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GDC 2010: Street Fighter IV for the iPhone out now
Filed under: Gaming, Software, iPhone, App Store
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.
The game does have a lot of extras and addons, including a dojo mode for training and Bluetooth multiplayer. And while the game's eight characters offers up a pretty slim selection compared to the current console titles, these are definitely classic Capcom characters, and all of the old moves you'll remember still work. Save for the controls, nothing about this game is half-done -- it's definitely a premium port of a premium game. But as a true fighting game experience, this one comes up short. Buy it if you want, to see the spectacle of Street Fighter squeezed into Apple's touchscreen, an achievement in and of itself. But don't buy it expecting an ideal Capcom-style showdown that you'll be able to pull up time and time again -- for that, save your quarters for the arcades.
Stay tuned -- we did get to talk with the Japanese producer of the game about what he thinks of the iPhone, the iPad, and the challenges he had to overcome by squeezing this one on to Apple's handheld. That interview is coming up later today right here on TUAW.TUAWGDC 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.Permalink | Email this | Comments
March 10, 2010
eBooks outnumber games in the App Store
Filed under: App Store, iPad
The number of eBooks in the App Store has surpassed the number of games for the first time, and the spread is widening. Mobclix, a mobile device advertising agency, reports that as of last month, there were over 27,000 eBook apps while games were relegated to the runner-up position of 25,400 apps. Over the last reported month, new introductions of eBook apps more than doubled that of games (158 eBook versus 71 game apps).
There are a number of reasons being kicked around to explain this phenomenon. It's easier to churn out an eBook than a game app. There are more free eBook than gaming apps, since many of the eBooks are out-of-copyright classics or collections of free content; this lowers the cost of development. Once an eBook engine is built it's fairly trivial to use the framework for another book. Currently there are over 10 times more free eBook apps than paid ones. It's different in gaming where paid apps outstrip free ones by over 2 to 1.
These eBook apps will, of course, work on an iPad, but the Apple idea is to have you use one eBook reader and that would be iBooks. Jason Kincaid of Techcrunch, admittedly with no background evidence, posits that there may be an eBook purge coming. It would be very un-Apple to have an iPad owner searching for a copy of Treasure Island, and letting them find over 25 apps with differing interfaces and many of them free.
This could be confusing for new iPad owners, and more to the point, Apple can't monetize it. It doesn't sound unreasonable that Apple will do whatever it takes to make iBooks the eReader of choice at the expense of the plethora of current eBook apps. They will be doing it in the name of providing a simpler and more enjoyable user experience, but of course you can't pocket what you can't sell.
It will be fascinating to watch the eBook market about two months from now, after the first iPads have been delivered, and to see what Apple has planned.
[via The Guardian]
TUAWeBooks outnumber games in the App Store originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 22:00:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments
March 10, 2010
Automatically open Bittorrent files using Dropbox and Hazel
Filed under: Internet, Internet ToolsEvery year there is a torrent made to let listeners download most of the music for SXSW. This year's torrent has recently been posted (previous years' are also available at the same site). I don't usually use Bittorent, so I asked around for client suggestions; Transmission seems to be a favorite among several of my TUAW colleagues.
I also remembered a tip from my friend Guillermo Esteves (who did the awesome Star Wars crawl using only HTML and CSS), about using Dropbox to start torrents remotely. Guillermo provides some detailed instructions for Transmission and µTorrent to set them up to "watch" a folder for new .torrent files, with an important caveat to make sure that you don't download the files to your Dropbox.
One additional Transmission tip: be sure that you un-check the box next to "Display 'adding transfer' options window" so that files will automatically be added, and be sure to check the box next to the "Start transfers when added" option. Guillermo shows both of those settings in his screenshots, but it took me a few minutes to figure out that I had them set incorrectly.
Then I asked myself: "How can I be even lazier?" and I remembered Hazel, a program for automatically moving files from one folder to another based on a set of predefined rules. So I added a Hazel rule for ~/Downloads/ which will move any file where "Kind is BitTorrent Document" to my ~/Dropbox/Torrents/ folder. I repeated this on both my iMac and my MacBook Pro. Now I can be on my MacBook Pro and download a torrent file to ~/Downloads/ and have it moved to my Torrents folder, and have the torrent automatically start downloading on my iMac. So when I'm done with my MacBook Pro I can just close it without having to worry about interrupting any of my downloads.
