Protests against iPhone factory conditions planned at Apple Stores

Posted on February 8, 2012 by Mike Schramm.
Categories: Uncategorized.

Stories about troubling factory conditions at Foxconn are all too familiar, unfortunately, but hearing that protestors are planning to do something about it is new. GigaOM reports that this Thursday, representatives from Change.org and Sumofus.org are planning to bring petitions to Apple Stores in major cities around the US, asking the company from Cupertino to put together "a worker protection strategy" for the factories overseas that it contracts to make all of its products.

The organizations will arrive at stores in Washington, DC, New York City, San Francisco, London, Sydney and Bangalore, and will also bring signs and leaflets along to educate Apple customers and employees about what's happening overseas. The petitions will have the names of 250,000 people on them, and one of the representatives from Sumofus.org says that the group is "asking Apple to clean up its supply chains in time to make the iPhone 5 its first ethically produced product."

Obviously no one wants factories with terrible conditions for its workers, and Apple in the past has at least given lip service to wanting to make sure that conditions are as good as possible at the companies that it contracts work from. But maybe a protest like this will bring even more light to the issue, and pressure Apple even further to make sure that any of its production lines are at least benign when it comes to worker safety and labor rights.

Protests against iPhone factory conditions planned at Apple Stores originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 08 Feb 2012 15:15:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogProtests against iPhone factory conditions planned at Apple Stores originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 08 Feb 2012 15:15:00 EST. Please see our terms for use of feeds.

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Daily iPhone App: Ghost Trick: Phantom Detective scares up some fun

Posted on by Mike Schramm.
Categories: Uncategorized.

I've been waiting for this one for a while. Ghost Trick: Phantom Detective is a title that won accolades on the Nintendo DS last year, and it's now arrived on iOS in a universal version (that's free to download to boot). The idea is that you're a ghostly "phantom detective" who must solve his own murder. You can't directly interact with the living, but you can mess with inanimate objects in their world. So move objects around and try to change the fate of other dead people. It sounds morbid, but there's a fun sense of humor and style that keep it entertaining.

The first two chapters are free to play through, and you can buy the rest for US$9.99 total, or $4.99 in three different chapter packs. Even for the full price, that's cheaper than you'll find it for sale on the DS. There's full Game Center integration and the build is universal, which makes this one of the best ports that Capcom has ever released. It's great to see such a popular game get a decent port to the App Store. Definitely pick it up and try it out. You might find yourself compelled enough to buy the whole and finish the story.

Daily iPhone App: Ghost Trick: Phantom Detective scares up some fun originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 08 Feb 2012 08:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogDaily iPhone App: Ghost Trick: Phantom Detective scares up some fun originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 08 Feb 2012 08:00:00 EST. Please see our terms for use of feeds.

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Mass Effect 3 getting an iOS game

Posted on February 7, 2012 by Mike Schramm.
Categories: Uncategorized.

Mass Effect 2 got its own iOS game when it was released on the traditional consoles a few years ago, and since Mass Effect 3 is due out in another month or so here, you probably won't be surprised to hear that EA is again planning another iOS game tie-in for the release. This time around, though, it sounds like they're doing it a little more intelligently. The last game focused on the first companion you met in the full console game, telling a little bit about his backstory through a pretty straightforward (and honestly, kind of boring) action game. This time around, the iOS title will again be action-based, as a third-person shooter, but instead of just telling background story, it will directly affect one of the main game's elements.

Playing the iOS game will "increase a player's Galactic Readiness rating," which is an element directly used in Mass Effect 3's "Galaxy at War" system (which will also tie in to the multiplayer elements in the game). It sounds like the iOS title is more of an arcade title than a full campaign game, which means that the more you play it, the better your starting console game stats will be. EA also says that you'll be able to earn "exclusive weaponry" for the main title, so that's a nice bonus as well.

The Mass Effect tie-in game is called Mass Effect Infiltrator, and should be available for all modern iOS devices soon. It'll be interesting to see what EA does with this one -- the company has learned a lot about the iOS platform since the last tie-in title, and with anticipation for Mass Effect 3 at a fever pitch, this title should be the latest and greatest the big traditional console company can do.

Mass Effect 3 getting an iOS game originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 07 Feb 2012 21:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogMass Effect 3 getting an iOS game originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 07 Feb 2012 21:00:00 EST. Please see our terms for use of feeds.

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VP of iPhone and iPod Engineering David Tupman leaves Apple

Posted on by Mike Schramm.
Categories: Uncategorized.

