment at best. But it might be a bit disheartening, if not inconvenient, for app developers, especially those whose efforts have been foiled by Android L bugs. Some of those might have already been fixed on Google’s side, but developers won’t be able to enjoy those fixes and test their apps again without an updated image to try it on. That said, this is the first time Google ever provided a developer preview of an Android release and it is admittedly doing things a bit differently. One can only hope that they will reconsider and put out even just one more preview image before Android L, whatever its name will be by then, rolls out this fall.

SOURCE: +Michael Panzer

Most developers are not making it in the app business… but Android is still king!

Posted by wicked July - 21 - 2014 - Monday Comments Off


We often hear the success stories from triumphant app developers. Some of these applications generate tens of thousands a month, and sometimes per day! The developing craze builds up as more and more programmers learn to make apps, but it turns out the road to success in the app business can have more than just a single fork.

The latest Developer Economics survey proves most developers live under what is called the “app poverty line”. An app is considered below this line if it makes $500 or less a month. As it turns out, 50% of iOS developers and 64% of Android developers fall under this infamous category.

The business looks even less forgiving when you notice games generate the most revenue. Out of the 33% of the developer population that make games, about 57% are making less than $500 a month per app. As you can see, it’s not that easy to make it in the app developing world, but this doesn’t mean you can’t earn some cash either.

android developer apple mac Ryanne Lai

Even after all this years, the industry continues to expand and the Android platform is doing better than ever. In fact, most developers do utilize Java, Android’s programming language, over other options. 38% of developers seem to prefer using Java, as opposed to Objective-C (iOS’ language) at 24% and C# at 23%.

These numbers only make sense. After all, Android is the biggest platform, also having availability for the most apps. As we can see in this investigation, though, more doesn’t always mean better. It seems our developers are the first to suffer in this equation – as iOS is making developers more money.

Those struggling in this business should look into third-party tools. According to this same study, the use of these tools and a developer’s success are very strongly correlated. Of course, creativity and hard work can trump any numbers or statistics, and we know we have an amazing developer community out there!

Android Wear to get API for making custom watch faces

Posted by wicked July - 18 - 2014 - Friday Comments Off

Despite having its official release and even official devices, Android Wear might still be a bit raw, untested in the wild at the very least. So it isn’t surprising to learn that not everything is set in stone yet, even when it comes to the tools that developers need. The Android Wear team has just revealed that they are working on API that will make it easy for developers to create their own custom watch faces.

Google might be a little too late to the party. Ever since the Android Wear smartwatches launched, Android Wear apps started raining down, including watch faces, just like the Star Trek and Matrix themed designs we saw earlier. That said, making said smartwatch faces isn’t exactly a walk in the park. It’s almost akin to making your own homescreen launcher, except you need to have more considerations to keep in mind due to the special way Android Wear functions, like its information stream, battery and mute notifications, and always-on ambient mode.

It is even harder when you consider that the current API available are marked as unofficial, unreleased, and are therefore subject to change. The Android Wear dev team, however, is already hard at work in polishing up the API for a final release. And the benefits might be well worth waiting for, as the API would bring features like support for multiple form factors (think, both square and round faces), lower battery consumption, and generally a more reliable way to make faces.

To that end, Google is exhorting developers and designers to hold off from publishing their fancy sci-fi or fantasy design on Google Play Store, the reason being that the final version of the API might be totally incompatible with the experimental ones everyone seems to be using right now. Unfortunately, they also note that some of the promises of the Watch Face API won’t be fulfilled until after Android Wear has been migrated to Android L, which means sometime later this year. Of course, that won’t probably stop any of the current and future watch faces from coming out, both on Google Play Store or from other sources, but hopefully their developers know what they will be in for once the final API comes out.

SOURCE: +Wayne Piekarski

Want to be an Android developer? Udacity’s got you covered

Posted by wicked July - 16 - 2014 - Wednesday Comments Off

I’ve you’ve been interested in making your own Android apps but fancied yourself more as a visual learner, then fret not. Udacity, who has been expanding its courses and presence on Android, is providing a free Android development track that will get you started in making that next big blockbuster app or, if you really must, the next Flappy Bird phenomenon.

Udacity and Coursera are just some of the big names in the budding online or distance learning industry, offering courses in varying fields, ranging from computer science to humanities to sciences. Most of them are offered for free but some, like Udacity, offer perks and advantagees if you pay a fee, including personalized coaching and a verified certificate you can flaunt.

Late last month, Udacity launched its mobile app on Android and with it came the announcement of new courses that catered specifically to our little green friend. Now Google is announcing the courses from its end, particularly the Android Fundamentals package. The course videos feature Google Developer Advocates and cover a wide range of basic topics, starting with the history of the Android platform. Of course, Google would prefer you go to Android’s official documents and guides for reference, but this course will definitely help in making the whole learning process look a little less daunting.