You may have noticed that we're big Dropbox fans around here. We use it for syncing Things or instead of a USB sync cable or keeping our notes with us or sharing screenshots, along with any number of other uses. Do you know of any other unusual uses for Dropbox? Let us know in the comments.
In the meantime, enjoy the free, legal music downloads from SXSW!TUAWAutomatically open Bittorrent files using Dropbox and Hazel originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 20:00:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments
March 10, 2010
GDC 2010: From concept to Top Paid with Unity iPhone
Filed under: Gaming, Software, Developer
Unity Technologies hosted the sponsored lunch panel during GDC 2010 today, and their "product evangelist" Tom Higgins gave a quick rundown of the software platform that enables developers to assemble and release games extremely quickly on multiple platforms.
The company was actually founded in Denmark, but has since expanded around the world with just two products: Unity Pro and Unity iPhone Pro. The second product, as you might imagine, allows developers to put together an application that can then be exported out into an Xcode project and released on the App Store. Higgins said that they've had over 90,000 people download the software since it was released for free last fall, and that more than 500 games in the App Store were authored by Unity.
He also ran a short demo of the software at the panel. While some of the coding got a little technical (the system allows you to create and change variables on in-game objects even while the game is running in the engine), the coolest feature was the way they simulated iPhone controls: by using a real iPhone as a remote. They've released a free app on the App Store that will connect via Wi-Fi with a copy of the development tool running on your Mac, and as you touch and turn the iPhone, the editor reacts, and sends the (slightly lower resolution) output to the iPhone's screen. You can also make changes to your code as the game runs in that mode, so you can be playing and coding at the same time.
That was pretty impressive. Of course, Unity won't actually help you be a game developer -- like many of the tools on display at the conference this week, it's a professional tool that can only make your ideas and art come to life, not actually create them for you.
But when you combine Unity's compatibility across platforms (there's even a web player that will play your Unity-created game on any web-compatible computer) with the ease of development (the app just outputs an Xcode project, so you can write an app in Javascript with the tool and output it straight to the App Store, or even edit the Xcode after the output if you want to take advantage of features that Unity doesn't support by default), it's definitely worth a look as an iPhone development tool. I'm not a developer, so I don't have much insight on how the program actually works, but just in terms of creating apps for multiple platforms at the same time ("author once, deploy anywhere," as Higgins said during his talk), Unity seems like a worthwhile solution.
The Unity platform is available as a free download, and the iPhone app either comes in source code with the rest of the platform, or can be downloaded straight from the App Store.TUAWGDC 2010: From concept to Top Paid with Unity iPhone originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 19:00:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments
March 10, 2010
Black Swan brings Google Voice back to the iPhone without the App Store
Filed under: iPhone, App ReviewGoogle 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.
An obvious benefit is that Riverturn doesn't need to wait for Apple to approve any changes, or wait for Apple to finish "studying" Google Voice. Simply go to the website and download it to your iPhone.
It works really well, much better than I had initially expected it would. You can easily access voicemails to listen to them or read the transcripts. The "Call Details" page offers a button to call or SMS them back either from your iPhone or through Google Voice. There's a list of recent calls just like the regular iPhone app. Without question Black Swan is the best way to use Google Voice on your iPhone. If you pre-loaded this on an iPhone, I doubt most people would even realize that they aren't using a "regular" iPhone app. It even works in landscape mode.
The only bump in the road for me was that it does not use the contacts list on my iPhone, but instead uses the one from my Google account. I presume this is necessary because they can't access the Contacts list through a "weblication" and the good news is that you can setup the Address Book in OS X to sync with Google Contacts. The only ones who lose out are those who are using Google Apps, as a regular Gmail account is required for Google Voice.
There are two versions of the app available: a free, ad-supported version and a premium edition for $10/year payable either through Google Checkout or PayPal. Currently they are offering a discounted price of $6/year.