David Tupman, the VP of iPhone and iPod Engineering at Apple, made his exit from Cupertino at the end of last year, according to reports at 9to5Mac. Tupman, who grew up in the UK, has a background in engineering, and has been in the position ever since the introduction of the first iPod, all the way up through the release of the iPhone 4. It's unknown where Tupman is headed next -- it's rumored that he may be headed to work on Nest with another former Apple Engineer, Tony Fadell, but Nest denies those rumors.

As for Apple, it'll be fine, of course. A company doing as well as Apple will likely be able to pick up any engineers it would like, and even if not, there are quite a few candidates inside the company that could step up into the Engineering position, including the current head of iPad engineering, or the person in charge of iPod and iPhone design. Meanwhile, best of luck to Mr. Tupman -- thanks for all your hard work.

VP of iPhone and iPod Engineering David Tupman leaves Apple originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 07 Feb 2012 20:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogVP of iPhone and iPod Engineering David Tupman leaves Apple originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 07 Feb 2012 20:00:00 EST. Please see our terms for use of feeds.

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Considering Aperture for iOS

Posted on by Mike Schramm.
Categories: Uncategorized.

Gabe Glick over at Macstories has a proposal: Aperture for iOS. On the surface, it sounds like a pretty silly idea -- Apple's high end camera app is really made for a desktop environment, and with the hassle required to get high quality photos onto iOS devices, there really isn't a point bringing Aperture over to a platform like the iPad. But Glick, though he agrees with the naysayers to a certain extent, is willing to take the opposite position. He says that he thinks Aperture is coming to the iPad with the announcement (expected sometime this year) of the iPad 3.

So we'll let him make his case. He says the Retina Display is a big benefit, for photographers who really want to see their pictures close up and in full color. Of course, the iPad 2 doesn't have a Retina Display, but if the iPad 3 gets the same kind of high definition screen that the iPhone 4 already has, Aperture would be more likely. iCloud's photo stream would make it easy to get pictures on the mobile device, a better A6 processor would make editing RAW photos and other high end resolutions easier as well, and finally, Glick says that a "professional workhorse" app like Aperture shouldn't be automatically dismissed from the iPad. Most people would have said the same thing about iMovie and GarageBand on the iPad, and both of those have done quite well.

When you put it like that, well, sure. Obviously this is all just speculation -- we won't know that Apple is releasing an app like this until it's actually announced on stage. But I will say as well that I've been trying to make noise lately for a sort of "iCamera" -- a more professional DSLR camera made and produced by Apple -- and I've been answered most of the time with the suggestion that Apple is betting on the cameras in its mobile devices rather than a separate dedicated device. If that is true, then sure, why wouldn't we want to see better official tools to deal with photos than the current Camera app offers?

Considering Aperture for iOS originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 07 Feb 2012 18:30:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogConsidering Aperture for iOS originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 07 Feb 2012 18:30:00 EST. Please see our terms for use of feeds.

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Daily iPhone App: 7 Little Words will cast a spell on you

Posted on by Mike Schramm.
Categories: Uncategorized.

Puzzlejuice adds all kinds of bells, whistles and fun to the "word game" genre. The equally excellent 7 Little Words (free) goes in the opposite direction, boiling wordplay down to its core. It offers just seven words and a series of letters (in groups of two or three at a time) to spell them with.

7 Little Words is one of those games that's super easy to play but fiendishly difficult to master. There are 50 puzzles in each of the game's pack (each with their own set of seven words and grid of letters to choose from), and you have to make guesses for each word from clues like "bunny food" (CA-RR-OTS), or "make dirty" (SO-IL).

It's a "pure" experience, in that there's no timer, no extra points...no points at all, in fact. It's just you, some letters, and the words you need to make with them. 7 Little Words a very "Zen" experience, yet there's a lot of pleasure to be had in sitting down, thinking hard, and hopefully coming up with the words you need.

The game comes with 50 puzzles, and extra packs can be bought for 99 cents each (more have been added since we last looked at 7 Little Words, as well as a new shuffle option). If you like crossword puzzles or just word puzzles at all, 7 Little Words is worth the download for sure. It might frustrate you a little bit (seriously, some of the puzzles will have you forehead slapping when you finally figure them out), but most word game fans like a good challenge anyway.

Daily iPhone App: 7 Little Words will cast a spell on you originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 07 Feb 2012 09:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogDaily iPhone App: 7 Little Words will cast a spell on you originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 07 Feb 2012 09:00:00 EST. Please see our terms for use of feeds.

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Daily iPhone App: Star Marine Infinite Ammo

Posted on February 6, 2012 by Mike Schramm.
Categories: Uncategorized.

