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More suggestions of multitasking in iPhone OS 4.0

5 hours 55 min ago

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Developers have found further evidence of multitasking support for 3rd party iPhone apps in the latest beta (3.2 beta 4) of the iPhone SDK, and suggest that it will become a reality this summer.

9to5 Mac reports on a new line found deep within the latest iPhone SDK. Specifically, SpringBoard.js has a reference to a "multitasking dialog box" that did not appear in version 3.1.3 of the SDK; it seems that it's new to version 3.2. Of course, there's no assurance that this refers to 3rd party support for multitasking, but it is new.

Additionally, Appleinsider's souces with "proven track records" state that Apple has developed "a full-on solution" for 3rd-party multitasking which will be a part of iPhone OS 4.0. No specifics were given on how it will be pulled off or how it will address the two main concerns: battery life and security.

Let's assume that Apple's plan addresses the security issue, but battery life still presents a problem, one that was supposedly addressed by Push Notifications. Apple's remote notification service allows applications to offload polling processes to web servers. By keeping the update algorithms working off the device, the iPhone's battery is spared. Certainly the iPhone itself must take on the task of keeping all of those apps up and running.

It should also be noted that iPhone OS does not use a paged memory model. That means, multi-tasking applications must compete for the same memory space, making it more likely that apps will receive memory warnings and even crash when they use too much memory. That's not an issue in the one-app-at-a-time space, but a real problem with multitasking

Of course, the iPhone OS is already fully capable of multitasking. In order for non-Apple apps to participate, Apple must lift the current restrictions within the OS. That's something the company won't do until the iPhone engineers have devised the best and safest method. As for iPhone OS 4.0, Appleinsider notes that it's got "a ways to go." Hopefully we'll have an answer in July.

More suggestions of multitasking in iPhone OS 4.0 originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 14:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)More suggestions of multitasking in iPhone OS 4.0 originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 14:00:00 EST. Please see our terms for use of feeds.

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Review: Knights of Charlemagne card game is simply simple, and we like it like that

8 hours 55 min ago

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The clever 2006 card game Knights of Charlemagne has made it to the iPhone and iPod touch as a simple little number placing app [$1.99, iTunes link]. We don't mean simple in that it's easy to beat or uninteresting. We mean that the game is clearly designed and plays quickly. While the beginner level (the Squire) is really only worth playing through once or twice with the tutorial minstrel on to learn the rules, getting to and beating the AI at Knight, and then the King level (which is supposed to be Charlemagne himself) is a good challenge and provides plenty of game for two bucks.

There's a whole lot of math and bluffing in the game. That is something which is better experienced in person and using real cards, but board games on the iPhone are their own experience. So, when you want some light brain-burning with a medieval theme, look no further than this simple app. Read on to find out more.

Gallery: Knights of Charlemagne game app

Continue reading Review: Knights of Charlemagne card game is simply simple, and we like it like that

Review: Knights of Charlemagne card game is simply simple, and we like it like that originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 11:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)Review: Knights of Charlemagne card game is simply simple, and we like it like that originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 11:00:00 EST. Please see our terms for use of feeds.

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GDC 2010: Canabalt postmortem

9 hours 55 min ago

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"What kinds of games do you like?" Adam "Atomic" Saltsman asked of his panel audience at the Canabalt postmortem during the Game Developer's Conference in San Francisco. "Role-playing" was yelled out, as was "puzzler," and eventually Saltsman picked "platformer" as the genre. Without another word, he quietly went to work on a laptop. Then, his partner at Semi Secret Software, Eric Johnson, took the podium to tell us all about what it was like to make one of the App Store's most popular games.

He started by saying that the game was originally developed in just "five very long days," and was created for the Experimental Gameplay Project and based around simplicity -- it only uses six colors and, obviously, the one button. For a game that's so simple, it actually had a lot of complex influences. It drew from older games, like Another World and Flashback, as well as modern works, like Half-Life 2 and District 9.