This Udacity course is available for free, complete with all the videos and course materials you will need, but, as mentioned, there is also an option to pay a subscription fee for access to more features. One caveat about the course. Although it caters to those completely new to Android or even mobile app development, it does require a bit of familiarity with programming, particularly with Java. If you don’t have those creds however, worry not. Yes, Udacity has you covered there, too.

SOURCE: Google, Udacity

Project Ara lures module developers with dev boards

Posted by wicked July - 16 - 2014 - Wednesday Comments Off

As detailed in their plans, Project Ara is kicking up their development process by bringing in contributions from the outside. The project is now opening up its doors to interested module developers to try their luck in getting a development board. There is a catch, however. You have to convince them that you are indeed capable of creating such a module.

The application form says that requests will be prioritized “based on technical experience”, meaning that those who have had experience in embedded hardware and electronics have an advantage. It also says, however, that the “strength of the module concept” is also taken into consideration, but unless you have a really convincing grand vision that will make anyone’s jaw drop, it’s best to back up that idea with some industry creds.

This stage of Project Ara development is focused on populating the the ecosystem with modules. After all, a modular smartphone like it would only be half useful unless it has more than a dozen interesting swappable modules available. It is somewhat too early to expect the smartphone software to get the same treatment, which will probably come a lot later. To be clear, these are development boards and not the same beta device promised to the 100 winners of Project Ara’s scout program.

Those interested in putting in their application should do so before July 17 to get included in the first review batch, but in case you don’t make the cut, the second review will be open until August 17. Project Ara will be shipping first batch of dev boards, based on version 0.10 of the Module Development Kit (MDK) in late July but are also planning to ship a second generation of dev boards, this time based on MDK 0.20, sometime in Fall.

SOURCE: Project Ara (1), (2)
VIA: SlashGear

Meet the Devs – Basel Sader

Posted by wicked July - 15 - 2014 - Tuesday Comments Off

Developer interviews
Welcome back to our Meet the Devs segment! In this piece we take a little time to get to know the people who really make Android what it is today and that is the app developers. In this week’s developer interviews, we are talking to Moonbot Studios.

basel sader developer interviews

Name: Basel Sader

Developer Name: Basel Sader

Country: Israel

Website: N/A

Google + Profile/Page: Basel Sader Google+

How many people on your team? 1

turbo words developer interviews


Turbo Words

Tell us about your company

My name is Basel Sader, I’m a 19 year old developer from Jerusalem. I graduated school in 2012, and started college in 2013 majoring in Mathematics and Computer Science, minoring in Economics. I dropped out a year later and I started working on Turbo Words, the social word game.

What level of experience do you have with coding and development?

I have started coding around age 14 following a summer camp about programming. However I only got deep in coding and development July 2013, when I applied for an internship at a start-up in Ramallah as an Android Application Developer.

What languages do you know? How and where did you learn them?

I know Java, HTML, CSS, XML quite well. I know PHP, Javascript, JQuery at a moderate level. I have learnt the basics at MEET (Middle East Education through Technology), a 3 year summer camp that teaches computer languages and business amongst other things. And after that I worked on my own using online tutorials, buying books, etc to practice more and more.

What level of experience do you have with design?

I have little to no experience with design. The design for the game Turbo Words was made by a graphics design student.

What apps have you made?

I have made Turbo Words, a social and educational word game. At the start of the game, a player is given two letters (for example A + E). And they are then required to enter all the words they know that start with A and end with E in the given time (added, aided, add etc..). The default time is 60 seconds but the player can change it. At the end of the game, the player sees two lists: his own word, and all the words in the dictionary that start and end with the required letters. If the playing language is English, clicking on a word presents its definition and pronunciation. Players can choose to login with Facebook as well and challenge their Facebook friends to games. Online stats are available for each player.

turbo words developer interviews

How do you monetize your apps?

I have ads on my apps through Google AdMob.

Do you consider yourself successful?

I can’t say that I am successful just yet, I still have a long long way ahead of me, and I’ve just barely crossed the first step. But I must say that I have high hopes and I’m looking forward to a successful journey.

Why did you choose Android? Do you develop for other platforms? What are the differences between them?

I chose Android mainly because I am very fluent in Java, and because most of the smartphones in the world today run on the Android OS. I do not develop for any other platform yet.

What are your favorite apps?

One of my favorite apps is Google Keep. It has so much functionality yet still manages to remain simple and easy to use.