Glitchsoft's oddly-titled Star Marine: Infinite Ammo (more on why that's weird in a moment) is both good at bad. First, it's good at heart. Star Marine: Infinite Ammo is a Contra-style run-and-gun title that has you controlling a soldier on a spaceship among other environments. Your job is to fight through hordes of aliens and escape. The action is great and fans of the old Contra game will find a lot to enjoy.

However, Star Marine has a few unfortunate issues. First of all, the controls are a little more wonky than they should be. For example, the action often gets fast and furious. When things heated up in Contra, you could duck and jump out of the way reliably. Star Marine's touch controls, by contrast, don't always get you where you need to go. I got hit by several stray bullets and alien flyers because the controls weren't quite as tight as they should be.

Repetition is also an issue. While the environment options eventually expand, the first few levels are basically the same hallways and enemies over and over. An enjoyable boss battle becomes drudgery after you've done it several times.

The freemium-style in-app purchase system doesn't help, either. When you discover a gun you haven't unlocked with gems you've collected, you just plain don't get it. Plus, the gems come way too slowly. If this was a freemium game, the rate might be acceptable (and I fully expect it to drop to free at some point), but for the current price of US$1.99, it's too slow.

I've got one more complaint. For a game called "Infinite Ammo," there's only one gun I found that was truly infinite. Everything else, including weapons you can buy, health packs and special attacks, are limited.

Despite those issues, Star Marine: Infinite Ammo can be fun. There's even a Boss Rush and Survival Mode to enjoy after you've finished the main campaign. I don't know that I'd recommend it at the $1.99 price, but this game seems made to be discounted, so keep an eye out for it. At a slightly cheaper price (or maybe if the freemium system is tweaked to be a little more forgiving), Star Machine: Infinite Ammo has a lot more going for it.

Daily iPhone App: Star Marine Infinite Ammo originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 06 Feb 2012 08:15:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogDaily iPhone App: Star Marine Infinite Ammo originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 06 Feb 2012 08:15:00 EST. Please see our terms for use of feeds.

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Study: iOS apps crash more than Android apps do

Posted on February 5, 2012 by Mike Schramm.
Categories: Uncategorized.

Mobile OS crash analysis firm Crittercism (Really? Who's naming this stuff?) has posted the chart above, which shows that as a percentage of crashes overall, the latest version of iOS claims the highest total. In fact, many versions of iOS show a large percentage of crashes, and clearly iOS overall seems more prone to have an app crash rather than Android.

Of course, there are quite a few qualifiers here. This data has been normalized, so we can presume that this isn't just a quirk of the numbers: There are likely more crashes happening on iOS devices than Android devices, and not just because there's more iOS apps being used (Crittercism says it monitored about 215 million app launches across all platforms, and there were three times as many launched on iOS, but again, this chart shows a percentage of all app launches).

So why more crashing? Crittercism suggests it's because iOS 5.0.1 had just released, while the latest version of Android had not yet arrived, and the new OS was causing more issues than usual in Apple's system. I would also suggest that iPhone users (who have likely paid more for their phones) tend to overtax their devices -- keep in mind this is just an app crashing, not the full iOS, and we've all done that once or twice, right? And as you can see, there's a fair amount of crashes on older iOS phones, which means customers might be running newer apps on older hardware, almost always a recipe for disaster.

At any rate, interesting figures. With so much more usage on iOS devices (both from skilled and not-so-skilled developers, and users of both types as well), it's not that surprising that there are so many more crashes. Have crashes on iOS seriously affected your user experience?

Study: iOS apps crash more than Android apps do originally appeared on TUAW - The Unofficial Apple Weblog on Sun, 05 Feb 2012 14:30:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogStudy: iOS apps crash more than Android apps do originally appeared on TUAW - The Unofficial Apple Weblog on Sun, 05 Feb 2012 14:30:00 EST. Please see our terms for use of feeds.

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Atari team rejoins to make mobile titles

Posted on February 3, 2012 by Mike Schramm.
Categories: Uncategorized.

Seamus Blackley is one of the co-creators of Microsoft's original Xbox console, and he put together a really interesting team of old-school Atari game developers recently to make mobile games. Blackley's new company is called Innovative Leisure, and while the website isn't anything more than a groovy logo, the devs he's got on board make for a pretty impressive list: Ed Rotberg (who made Battlezone), Owen Rubin (Space Duel), Rich Adam (who worked on Missile Command), Ed Logg (the creator of Astroids and Centipede), Dennis Koble (who programmed Shooting Gallery), Bruce Merrit (creator of Black Widow) and Tim Skelly (who is also an old school game dev, though not with Atari).