Continue reading GDC 2010: Canabalt postmortem

GDC 2010: Canabalt postmortem originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 10:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)GDC 2010: Canabalt postmortem originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 10:00:00 EST. Please see our terms for use of feeds.

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Poynt for iPhone is a mixed bag

10 hours 55 min ago

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Poynt has come to the iPhone, after having been a very popular free app on BlackBerry phones. Poynt provides local searches of individuals and businesses. It also shares a database with Open Table, so you can use it to make reservations at restaurants. Unlike the BlackBerry app, it has augmented reality, but is missing some features beloved by the Blackberry crowd.

Like some of the other iPhone search apps, you can enter the name of a business, and get a phone number, links to a website (if there is one), a mapped location, or directions. If you use the theater search, you'll find nearby movie houses. You can also search by movie genres, or get a list of the top 10 box office films. You can't buy tickets, but you can stream trailers. (Note: The developer says you can buy tickets if a ticket icon appears next to the distance marker. I didn't see any offering from my local theater when I checked the app.)

When you search for restaurants, you get similar results to those of the business search. Results include phone numbers, restaurant websites, maps, and directions. You can also narrow your search by cuisine, or by distance.

Continue reading Poynt for iPhone is a mixed bag

Poynt for iPhone is a mixed bag originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 09:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)Poynt for iPhone is a mixed bag originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 09:00:00 EST. Please see our terms for use of feeds.

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GDC 2010: How to develop an app with EA Mobile

11 hours 55 min ago

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For the first panel of day two here at the 2010 Game Developers Conference's iPhone gaming track, Oliver Miao of Centerscore Studios took the stage to talk about working on Surviving High School for the iPhone as a part of Electronic Arts' Mobile division. As Miao made clear early on, he's an "insider outsider" at EA: his company was started with a few friends, purchased by Vivendi in 2006, created a hit mobile game called Surviving High School in 2007, and was bought by EA in 2008. Last year, they were commissioned to recreate their game for the iPhone. In one of the most interesting iPhone panels at the conference yet, he talked about the ins and outs of working with EA on an iPhone title, and explained both, what it was like to work with the company, and his own philosophies on game design, especially concerning in-app purchases and microtransactions.

Most users seem to believe that microtransactions and episodic content are, at the very least, a pain to deal with (and are, at worst, a scam), but Miao is convinced that they're actually necessary to having a successful game -- he said that every developer, going forward, "will need to have them." Read on to find out why.

Continue reading GDC 2010: How to develop an app with EA Mobile

GDC 2010: How to develop an app with EA Mobile originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 08:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)GDC 2010: How to develop an app with EA Mobile originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 08:00:00 EST. Please see our terms for use of feeds.

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Count The Beats: Inspiration... two apps for the musician on the move

Wed, 03/10/2010 - 17:00

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Recently I've been preparing to move home and finally did last weekend. Naturally I had to pack up all my musical gear, equipment and of course, my Mac. In the week leading up to the move, I've had my iPhone and nothing else. With no creative outlet and the pressure of looming project deadlines, I found myself scouting the app store for a fix to help me start fleshing out a few creative ideas.

This is what I found that worked well for me.

1. TonePad and TonePad Pro

The iTunes Store describes TonePad Pro as "...the easiest way to make music. Discover the inner musician in you. Create songs by simply touching." And this is exactly what I found. With a 16 x 16 matrix, and an easy-to-use user interface (literally start tapping your fingers and music is made), I found myself coming up with little melodies and tunes immediately. Although you only have the 16 x 16 matrix, to me, what initially seemed quite limiting soon became a boundary for creative focus.

You can save an unlimited number of tunes to listen back to, and upload them to a shared server where your buddies can check out what you've been musing. With the paid version, you can save your melodies into a ringtone that will sync back to your iPhone, too.

2. Flourish

Flourish is something a bit more immersive. While having a steeper learning curve, there's loads more to explore here. The user interface is really fresh and unique (especially for the iPhone), and presents a creative challenge in focusing your composition whilst giving you the space to try different approaches to what you are creating.

