Thanks for the suggestion; I’m marking this as under review for implementation in a future release of the Store.AdminCliff Simpkins (Sr Product Manager, Windows Phone Developer) shared this idea and gave it 3 votes ·
I added this after having 2 conversations on the topic this week :)
Thanks for the suggestion; I’m marking this as under review for implementation in a future release of the Store.
We’re pleased to announce that, starting today, developers no longer need a paid account to deploy their personal apps to their phone.
Per Todd Brix’s blog post (http://blogs.windows.com/windows_phone/b/wpdev/archive/2013/08/06/making-it-easier-to-get-started-with-windows-phone-app-studio-beta-simplified-phone-registration-support-options-amp-more-payout-markets.aspx), we now enable devs to unlock their personal device and side-load two personal apps onto the phone. For those needing to unlock more than one phone or side-load more than two apps, you would still require to join the Windows Phone Dev Center.
Thanks for your interest in Windows Phone!
Hi folks, I updated this thread to reflect the events of the last couple months. Last month, we started an experiment with the ChevronWP7 Labs team to enable low-cost development for hobbyist devs. Depending on how things go with this experiment, we will consider what is the best way to balance the interest of the hobbyist/enthusiast community with protection of developer IP and the consumer experience.
Thanks for the suggestion and the comments. I should have done this sooner, but marking it as ‘under review’ to [at least] acknowledge it.
This is definitely something that we are hearing as a need, and it is definitely high up on the feature consideration list as the team looks at releases.
As a total aside, as an avid consumer of the Starbucks' 'Pick of the Week' cards, I'm personally all for codes both for reviewers and for larger distribution.
Follow-up question to folks here - how would you see this working for codes from developers? 5/10/20/n free from the Store? Dev can purchase them?
Also, have folks tried using the 'Beta' distribution channel as a way of providing a tailored delivery for reviewers (even as the final/non-beta version)? Or does it have to be point to the one in the store?
FYI - moved this over to the Marketplace category in the App Hub forum
Thank you for the suggestion and the spirited commentary. We did not adding this capability in the 8.0 release, but know that it is high on the consideration list for future Windows Phone releases.
I’m pleased to say that this feature was added with the Windows Phone 8.1 release.
For more information on how to implement this capability, check out the following resources:
- Build ‘User Data Management in Windows Phone’ session (http://channel9.msdn.com/Events/Build/2014/2-566)
- AppointmentStore class (http://msdn.microsoft.com/en-us/library/windowsphone/develop/dn624805.aspx)
Okay - toggled the status ;-)
Thanks folks for the commentary.
I’m marking this as ‘Under Review’ and changing the title to better reflect the commentary in the thread (which differs from the title of the suggestion).
Hi folks, now that I have time to give UserVoice some update love, I did a couple things here:
- Changed the title to reflect the tiles focus of this request
- Changed the title to reflect the Maps control (as opposed to focus on Bing Maps control, which isn't getting much dev focus)
- Toggled the status back to 'Under Review'
As always, thanks for the commentary and keeping us honest. :)
3,301 votes84 comments · Dev Platform » Consumer - use windowsphone.uservoice.com · Flag idea as inappropriate… · Admin →
I’m pleased to report that the ability to attach emails has been added with Windows Phone 8.1.
For more information, please refer to the MSDN docs (http://msdn.microsoft.com/en-us/library/windowsphone/develop/windows.applicationmodel.email.emailattachment.aspx).
@nani - Unfortunately, I can't provide updates on progress outside of the larger Windows Phone disclosure. As such, the best I can do is mark it as 'under review' to publicly acknowledge that we've seen the request and that it's been discussed internally. When folks make a public announcement on a feature or capability, then I can set things to 'started' (if we announced it as a beta or roadmap feature) or 'completed' (when we ship). Doing more than that would likely put me afoul with my PR team. :)
The new emulator tooling in the Windows Phone 8.1 tooling now provides this capability. Enjoy!
I'll add my voice to this. :)
It would also be a great idea to be able to set multiple save points or restore points (similar to vanilla Hyper-V) and be able to place the emulator into any of these during development to help test various situations on the device
Thank you for the suggestion and commentary. The Store team continues to look at how to improve the app feedback/review experience (both for the consumer and the dev), and this suggestion is definitely something that is under consideration for a future Store release.
Keep those suggestions and votes coming!
Thank you for the suggestion and the spirited commentary on the this topic. While we understand that the Qt platform is important to many folks on this thread, we are not planning to add native support for the platform to the Windows Phone developer platform. That being said, we would be very supportive of the Qt community bringing a runtime to Windows Phone to allow Qt apps to run (and run well!) on the platform, very similar to the work that we’ve done to help bring other runtimes / engines such as Unity, Havok, PhoneGap, and Cocos2d. We feel that the work we’ve done to enable DirectX and the Windows Runtime could enable such a runtime, and would love to see the Qt platform come to Windows Phone.
Thank you for the suggestion and commentary on the OpenGL topic. While we understand that this capability is important to you, we are not planning to add this capability to the Windows Phone developer platform. It is felt that the underlying DirectX platform is sufficiently powerful on its own, and there is extensive guidance out there on bringing OpenGL to DirectX.