The company is completely separate from Atari (which already has a pretty significant presence on the App Store), but the team has some money already and is reportedly working on prototypes and ideas for a first game.

It should be interesting. The mobile gaming market is filling up fast, but there's no question that these guys know how to make solid and interesting arcade games. We'll have to see what they can do with iOS and other mobile platforms.

Atari team rejoins to make mobile titles originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 03 Feb 2012 18:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogAtari team rejoins to make mobile titles originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 03 Feb 2012 18:00:00 EST. Please see our terms for use of feeds.

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Ticket to Ride Pocket adds asynchronous multiplayer

Posted on February 2, 2012 by Mike Schramm.
Categories: Uncategorized.

The pocket version of Ticket to Ride by Days of Wonder is among the best board game adaptations for the iPhone, and it's just gotten better with asynchronous multiplayer support. Now you can start a game with friends through Game Center, and take turns back and forth across the Internet. The experience is similar to popular multiplayer games like Words with Friends and Hero Academy.

This free update also expands the game's local multiplayer mode, so that users on the same Bluetooth or Wi-Fi network can play across devices. Ticket to Ride for the iPhone and iPod touch is available for US$1.99 in the App Store, while the iPad version is priced at $6.99.

Days of Wonder notes that Ticket to Ride has been extremely popular. It has sold over 350,000 copies, and a new online game is begun every four seconds on average. The game is definitely excellent, and the success is well-deserved.

Ticket to Ride Pocket adds asynchronous multiplayer originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 02 Feb 2012 18:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogTicket to Ride Pocket adds asynchronous multiplayer originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 02 Feb 2012 18:00:00 EST. Please see our terms for use of feeds.

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Ghost Trick sneaks onto iOS tomorrow

Posted on February 1, 2012 by Mike Schramm.
Categories: Uncategorized.

I'm excited about this one -- Ghost Trick: Phantom Detective was one of the best mobile games on the year that didn't appear on iOS in 2011, but the wait is over: Though it's been on iOS in Japan for a little while, the game is finally coming to the App Store on this side of the world this evening. As of tomorrow, you'll be able to pick up Ghost Trick on your iPhone or iPad, no matter where you are. The game itself will be free, so you can play through the first two levels for no charge, and after that you can buy the rest of the content with an in-app purchase.

Ghost Trick is a fun one -- you play as a ghost detective who needs to solve crimes by inhabiting inanimate objects, like possessing phones to listen in on phone calls, or moving objects around to convince the living to move as well. It's a really great title that not a lot of people have picked up to play, so definitely give this one a look tomorrow when it's out.

Ghost Trick sneaks onto iOS tomorrow originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 01 Feb 2012 22:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogGhost Trick sneaks onto iOS tomorrow originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 01 Feb 2012 22:00:00 EST. Please see our terms for use of feeds.

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Pokertini from Smappsoft on display at Macworld | iWorld 2012

Posted on by Mike Schramm.
Categories: Uncategorized.

Smappsoft sought me out a few times at Macworld | iWorld this year, so I was glad to see what they've been up to. Last I saw the company, they were working on a puzzle game called Look Again, and since then they've released a few other titles, including Chinese 13 Card Poker and a version of Look Again for children called Look Again, Jr. That app trades animals for the random patterns of the first title, and the devs are finding out that it's getting "a little traction in the special needs market" at schools, as teachers tell them that kids with communication issues can easily understand the game and how to win it.

Smappsoft's latest game, an as-yet-unreleased app is called Pokertini, is more for adults with the tagline, "video poker with a twist." Yes, it's a very colorful video poker game. The guys behind Smappsoft have also released an app called Hold 'Em Helper, so it's clear they're fans of card gambling.

Pokertini seems like fun. It is a video poker game (which means you get a hand of cards and then can hold or discard once, trying to make the best hand you can) with three hands, and the basic idea is that you place one bet that can be split across three hands. You can change up your bet after the first cards have arrived, so if you think you'll be luckier on the top hand than the bottom one, you can move coins up there (across the touchscreen) in the hopes that you'll score big. Scoring is pretty much the same as Vegas odds, so it's even money for Jacks or higher, and then more payouts on up the scale.

The twist is that you can buy "twists" with your money that will influence the cards that arrive. For example, you can buy a twist that blocks low or high cards, or one that shakes up all of the hands. Every few hands you'll get a bonus round, where you're given a matrix of 3 by 5 cards, and just asked to make the best hands with them that you can in the time allotted.