Basically Flourish represents musical phrases as physical loops:

-Record loops with expressive multi-touch keyboards.
-Generate percussive and melodic sequences.
-Build arrangements by ear or by eye.
-Select from a consonant collection of instruments.
-Sequence loops by connecting them in chain.

Check out the Flourish website for a few demo clips.

Let us know in the comments below what other apps for the iPhone / iPod Touch, or the Mac, that are inspiring you to make music.

Count The Beats: Inspiration... two apps for the musician on the move originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 18:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)Count The Beats: Inspiration... two apps for the musician on the move originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 18:00:00 EST. Please see our terms for use of feeds.

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GDC 2010: Call of Duty: World at War Zombies postmortem

Wed, 03/10/2010 - 16:00

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Russell Clarke of Ideaworks Game Studio hosted a post-mortem report near the end of the first day of GDC 2010 about Call of Duty: World at War Zombies for the iPhone. The game was one of the first big brand hits on the App Store -- it successfully brought a game mode from one of Activision's Call of Duty console games (originally developed by Treyarch) to Apple's handheld device. After a quick joke about how a "post-mortem" was an appropriate exercise for a game about zombies, Clarke got into the nuts and bolts of how Ideaworks went about adapting the game for the iPhone.

The most major feature of the game's development, he said, was the decision last year around this time to sit down and work on prototyping for about six weeks. Nowadays, there are a few successful first person shooters around the App Store, but last year, FPSes were still a new genre for the iPhone, so the team decided to really brainstorm how one would work on a touchscreen.

Continue reading GDC 2010: Call of Duty: World at War Zombies postmortem

GDC 2010: Call of Duty: World at War Zombies postmortem originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 17:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)GDC 2010: Call of Duty: World at War Zombies postmortem originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 17:00:00 EST. Please see our terms for use of feeds.

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GDC 2010: Interview with Street Fighter IV producer Takeshi Tazuka

Wed, 03/10/2010 - 15:00

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We stopped by the Capcom Fight Club party here at GDC 2010 last night, and in addition to playing the new game, we also got to talk to producer Takeshi Tazuka. Actually, we got to talk to his translator -- Tazuka only speaks Japanese, and I only speak English, so the interview was done with a middleman in between.

But even with the language barrier, we did get some good chat in about the new game, Capcom's future plans for the iPhone, and what Tazuka thinks about making a game like this for the iPad. Read on for more.

Continue reading GDC 2010: Interview with Street Fighter IV producer Takeshi Tazuka

GDC 2010: Interview with Street Fighter IV producer Takeshi Tazuka originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 16:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)GDC 2010: Interview with Street Fighter IV producer Takeshi Tazuka originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 16:00:00 EST. Please see our terms for use of feeds.

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GDC 2010: Ngmoco justifies the freemium model

Wed, 03/10/2010 - 14:00

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As popular as Ngmoco and its games are, whenever we seem to post about them, the subject of their business model seems to rise to the top again. While they have emerged as one of the iPhone's top original developers, they've also lost a lot of fans by sticking with a model they call "freemium," even to the detriment of some of their most popular games. They release games for free, and then monetize the games by using microtransactions, selling both virtual items and virtual currency for real money.

digg_url = "http://www.tuaw.com/2010/03/10/gdc-2010-ngmoco-justifies-the-freemium-model/" We have a lot of questions for the company, and we'll be asking even more of them coming later this week. But first things first: we cornered Ngmoco producer Allen Ma here in their suite at GDC 2010 and asked him to try and tell us why Ngmoco is so insistent on "freemium," and how they feel about some of the adverse customer reactions to their model. Read on to hear why free-to-play, pay-to-play-more is the model that they're betting their business on.

