This is part 2 of this week's roundup and is dedicated entirely to apps. For part 1 dedicated to games and LWPs, see 26 Best New Android Games And Live Wallpapers From The Last 2 Weeks (5/5/11 – 5/18/11).
The newest update to Rovio Mobile's movie inspired version of Angry Birds hit the official Android Market this morning. The game was originally exclusive to the Amazon App Store, so naturally, it was the first to see the update.
The update brings 30 new levels as well as "hidden bonuses and juicy secrets" to the birdy-centric game, according to the official changelog. If you haven't already seen it, here's a video that shows the action:
The update is available in the Android Market now.
Last week, due to Google I/O, I did not have proper time to put into making the roundup, so this week contains apps from the last 2 weeks. This is the first part of the roundup with games and live wallpapers.
Well, that only took one media firestorm. Google, in response to widespread reports of a potential credential security hole in Android (which not only affects Android, but any OS using authTokens), is starting to roll out a fix for the public Wi-Fi vulnerability to all affected Android devices today. Google's statement, below:
Are you ready for some Plants vs. Zombies? We know you've been waiting for it (I certainly have). Just a little bit longer: Plants vs. Zombies will be available on the Amazon App Store starting late this month (presumably May 30 or 31) for the low, low price of free. The app will be free on its debut-day (May 30), then for 2 weeks will be exclusively available on the Amazon App Store, in a deal similar to that which Rovio had with Amazon upon the release of Angry Birds Rio.
Google I/O 2011 is all wrapped up, and boy was it eventful. In case you missed them the first go-round, we provided a handy-dandy list (with videos embedded) of the keynotes and Android sessions from both the first and second day. The first keynote, especially, was really quite fascinating and provided a good review of where Android is headed.
On the night before Google I/O 2011, I posted an open call for any questions you might have had for Google core developers. And you delivered - within a few hours, we had over 50 questions of varying complexities, and I realized I was in trouble. Office hours are meant for developers asking dev questions, whereas most of the ones you've asked were about policies and availability. Still, I proceeded to ask away at office hours and at the end of each session, fearing being shunned forever.
I know that a lot of people have been waiting on this day to come, but I have to admit - it's slightly melancholy. Even though the Netflix app is finally here, there are only a handful of devices that it officially runs on. If your device didn't make the cut, though, I wouldn't sweat it too hard - you know how resourceful the Android community can be.
Oh, the short list of devices?
Ahh, Google I/O, how we'll miss you for the next 365 days or so. The last 2 days have been filled with anticipation, knowledge, surprises, excitement, and fun - the perfect recipe for happy developers. As a developer myself, I've picked up heaps of new information, especially from the SDK Tools and ADT session by Tor Norbye and Xavier Ducrohet, and viewing the keynotes was simply a blast.
As you may have seen yesterday, day 1 keynote and sessions were already posted last night, and now the same fate reached the sessions and keynote from day 2.
One problem that Android app developers (specifically game developers) have had to face is the size limit for apps in the Android Market, because up until now it's been a measly 50MB. For most apps that is more than enough, but for others - like graphically intense games, for example - it's not even close, so developers had to jump through hoops and implement downloading of additional resources manually. Remember Spectral Souls with its 1GB of data?