All of that was still under development, I was told. The team isn't quite sure how the bonus round will appear, and they're still considering how to make a compelling part of the game.

There are also badges and achievements to earn. The game uses a freemium model. There are in-app purchases for more coins and money. Smappsoft says you'll never completely run out of money, though. If you do, the game will always grant you a little more to play with.

If the team can balance out the twists and even out the bonus round, it should be a fun take on video poker, and if you already enjoy that pasttime, you'll probably love it. Smappsoft says Pokertini should be out later this year, so we'll keep an eye out for it.

Pokertini from Smappsoft on display at Macworld | iWorld 2012 originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 01 Feb 2012 09:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogPokertini from Smappsoft on display at Macworld | iWorld 2012 originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 01 Feb 2012 09:00:00 EST. Please see our terms for use of feeds.

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SRS takes the iWow universal at Macworld | iWorld 2012

Posted on by Mike Schramm.
Categories: Uncategorized.

SRS Labs hosted a booth at Macworld | iWorld 2012 last week for two main reasons. First, the company wanted to show off the iPad version of MyTunes, its music player app that incorporates the company's patented sound enhancement algorithm. Second, it wanted to introduce an update to the iWow hardware itself, called the iWowU, that allows listeners to plug in to any source at all, from anywhere, straight through the headphone port.

MyTunes has been out on iPhone for a while, but SRS showed me the iPad version, which is pretty slick as an "outside of iTunes" music player. Not only can you play all of the audio in your iTunes library, you can use SRS' iWow processing on it. MyTunes has a few different equalizers to play around with, including a 10-band, a 3-band, and a series of music genre settings. There are also a few transition options, an option to raise or lower a recording's speed without changing the pitch (handy for listening to lots of podcasts as quickly as you can), and a "TruVolume" setting which keeps all of the music in your library at the same volume.

The SRS rep said the company's biggest issue with the app is that because of Apple's API limits, they can't apply the iWow processing to anything but the music in your iTunes library. Unfortunately that means MyTunes won't improve the sound coming out of streaming services like Pandora or Slacker. But the app seems like a solid alternative to iTunes, with the added bonus of all of SRS' technology. It should be available in about two weeks for free, with all features unlocked as a US$4.99 purchase.

The new iWowU is a little unit that plugs into the headphone adapter on your iDevice -- or any headphone adapter anywhere, as it will also work on a PC, Mac, or any music player with a headphone plug. Your headphones plug into the other end (the iPhone's white mic cord will work), and the iWow processing is sent along through the cable. Older models had to use the iPhone and iPod touch's dock connector to power the iWow unit, but the iWowU actually charges up with a microUSB cable, so it'll process the music wherever you want for about 5-6 hours before needing charging again.

SRS didn't have a price for the unit yet, but they said it'll be "similar to the current iWow," which is available for $59.99. The smaller size is nice, and the adapter for just a common headphone jack should mean listeners will have the chance to hear the iWow processing in all kinds of new places. The iWowU is due out later this year.

SRS takes the iWow universal at Macworld | iWorld 2012 originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 01 Feb 2012 04:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogSRS takes the iWow universal at Macworld | iWorld 2012 originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 01 Feb 2012 04:00:00 EST. Please see our terms for use of feeds.

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Liv Games releases Monster Wars on iOS at Macworld | iWorld 2012

Posted on January 31, 2012 by Mike Schramm.
Categories: Uncategorized.

I first met Liv Games' Orian Livnat at last year's Macworld, where he showed me a wild game called Legendary Wars that mashed up a number of different genres and ideas in a mix created by Livnat and his family and friends. At the time I thought the game was a really interesting idea, but even I didn't expect the kind of success Liv Games has seen. A year later, the company had multiple booths in the mobile app showcase section at Macworld | iWorld 2012. Even while also running the show during the day, the team was hard at work on releasing the followup to Legendary Wars, Monster Wars.

That game is out now, and as you might imagine from the title, it follows the other side of the story, that of the monsters from the original game. Just like Legendary Wars, the graphics are colorful and the animations are very well done. Livnat and his crew have really blown what was already a very broad idea out even further, adding more unit types, more abilities, more game modes to play around with, and lots more upgrades and add-ons to earn throughout the longer campaign. Fans will really love spotting all of the updates here; there are lots more "pets" running around during batle, for one thing, which Livnat says players really enjoyed in the first game. The option to actually control creatures like trolls, liches, and undead knights is intriging as well. Fans of the first game should definitely pick up Monster Wars, and at the launch price of just 99 cents, this much content is hard for anyone to turn down.