Continue reading GDC 2010: Ngmoco justifies the freemium model

GDC 2010: Ngmoco justifies the freemium model originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 15:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)GDC 2010: Ngmoco justifies the freemium model originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 15:00:00 EST. Please see our terms for use of feeds.

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GDC 2010: Ngmoco previews We Rule and GodFinger

Wed, 03/10/2010 - 12:00

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We stopped by Ngmoco's suite at GDC 2010 on the afternoon of the first day of the show, and got a chance to preview two upcoming titles they're working on testing and releasing soon. Both of the games follow Ngmoco's popular (and yet much-maligned) "freemium" model, in which you download the game for free with the option to buy in-game items or currency that can change up or speed your gameplay. Still, while the model might turn some players off, the games we saw were the kinds of games Ngmoco is slowly becoming known for: polished casual experiences that bring an established genre squarely into their business model.

The first game we saw was called We Rule -- it's currently "beta testing" in the Canadian App Store and will be available to users in other App Stores soon. It was described to us as "Farmville meets Age of Empires," but what we saw was much more like Farmville rather than the more combat-based RTS title. The game opens on a screen full of "realms," each one developed and grown by one of your Ngmoco Plus+ friends, and you can zoom into your own to start building it up.

Continue reading GDC 2010: Ngmoco previews We Rule and GodFinger

GDC 2010: Ngmoco previews We Rule and GodFinger originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 13:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)GDC 2010: Ngmoco previews We Rule and GodFinger originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 13:00:00 EST. Please see our terms for use of feeds.

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Hack: The iPod serial library enables homebrew remote controls

Wed, 03/10/2010 - 10:00

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Warning: If you are baffled by people who think dismantling technology is fun, and completely fail to understand the excitement of building robots to battle other robots, this post may not be for you. Just so you know.

On the Make: magazine blog, they recently posted a piece about the evolution of a project. It was an iPod remote from last year that has gone from a "start and stop" only device to a full featured remote. It is a lovely piece of tech, powered by Arduino hardware. Arduinos are open-source circuit boards and software you can use to develop interfaces with all sorts of electronics.

I remember reading the first post about this remote last fall and being interested in where he would take this project, mostly because I love seeing what people do with Altoids tins. I have to admit hooking one up to a giant "Easy" button for my car never really occurred to me, though.

I really like the idea of building my own remote; partly so I can say I did it, but also because it would be a nicer way to get my iPod or iPhone (depending) working nicely with my car stereo.

Honestly I only understand about half of what he's talking about in this article, but I'm good at following instructions and I am reasonably handy with a soldering iron, so this doesn't look completely unreasonable. If I do end up building one I'll be sure to post all about it for you. In the meantime, have you built an unholy alliance between your Roomba and your iMac, or any other variety of Mac Tech Mashup? Tell me about it, I'd love to see what you all can do!

Photo by http://www.flickr.com/photos/finsprings/ / CC BY-NC-SA 2.0

Hack: The iPod serial library enables homebrew remote controls originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 11:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)Hack: The iPod serial library enables homebrew remote controls originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 11:00:00 EST. Please see our terms for use of feeds.

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Don't trust the critics: Four Apple products they thought would fail

Wed, 03/10/2010 - 09:00

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digg_url = 'http://www.tuaw.com/2010/03/10/dont-trust-the-critics-four-apple-products-they-thought-would/'; Ever since the iPad's introduction a month and a half ago, the internet has been awash in criticism of the as-yet-unreleased device. "It's just a big iPod touch," many have said. "No Flash, no multitasking, no sale," others bemoaned. And a few have gone so far as to say, "It doesn't do a lot of things that a netbook that costs half as much will do." For these reasons and many more, many of the pundits and forum dwellers have but one prediction: the iPad is going to crash and burn.

tweetmeme_url = 'http://www.tuaw.com/2010/03/10/dont-trust-the-critics-four-apple-products-they-thought-would/'; tweetmeme_source = 'tuaw'; Don't you believe it, because the critics have been wrong before. Several times, actually, according to The Week, which provides a list of five Apple products the critics thought would fail. Out of those five, only one, the Newton, failed to find mainstream success. The other four were industry-defining products which went on to sell millions of units each.