We want to thank Basel for chatting with us in this week’s developer interviews! If you’re a developer and this looks like something you’d like to do, check out our Meet the Devs form! We look forward to hearing from you.

Google gives a workaround for Android Wear Paid App bug

Posted by wicked July - 9 - 2014 - Wednesday Comments Off

Android Wear apps have just started flowing last week, but that might be reduced to a trickle due to a bug that prevents paid apps from being installed on smartwatches. Google has finally responded to the issue, providing developers with a workaround while waiting for an official fix to be released.

As previously summarized, the main cause of the problem is that the Android Wear installer doesn’t know how to extract and read and Android Wear APK that is stored inside a regular Android paid app. This is primarily due to the App Encryption mechanism that Google implemented to help curb piracy, Unfortunately, it is also curbing the adoption of Android Wear app purchases.

Normally, app developers would make use of the Android Studio IDE’s automated feature to package an Android Wear app inside a regular Android app, but since that isn’t working right now, developers will have to do things manually for a while, an option that has actually been available to them from the beginning, in case they didn’t want to use Android Studio. For this particular bug, the workaround involves putting the Android Wear APK inside the res/raw/ folder instead of the assets/ folder indicated by Google’s documentation. They also have to adjust some of the files manually to reflect this change. Once completed, everything should work with paid Android Wear apps as they do for free apps.

Of course this isn’t a proper fix and Google has no qualms admitting that it is a temporary workaround. They will be updating the IDE and the documentation to reflect this new location for embedding Android Wear APKs. Hopefully, developers can now jump in using the manual route without fear of having the rug pulled from under them again. But for those who want to be extra cautious, they might want to wait for the official fix to arrive, hopefully sooner rather than later.

SOURCE: Google

Meet the Devs – Moonbot Studios

Posted by wicked July - 8 - 2014 - Tuesday Comments Off

Developer interviews
Welcome back to our Meet the Devs segment! In this piece we take a little time to get to know the people who really make Android what it is today and that is the app developers. In this week’s developer interviews, we are talking to Moonbot Studios.

developer interviews moonbot studios

Name: John Cannon

Developer Name: Moonbot Studios

Country: United States

Website: Moonbot Studios official website

Google + Profile/Page: Moonbot Studios official Google+ page

How many people on your team? 48, but a smaller team works on apps about 6-10 depending on the project.

Lollipop 3 developer interviews


Lollipop 3: Eggs of Doom
IMAG-N-O-TRON: Numberlys

Tell us about your company

Moonbot Studios is a secret, zero-gravity colony inhabited by interstellar beings in Shreveport, La. Our mission is to create the best books, films, apps, games, and entertainment in the galaxy. Award-winning artists and filmmakers William Joyce, Brandon Oldenburg, and Lampton Enochs cofounded Moonbot Studios in 2009. Since then, we’ve produced an Academy Award®-winning short film and three bestselling apps, The Numberlys and The Fantastic Flying Books of Mr. Morris Lessmore and Chipotle Mexican Grill’s “The Scarecrow”. For more information, visit We just released our first app for the Android market, called Lollipop 3: Eggs of Doom. It’s a casual multitouch game where you have to catch eggs falling from the sky and hold them until they hatch really cute creatures.

What level of experience do you have with coding and development?

I started programming when I was 13… so 16 years. The first project I worked that I really connected with was the Matroska (MKV) project, an open source media container format, which is used now used by Google. I’ve been working at Moonbot now for almost 3 years and our team has been working with Unity since then. Lollipop 3 has been my favorite project to date.

What languages do you know? How and where did you learn them?

C, C++, Objective C, C#, Javascript, Java. I’m learning Erlang. I mostly learned these languages on my own from resources on the Internet. I did have some computer science classes, but I really solidified my knowledge by learning on my own.

What level of experience do you have with design?

Actually, not much. Before working here, I was a web programmer. And before that I did data visualizations. I’ve done some design work on most of our apps, an app for Ford, The Numberlys, our app for Chipotle called “The Scarecrow” and now Lollipop 3.

lollipop 3 developer interviews

What apps have you made?

I’ve worked on nearly all of our apps at Moonbot, including an app used to premiere the 2013 Ford Fusion, The Numberlys storybook app, an app that’s a companion to our animated short we made for Chipotle Mexican Grill called “The Scarecrow,” and now Lollipop 3. It’s been really exciting and rewarding to bring Lollipop 3 to Android.

How do you monetize your apps?

Most of our apps are pay to download and that’s worked best for us. Lollipop 3 is our first free-to-play app and we’ve learned a ton about how to motivate users to make purchases and what types of purchases excite our players. We hope to bring that knowledge to future apps and continue to refine Lollipop 3. Also, we look at our apps as one of many projects that support an “IP” or story. So, we’re always looking for ways to extend the experience into things like books or films.