While Monster Wars is only Liv Games' second title, Livnat himself has quite a few projects underway, both as partnerships with other companies and as projects he's working on with friends. It sounds like he and his team are pretty run off their feet (he happily showed me pictures of the crew working late during Macworld to submit Monster Wars to the App Store), but he also says he's not interested in giving up the company to an acquisition.

Legendary Wars did bring offers, says Livnat, but for now, it sounds like he's more interested in making games that people are really enjoying. Monster Wars has only been on the App Store for a little while, and already the reviews are filling up with lots of satisfied players. Liv Games seems to be doing quite well on all of its development so far, and it'll be interesting to see what Livnat and his burgeoning studio comes up with next.

Liv Games releases Monster Wars on iOS at Macworld | iWorld 2012 originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 01 Feb 2012 01:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogLiv Games releases Monster Wars on iOS at Macworld | iWorld 2012 originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 01 Feb 2012 01:00:00 EST. Please see our terms for use of feeds.

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Daily iPad App: Paper Monsters

Posted on by Mike Schramm.
Categories: Uncategorized.

I've found that iOS isn't the best platform (so to speak) for platformers. I love games like Mario and Sonic, where you drive a little character around, jumping between platforms and collecting goodies. The lack of physical buttons on Apple's touch screens (and let's face it: cheaper production values) make it hard to pull off a great platformer. Often times developers are forced to cut corners or really stretch to generate new ideas.

Not so with Paper Monsters (US$.0.99, universal). Crescent Moon's latest is a traditional platform game (complete with double jumps and warp pipes), and it plays that role perfectly. The little box-headed character can navigate the colorful and nicely-designed environments with skill thanks to some well-turned controls. The whole experience shines through the iOS platform right back to the classic days of 2D platforming.

There are some new tricks, too. At times, the action feels more like Little Big Planet than Mario's old adventures, with solid 3D graphics and some interesting twists, like playing in the background scenery.

Paper Monsters is a lot of fun, and there's plenty to keep you engaged through all 16 levels. It's available as a universal version right now for just 99 cents.

Daily iPad App: Paper Monsters originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 31 Jan 2012 08:15:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogDaily iPad App: Paper Monsters originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 31 Jan 2012 08:15:00 EST. Please see our terms for use of feeds.

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Nomad brushes with wide strokes at Macworld | iWorld 2012

Posted on January 30, 2012 by Mike Schramm.
Categories: Uncategorized.

Don Lee, CEO of Nomad Brush, was kind enough to meet with us for a few minutes on the floor of Macworld | iWorld 2012 last week to chat about his creation, which is one of the nicer brushes available for virtual painting on Apple's devices. Nomad's got a few different makes and models for various uses, but Lee says his goal for them is all the same: To provide a "good bridge between analog and digital painting." The brushes all do that -- they're solid brushes that respond well to the iPad's screen.

But what they don't do is what all brushes and styluses can't yet do, and that's invoke pressure sensitive information onto Apple's glass screen. Lee says that it's actually a choice on Apple's part. He says that the software can determine the size of a touch on the screen -- in other words, if your finger touches it only slightly, that's a smaller screen space than if your finger (or a capacitive brush) is completely pressed up against the glass. But Apple doesn't allow developers to take advantage of that information with their apps. "If they were to let that open," says Lee, he'd obviously be able to sell more useful brushes, but until then, brushes are basically finger substitutes, not the full tools they could be.

Now developers, being developers, have come up with lots of little tricks to get around this lack of pressure information. The app Zen Brush, which Lee says makes a nice example for his brushes, actually uses the speed of your finger swipe (along with "projected" virtual ink on the screen) to make a more realistic representation of how the brush would interact with an actual page.

Nomad doesn't have its own app, but Lee says the company "would love to talk to some developers" about possibly making an app built to work with its brushes. In the meantime, of course, they work just fine with almost any drawing app.

As for the brushes themselves, Lee says the biggest difference between them is basically just the size of the tips -- some are wider and better used at painting bigger strokes, and some are better for closeup work (only in the feeling, of course -- again, the size of the brush's contact on iOS' surface doesn't really matter, and all of the various brush settings have to be worked on in the actual software). But one thing Nomad is thinking about doing that customers have asked about is creating brushes with interchangeable tips, so that users can customize their handles with whatever brush they'd like to use.

There are a few different choices in terms of brush styli for the iPad and iPhone, but Nomad seems like a good option, and it was interesting to talk to Lee, who's actually an architect by trade. All of Nomad's brushes are available on its website now.