What did the critics have to say about these four "failed" Apple products when they first debuted, and which products were they? Click "Read More" to find out.

Continue reading Don't trust the critics: Four Apple products they thought would fail

Don't trust the critics: Four Apple products they thought would fail originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 10:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)Don't trust the critics: Four Apple products they thought would fail originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 10:00:00 EST. Please see our terms for use of feeds.

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GDC 2010: Street Fighter IV for the iPhone out now

Wed, 03/10/2010 - 01:30

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Tonight at GDC 2010, I went out and stopped by the Capcom Fight Club party here in San Francisco, and while there, Capcom projected the actual App Store interface for sending their Street Fighter IV app to the App Store on various screens around the room. We actually got to see them press the button on the release live and in person, and sure enough, the game is in the App Store right now for $9.99.

Before you go press buy, though, I'll also tell you that I got a chance to play the game, and while it is about as faithful a Street Fighter IV game as you can get on the iPhone, playing a fighting game without actual buttons is not really an ideal experience. While I was able to pull off a Hadoken and almost all of the other old moves after a few tries, the highest levels of competition in a fighting game require precision and subtlety, and this control scheme has neither of those. If you just want to play Street Fighter on an iPhone, sure -- be an early adopter, pick up the game, and enjoy a few rounds of Guile vs. Ryu. But if you're looking for the kind of in-depth fighting experience that Street Fighter IV on consoles and in the arcades offered, you probably won't find it here -- the controls are a little too inconsistent to really dig into the deep counter and powerup systems on display.

Continue reading GDC 2010: Street Fighter IV for the iPhone out now

GDC 2010: Street Fighter IV for the iPhone out now originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 02:30:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)GDC 2010: Street Fighter IV for the iPhone out now originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 02:30:00 EST. Please see our terms for use of feeds.

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Black Swan brings Google Voice back to the iPhone without the App Store

Tue, 03/09/2010 - 17:00

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Google Voice on the iPhone has been something of a sore subject for me. If you need a full-recap of the whole sordid iPhone/Google Voice story see this story from December or more of our coverage. I even started a little site devoted to waiting for Google Voice on the iPhone called IsGoogleVoiceAvailableForTheiPhone.com.

It has been 6 months and 19 days since Apple claimed it had not "rejected" Google Voice but was "studying" it. During the course of Apple's "study" the company moved to purge all existing Google Voice apps from the App Store.

There were three reactions to this from developers:

Google revamped the Mobile Google Voice page so that it looks a lot nicer on the iPhone.

GV Mobile released its app for free on Cydia for those who have jailbroken iPhones.

The folks behind Voice Central went a different route. They decided to make a web app instead. I've been using it in beta for the past few months, but as of today it has been released to the public as Black Swan.

The difference between the Mobile Google Voice site from Google and Black Swan is that Black Swan is stored locally on your iPhone, like Pie Guy from Neven Mrgan of Panic.com. Riverturn calls this a "weblication," which is a fairly awful name, but apparently they aren't the first ones to use it.

Continue reading Black Swan brings Google Voice back to the iPhone without the App Store

Black Swan brings Google Voice back to the iPhone without the App Store originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 18:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)Black Swan brings Google Voice back to the iPhone without the App Store originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 18:00:00 EST. Please see our terms for use of feeds.

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Slate comes to the iPhone, along with a lot of advertising

Tue, 03/09/2010 - 15:30

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I've always liked Slate Magazine on the web. It's sometimes sassy and irreverent, but always interesting -- an eclectic mix of politics, culture and tech news.

Now, Slate has come to the iPhone in a US$1.99 app that features all the articles from the site, as well as the blog posts, staff tweets and streaming video from the Slate podcasts. Once content is downloaded you can read it off-line, which is a worthwhile feature. Access to Slate on the web is free, and you can read Slate from any mobile browser by going to mobile.slate.com.