Do you consider yourself successful?

Of course! Everything we do at Moonbot revolves around a strong narrative and when we see our users engaging with that story, it’s truly rewarding. We’ve also had some business success with our apps. Our first app in the Apple App Store, Morris Lessmore, is in the iTunes Hall of Fame. Our work for Chipotle was just nominated for a Daytime Emmy. Oh, and we won an Oscar back in 2011 for an animated film called The Fantastic Flying Books of Mr. Morris Lessmore. That was really cool.

moonbot studios developer interviews

How difficult is it to make money as a developer?

Our team has learned a lot about what works and doesn’t work for app monetization – for us. The types of products we create are different than a typical game company or app developer. We don’t look at a project as just an app, we look at it in many mediums so we’re always reaching our audience in different ways. It’s fun to be creative and be able to have a successful product.

What can Android do to improve?

One of our biggest hurdles is the variety of texture compression formats. We have to do different builds of the same app for all the different GPU types in order to keep the app looking good and hitting the mark that the artists set. The art team has a high standard in everything we do, so that’s sometimes challenging on Android.

Why did you choose Android? Do you develop for other platforms? What are the differences between them?

Up until now, we’ve primarily only published for the Apple App Store and it has been a great experience. We kept hearing from our users that they really wanted to see our work on Android and Kindle. Both platforms seem like a great fit and working with Unity makes publishing across all of these different platforms really easy.

What are your thoughts on iOS and Windows 8?

We obviously like iOS. Windows 8′s user base seems small, but we’ve considered bringing our apps to it anyway.

What do you think of the Android design guidelines?

I’m not really sure how to answer this because we approach each project with a custom UI system. We take guidelines into consideration of course, but most often it’s a happy coincidence that we meet those guidelines.

What are your favorite apps?

Kathryn Hardey, one of our developers is more qualified to answer this and she says:

developer interviews moonbot studios

What has been your experience been like working with Google?

It’s been really nice to submit updates anytime and in general we are able to get our apps out quicker.

What does the future of development look like?

Wearables like glass and watches are exciting. I could see us creating something really interesting for those. All of the new affordable consoles like FireTV and Ouya are exciting too and we are hoping to be able to develop for those platforms.

What tips do you have for aspiring developers?

Learn functional programming. It’s fun! Go to game jams in your area. Just start making games no matter how small.

We want to thank John and Moonbot Studios for chatting with us in this week’s developer interviews! If you’re a developer and this looks like something you’d like to do, check out our Meet the Devs form! We look forward to hearing from you.

Android L and Xposed: Keep Calm and Wait for It

Posted by wicked July - 7 - 2014 - Monday Comments Off

After CyanogenMod published its blog post about its plans for Android L support, Xposed Framework creator rovo89 is making a similar appeal to the Android community for a bit of objective analysis and a lot of patience. The summary of the situation is that Android L is still a fast-moving target that it isn’t practical to work on polishing Xposed for it. The developer would rather release a version that works well a bit later, rather than one that is too early but barely functions.

The biggest factor in this uncertainty of Xposed’s immediate release on Android L, even in a preview form, is ART, the new Android Runtime. While Google advertises ART to bring only goodness to end users, for developers, especially those like Chainfire and rovo that tinker with Android’s underlying subsystems, it is the proverbial pain in one’s extremities. Add to that “enhanced” security features and dual architecture (32 and 64-bit) support, and you have the recipe for a system developer’s nightmare.

ART in particular is also still changing a lot everyday. Ever since ART was introduced and even now with Android L already announced, the runtime is still seeing massive code changes and substantial modifications. If it isn’t hard enough to hit a moving target when you’re making a high-level Android app, it is even moreso when you’re developing one that modifies system features from under Android’s nose. Like Chainfire and CyanogenMod, rovo wants to focus his efforts only when ART has reached a more or less unmoving state. That’s not to say that he isn’t doing anything, of course. He does have some prototypes working, depending on how you define “working”, but nothing that is fit for any public release. Given the nature of Xposed, users will certainly appreciate a release that won’t brick their device instead of one that is hot off the Android L press.

rovo makes another note about the state of Xposed for Android 4.4 KitKat users who have switched to ART instead of Dalvik. Unfortunately for them, they will have to wait even longer. Apparently, ART in KitKat and ART in Android L are quite different beasts, so even if Xposed started working on the latter, it wouldn’t necessarily work on the former. For rovo, it makes more sense to work first on getting Xposed to work well on an Android release that only has ART before trying to work on one that can still switch to Dalvik as a fallback.