Nomad brushes with wide strokes at Macworld | iWorld 2012 originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 30 Jan 2012 19:30:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogNomad brushes with wide strokes at Macworld | iWorld 2012 originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 30 Jan 2012 19:30:00 EST. Please see our terms for use of feeds.

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Foursaken Media’s four brothers take on the App Store

Posted on by Mike Schramm.
Categories: Uncategorized.

Foursaken Media is one of the most interesting companies I got to meet at last week's Macworld | iWorld 2012. It's made up of four real-life brothers who come from different backgrounds (one of them was a math teacher, and with their Dad a former band director and Mom a CS major turned nurse, they all have various affinities for art and technology), and have decided to release apps on the wild world of the App Store. The company has released a few games already, including the popular Bug Heroes, and the brothers showed me two more titles, one just released and one upcoming.

Mad Chef is out on the App Store now -- it's a very colorful little arcade game that has you tossing knives at food ordered by customers as they appear. The graphics are fairly goofy, but they're a nice fit for the action anyway, as you can do things like accidentally hit customers (making them walk away) and earn money and powerups at various restaurants, from a greasy spoon diner all the way up to a high-end steakhouse.

The other title the brothers showed off at Macworld was called Sky Gnomes -- it's a game they're still working on that features little gnomes falling on a snowball through the sky, which the player needs to guide around obstacles and into powerups and bonuses. The game looks like fun, and Foursaken is even planning some interesting multiplayer elements -- they're aiming to use ghosting to provide asynchronous gameplay, so your friends could record a run through one of the game's courses, and then you'd see them on your screen as you played, even though they aren't running at the same time.

There will also be elimination-style courses, and as you race, you'll be able to wear up to three trinkets at a time to boost your stats and abilities. Sky Gnomes seems like a lot of fun -- the brothers haven't settled on whether it will be available for cheap or free (with of course in-app purchases available), but it should be available on the App Store soon.

Foursaken's brothers seem like an interesting crew, and their games over the past few years have shown a lot of progression. We'll keep an eye out for Sky Gnomes and let you know when it hits the App Store.

Foursaken Media's four brothers take on the App Store originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 30 Jan 2012 17:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogFoursaken Media's four brothers take on the App Store originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 30 Jan 2012 17:00:00 EST. Please see our terms for use of feeds.

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Avatron soldiers on with Air Sharing after removing Air Dictate

Posted on by Mike Schramm.
Categories: Uncategorized.

Avatron's Elliot Chase just shrugs when asked about Air Dictate, an app his company had to remove from the App Store after Apple discovered it made use of Siri that they didn't approve of. "There's no good news," he said while talking to us at Macworld | iWorld 2012. The main issue is over Air Dictate's interface. Instead of using the standard, tiny Siri button on the native keyboard, Avatron hid the keyboard and used its own button. Apple would rather it used the standard UI, however unfitting. "If we make some changes, they might put us back," says Chase.

But outside of that issue, Avatron is continuing to update its popular Air Sharing and Air Display apps. In fact, the gang was showing off Air Sharing's beautiful new PDF viewer in San Francisco last week. It features an iBooks-style page flip and a scrubber for quickly scanning a document's pages. Chase said that many users are reading PDFs with the app, and his company saw an opportunity to create a better PDF viewer. The next update, which should be out soon, will add Egnyte to the list of cloud services that Air Sharing is compatible with.

Avatron is also working on Air Display updates. An Android version is in development, as is a Mac update that will allow it to work on older versions of Mac OS X . The current version requires the latest version of the Mac OS, but Avatron will release a downloadable version on its website that will work with previous versions, so you can share a display screen with your iPad from nearly any OS X build. There's a beta available now, but the software should be finalized in the next month or so.

Air Dictate was certainly a setback (Avatron even had the software's picture marked out on its booth at Macworld as "not available"), but it sounds like Avatron is keeping busy nevertheless.

Avatron soldiers on with Air Sharing after removing Air Dictate originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 30 Jan 2012 15:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogAvatron soldiers on with Air Sharing after removing Air Dictate originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 30 Jan 2012 15:00:00 EST. Please see our terms for use of feeds.

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Daily iPhone App: Blot

Posted on by Mike Schramm.
Categories: Uncategorized.

There's a lot of buzz around cloning apps lately. Zynga recently received some flak for making a clone of Tiny Tower, and there's a big lawsuit around Triple Town and its clone Yeti Town. I would argue that there's a right way and a wrong way to clone an idea. Blatant rip-offs are obviously wrong. The right way is to lovingly borrow some of the core mechanics of a certain game, but add in your own aesthetic, insight, and style.