So why the charge for the iPhone app? Slate says it cost something to develop it, and it gives you a much richer experience in a portable form. I can't argue with that, but I can argue with the ads that appear absolutely everywhere. Even the splash screen popped up with an ad. I think that's a bit much after I've paid for the app, but I'm beginning to see a lot of this in other apps as well.

I do like the app a lot, and it is a better experience for me than reading Slate stories in Safari on the iPhone. I even prefer the app to reading the site on my desktop or laptop. I just think the constant intrusive ads are a turn-off that will keep some people from pulling the trigger on what is an otherwise laudable effort.

Slate works on any iPhone or iPod touch with OS 3.0 or greater. I expect we'll see an iPad version as well.

Full disclosure: In the dim, distant past I worked at the Washington Post Company, which owns Slate.

Take a gander at some screen shots below:

Gallery: Slate for iPhone screen shots

Slate comes to the iPhone, along with a lot of advertising originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 16:30:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)Slate comes to the iPhone, along with a lot of advertising originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 16:30:00 EST. Please see our terms for use of feeds.

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GDC 2010: Ngmoco explains how Eliminate was built

Tue, 03/09/2010 - 15:00

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The 2010 Game Developers Conference kicks off today in San Francisco, and TUAW is in attendance to check out the latest and greatest in iPhone game development. The conference boasts a whole track dedicated to iPhone gaming this year, and all week long, we'll be bringing you panels, news, and interviews straight from the conference floor. This morning, panel number one was from Stephen Detwiler and James Marr, two engineers at Ngmoco, to talk to developers about how they put the server software together for Eliminate, the "freemium" first person shooter that's serving as their flagship app lately.

tweetmeme_url = "http://www.tuaw.com/2010/03/09/gdc-2010-ngmoco-explains-how-eliminate-pro-was-built/" tweetmeme_source = "tuaw" As they explained during the presentation, they had a heck of a goal with this project: they wanted to put together "the definitive FPS for iPhone," complete with all of the functions of a standard console deathmatch-style FPS, in just five months with just three engineers. And they started with the toughest nut of all: the networking code.

Continue reading GDC 2010: Ngmoco explains how Eliminate was built

GDC 2010: Ngmoco explains how Eliminate was built originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 16:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)GDC 2010: Ngmoco explains how Eliminate was built originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 16:00:00 EST. Please see our terms for use of feeds.

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Tekken bound for the iPhone

Tue, 03/09/2010 - 14:00

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Namco is bringing the popular Tekken franchise to the iPhone. It's not confirmed whether it's a port of the original game -- released back in 1994 in arcades, then on the PlayStation -- or the current Tekken 6.

This comes a few weeks after Capcom announced the release of Street Fighter IV for the iPhone, leading to an eventual fighter game showdown in the App Store. While both games on the iPhone is pretty awesome, I'm waiting to see how they will look and play on the iPad. I also wouldn't mind seeing even more Namco titles on the iPhone - especially selections from the Tales RPG franchise.

Namco has a number of games in the store, including classics like Galaga, which was "remixed" for the iPhone, Burger Time Deluxe, which graced arcades way back in 1982!

Here's hoping for old-school Tekken.

[Via Gizmodo]

Tekken bound for the iPhone originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 15:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)Tekken bound for the iPhone originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 15:00:00 EST. Please see our terms for use of feeds.

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EFF releases iPhone developer license agreement

Tue, 03/09/2010 - 13:30

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In a step towards transparency, the Electronic Frontier Foundation has made the entire iPhone Developer Program License Agreement available for the general public. This is the document that all iPhone developers must agree to when they become part of the iPhone developer program.

As EFF points out, public copies of the license agreement are pretty scarce thanks to developers being locked under a non-disclosure agreement as part of the contract. EFF used the Freedom of Information Act to get its copy from NASA, which is the version from approximately a year ago (Rev. 3-17-09). The agreement has been updated since then.