In addition to removing the ads, the Premium version also adds some features including support for Contact Photos, enabling/disabling "Do Not Disturb" and direct customer support. My general rule of thumb for things like this is to use the free version first to see if you actually end up wishing you had the premium features. Personally I found the ads were distracting enough that $6 seems like a bargain, especially knowing that Apple can't yank the rug out from under them again. There is a 7-day trial of the premium version; just stick a reminder in iCal for +6 days from now to remind you to evaluate if it's worth $6.
Who knows, maybe in a year's time Apple will have finished "studying" Google Voice. Ha ha! But seriously, I don't really expect that will ever happen. The good news is that as of today, most people will miss a native application a lot less.
TUAWBlack 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.Read | Permalink | Email this | Comments
March 10, 2010
Microsoft updates Office for Mac 2008 and 2004
Filed under: Productivity, Software Update
Microsoft has just released updates to the 2004 and 2008 versions of Microsoft Office. According to the company, the updates, which weigh in at 9.7 MB and 221.5 MB respectively, provide "fixes for vulnerabilities that an attacker can use to overwrite the contents of your computer's memory with malicious code" as well as improvements to stability and performance.
The update for Microsoft Office 2004 can be downloaded here, while those with the 2008 version can find it at this link.
As with most Mac OS X-related updates, whether from a third party app or a system update, you should consider backing up your data before proceeding.
Keep in mind, as you install this update, that right around the corner is Microsoft Office for Mac 2011. Notable updates for the next version of the suite for the Mac include the replacement of Entourage with Outlook, the return of VBA and, gasp (or hurrah!), a more ribbon-oriented user interface, à la the Windows version of Office. TUAWMicrosoft updates Office for Mac 2008 and 2004 originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 17:00:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments
March 09, 2010
Slate comes to the iPhone, along with a lot of advertising
Filed under: Multimedia, Odds and ends, iPhone, iPod touch, App ReviewI'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 shotsTUAWSlate 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.Read | Permalink | Email this | Comments
March 09, 2010
GDC 2010: Ngmoco explains how Eliminate Pro was built
Filed under: Gaming, Software, Other Events, Developer, iPhone
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.
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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.
They looked first at commercial solutions for game networking, and it turns out that the Quake 3 engine that they eventually used fit their ideas well. The toughest obstacle was of course the lag -- in a fast-paced game like Eliminate, even a delay of 200 milliseconds is too much. But it turns out that the way the Quake 3 engine handled dialup Internet back in the day is very similar to the way many developers are handling the slower speeds of mobile 3G. As the devs said, "a dialup connection from 1999 looks a lot like a 3G connection today."
In addition to the networking code, the Quake engine also gave them lots of other benefits during development, including graphics and lighting engines, a map editor, and an easy way to model animations in the game. The engineers said that using a commercial engine like Quake 3 allowed them to spend much more time on the out-of-game experience (the lobbies, the in-app purchases, and so on), and they really appreciated that.
The next big hurdles were player management and matchmaking. After considering a few different options, they went with an open-source messaging server called ejabberd -- while it's written in Erlang, a language that they said had some "crazy syntax" (they showed an inexplicable piece of code on the projection screen to make their point), it scaled very well and clustered the way they wanted it to.
Matchmaking was a little tougher -- they used console games by companies like Microsoft, Infinity Ward, and Blizzard as a model, and decided that they wanted to have players wait a max of about 10% of the time they spent playing. For console games, that turns out to be about a minute of waiting to make a game versus ten minutes of actual gameplay, but for Eliminate's shorter three minute games, Ngmoco decided they only had about fifteen seconds to make a match. Still, they were able to put a pretty robust system in the game even in that short time -- they assign players a number of various qualities (character skill, level, ping time, and so on), and then the matchmaking system searches for other game players, slowly expanding the limits on the search criteria.
In other words, when players first start searching, they'll be matched up with players of approximately the same skill, but as time goes on, that skill window grows. Fifteen seconds in, the skill differential could be up to ten times what it was when the search first started. Not all qualities "degrade" the same -- party size, for example, degrades much slower, so someone looking for four players won't get hooked up with just two or three for a while. And while the devs originally didn't include character level in matchmaking at all (they figured skill was a better match for players than actual level), a "HUGE outcry" by players made them include level in the process. Players really didn't like being connected with opponents who were at a much higher character level, even if the skill level was the same.