Blot is an example of the latter. Ostensibly, it's a clone of the very popular Jetpack Joyride. You play as a little ink blot that's flying along, tapping the screen to make it rise, fall and collect power-ups and coins.

One could argue that Blot is a ripoff of Jetpack Joyride, but aesthetic is unique, combining some beautiful hand-drawn environments with a bouncy, joyful soundtrack. The game employes new ideas, too. For example, the inky spot can combine with colors for extra abilities, and the upgrade system is even more complex than Jetpack Joyride's, allowing you to pick up mechanics that can completely change the way the game is played.

I would also argue that Blot's rewards are too spaced out. Even after several runs, I haven't collected enough coins to "buy" anything interesting. But everything else in the game is very well done, and the little add-ons (like Blot's hilarious costumes) are worth chasing down over time, even though that curve is steep.

Blot is available now for US$0.99 as a universal app. It does borrow from Jetpack Joyride and what you might call the "hover Canabalt" sub genre, but its infectious style and unique features make it worth a download.

Daily iPhone App: Blot originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 30 Jan 2012 09:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogDaily iPhone App: Blot originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 30 Jan 2012 09:00:00 EST. Please see our terms for use of feeds.

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Blue brings the Mikey Digital and Spark Digital to Macworld | iWorld 2012

Posted on January 28, 2012 by Mike Schramm.
Categories: Uncategorized.

Blue Microphones are a favorite of ours around here at TUAW. We've used Blue's mics to record countless streams and podcasts, and most of our staffers have bought one or more with their own cash before. So it was nice to see them again at Macworld | iWorld 2012 in San Francisco this week, where PR Manager Hillary Money kindly showed us two new models due out later on this year.

The first is the Mikey Digital, which is an update to Blue's Mikey, the company's original mic built to plug in directly to the iPod touch's 30-pin connector. This model is for the iPhone. Apple slightly changed the protocol between the two devices when the Mikey was first introduced, so this version is designed to work specifically with the phone hardware rather than just the iPod. But that tweak isn't the only difference -- there's also a three-setting switch between low, medium, or high gain (and the switch is hooked up to three LEDs that will provide some indication of where you're setting it, which is definitely a helpful improvement). And the middle LED will flash as well when the mic gets distorted, so even if you're not listening during recording, you can see when things are too loud.

The other big update is that the 1/4" input on the outside of the mic now will also accept both line and instrument inputs, so you'll be able to just plug your electric guitar right into the mic, which is a nice bonus if you don't already have a solution for that. The Mikey Digital will retail for $99, and should be out later this spring.

The Spark Digital is a new mic that's designed specifically for the iPad. It's a version of one of the company's most popular studio mics that instead plugs directly into the iPad's dock connector, allowing you to record straight onto Garageband for iPad, or any other audio recording app (more on that in a second). The Spark also comes with a USB adapter, so you can also use it as a standard PC or Mac mic as well. It also has a gain control and a port for monitoring the audio off of a splitter, and there's a button called "Focus Control" that will change the mic's pickup two different ways, for closeup sound or wider recording.

The Spark is suspended by a cord inside a stand, which helps prevent vibrations from reaching the mic's sensitive equipment. We didn't get a chance to hear the output of either microphone, but Blue's microphones are always quality -- especially for the price they're available at, these mics are some of the best value for the money. The Spark will be available this spring as well for $199, and that includes all of the cables, as well as a six-month subscription to both Soundcloud and Gobbler, for storing and sharing audio.

Finally, we asked about Blue's iPhone app, Blue FiRe, and if it would ever arrive natively on the iPad. Money told us that while the app itself is still being supported by its developers, Blue's deal with them has ended, so it's no longer funding development on that app. Blue is apparently looking into possibly making a brand new official app, but Money says the result will probably be a long way off. "It's on our radar," she promised. In the meantime, these mics still work with any app that will record audio, including Apple's own Garageband, so there are still plenty of uses for Blue's products. Always good to see Blue and what they're putting out. We'll look forward to getting our hands on these later on this year.

Blue brings the Mikey Digital and Spark Digital to Macworld | iWorld 2012 originally appeared on TUAW - The Unofficial Apple Weblog on Sat, 28 Jan 2012 15:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogBlue brings the Mikey Digital and Spark Digital to Macworld | iWorld 2012 originally appeared on TUAW - The Unofficial Apple Weblog on Sat, 28 Jan 2012 15:00:00 EST. Please see our terms for use of feeds.

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