The EFF characterizes the agreement as "a very one-sided contract, favoring Apple at every turn," and that's not an overstatement. Some of the clauses and conditions in the Apple developer agreement do smack of "our field, our ball, our rules" thinking from Cupertino. Highlights from the 28-page document include:
  • A ban prohibiting developers from making public statements about the license agreement; however the contract itself is not considered "Apple Confidential Information."
  • Apps developed from Apple's SDK are only allowed to be sold through the App Store. You can't push it anywhere else (Cydia, etc.), even if Apple has rejected the app for any reason.
  • Developers are forbidden to tinker with any Apple products, not just the iPhone. This includes jailbreaking.
  • Apple is not liable for more than $50 in damages in case something happens on their end to your app. This is laughable, and I'm honestly surprised that Apple has not had a legal challenge over this yet.
  • Devices used for testing purposes could be locked into a "testing mode," and may not be able to be restored to their original condition. That is one way to brick your device.
I discussed the EFF's post with Mike Rose, and he offered some editorial comment; read on for more.


Continue reading EFF releases iPhone developer license agreement

EFF releases iPhone developer license agreement originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 14:30:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)EFF releases iPhone developer license agreement originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 14:30:00 EST. Please see our terms for use of feeds.

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CBS Sports March Madness app will stream your games live

Tue, 03/09/2010 - 07:00

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I'm much more of a baseball fan (go Cubs!), but of course it is now March, and that means college basketball is about to heat up. CBS Sports has now released an official March Madness On Demand app, and just like the great MLB iPhone app, this one also offers streaming video on demand of 63 March Madness games. Video even comes over 3G and EDGE, so no matter where you are, you'll be able to keep up to date on what's happening in the big tournament. The app also offers scores and bracket updates (so you can see how your picks are playing out), as well as connections to Facebook and Twitter, so you can do a little trash-talking, too.

There is a lite version that offers up just scores and news, but the US$9.99 premium version gives you live video of all the games, and/or audio broadcasts as they happen from Westwood One (and the press release says CBS worked in conjunction with MLB Advanced Media, so I'd guess the quality is pretty good). If you're planning on watching the tournament at all, and think you might spend at least a game or two away from the television, the app will probably be worth it. It's up for download right now on the App Store -- play ball! No wait. What do they say for basketball? Tip off?

CBS Sports March Madness app will stream your games live originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 08:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)CBS Sports March Madness app will stream your games live originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 08:00:00 EST. Please see our terms for use of feeds.

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Steph Thirion, creator of Eliss, annouces Faraway

Mon, 03/08/2010 - 21:00

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Steph Thirion is an excellent game designer who I've had the good fortune to meet a few times. He first released a great game called Eliss on the App Store and he's now announced the second game he's been working on, called Faraway. Eliss was a terrific little arcade game that made great use of the iPhone's touchscreen, and Thirion says that while his first game dealt with "planets and space management in sectors, Faraway will be about constellations and infinite space travel." Sounds exciting. The game will be playable at GDC this week, so I'll definitely make time to run by and check it out.

Thirion has also announced a new company to represent and sell his iPhone games, and he's calling it LITTLE--EYES. It's really great to see a very smart, independent developer come into his own like on a platform like the iPhone -- there's really no other mainstream gaming platform out there that lets developers really jump in headfirst and release experimental games like these to a a mainstream market. We'll keep an eye out at GDC this week for all kinds of indie developers making it big. While it's cool that Valve and other larger companies are finally coming around, we have to be sure not to forget developers like this either.

Steph Thirion, creator of Eliss, annouces Faraway originally appeared on The Unofficial Apple Weblog (TUAW) on Mon, 08 Mar 2010 22:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)Steph Thirion, creator of Eliss, annouces Faraway originally appeared on The Unofficial Apple Weblog (TUAW) on Mon, 08 Mar 2010 22:00:00 EST. Please see our terms for use of feeds.

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