Ngmoco runs 16 different servers for each implementation of Eliminate: four for messaging with the clients, two for matchmaking, eight for what they call "game managers" (which are servers that run multiple game instances), and two management consoles that oversee the actual Ubuntu-based servers they're running, and update the 24 apt-get packages that make up the actual game software. Messaging servers are based in San Francisco with the company, but game servers are co-located around the world, in Chicago, Virginia, Amsterdam and Tokyo. Unfortunately, they didn't mention how many people are actually playing, but the servers were tested for up to 30,000 users just for messaging and 50,000 for matchmaking -- Ngmoco actually made a headless version of the game for OS X, installed it on "all of the hardware" in their offices, and ran it like crazy to load-test their software.
It was a pretty interesting talk -- very much on the technical side, but Ngmoco set out to create a competitive online FPS on the iPhone and that's what they did. It was cool to hear some behind-the-scenes details on how a very complicated iPhone gaming network is designed and run.
We'll have more from GDC 2010 all this week, including hands-on of the latest games from Ngmoco and lots of other game developers. Stay tuned!TUAWGDC 2010: Ngmoco explains how Eliminate Pro 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.Read | Permalink | Email this | Comments
March 09, 2010
Report: RIAA pressured Apple into creating iTunes LP
Filed under: iTS, Retail, iTunes, Apple
This feature over at GigaOM has quite a few interesting insights about the iTunes LP program -- while Apple sells it wholeheartedly as "the visual experience of the record album," it appears the story behind the story is not quite so clean. According to an anonymous source in the industry (note, not Apple themselves), the service didn't come from Cupertino. Instead, it was designed by record companies, and agreed to by Apple as a "concession" to "make a gesture in favor of album sales." The piece also states that Apple subsidized the creation of the first few "LPs," some of which cost up to $60,000 to assemble and license.
As you might expect with any other less-than-popular product at Apple, iTunes LP isn't exactly being thrown into the spotlight, either. While a much more visual music experience would be perfect for the iPad, GigaOM notes that it didn't even merit a mention by Jobs at the iPad announcement. It's certainly possible that iTunes LP could find a new home in the future, if bands really get behind the service and make their own (a few have, as noted, but the cost seems pretty prohibitive, especially if sales aren't that impressive), but from what this anonymous source says, the LP service is a record company concession that hasn't paid off for Apple even in the way its originators hoped.
[via iPodNN]TUAWReport: RIAA pressured Apple into creating iTunes LP originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 09 Mar 2010 15:30:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments
March 09, 2010
Tekken bound for the iPhone
Filed under: Gaming, iPhone, App StoreNamco 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]TUAWTekken 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.Read | Permalink | Email this | Comments
March 09, 2010
EFF releases iPhone developer license agreement
Filed under: Developer, iPhoneIn 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.
Mike's Op-Ed Soapbox Dept.
To get a sense of where the EFF is coming from, it's worth taking a moment to review the first sentence of Fred von Lohmann's post: "The entire family of devices built on the iPhone OS (iPhone, iPod Touch [sic], iPad) have been designed to run only software that is approved by Apple -- a major shift from the norms of the personal computer market." While that's a snappy lead, it's not technically accurate; all three of the devices are designed to run any compiled & signed application for the platform, and all developers may distribute ad-hoc builds of their apps to a limited number of users without Apple knowing or caring; enterprise developers (who pay $299 for the privilege) can distribute unapproved apps much more widely.
The point von Lohmann is aiming for is that the iPhone OS ecosystem and application distribution channel is almost entirely controlled by Apple; that's obvious and clear. While it's certainly "a shift from the norms of the PC market," it's far less alien to the norms of the cellphone and consumer electronics market, and none of the devices in question is a personal computer in the traditional sense of the term -- not even the iPad. There doesn't seem to be a similar degree of campaigning for openness around the Xbox Live or Wii online marketplaces, for example.
Although developers aren't supposed to talk about the program agreement, I'm sure we will be seeing and hearing quite a bit of public comment around it now that EFF has lifted the veil. The EFF post concludes with a call for developers to demand better terms and for users to support them; while it's unlikely that Apple is going to shift on this, some public feedback from prominent developers might make some difference.TUAWEFF 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.Read | Permalink | Email this | Comments
March 09, 2010
