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I’m OK, You’re OK: It’s cool to be an early iPad adopter

Posted by on March 11, 2010

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Is it too early to think about pre-ordering an iPad? The WSJ's Smart Money website looks at the options for early adopters, and comes to the surprising and novel conclusion that it costs more to buy early.

I'm not sure there's a polite way to put this, so with all due respect to Smart Money, let me say: Well, of course.

According to the writeup, waiting a few months before buying your iPad "could cut your bill substantially." Author Kelli B. Grant quotes Rob Enderle, who points out out that early technology is issued with premium pricing and is often "riddled with glitches." While those might be valid reasons to wait, there's not much evidence for Enderle's assertion that "the first iPhone owners were pretty unhappy." Aside from the price drop, first-gen iPhone buyers (like me and Mike S.) have been pretty darn happy.

The early adopter tax, along with any associated tech risks, has not escaped the notice of most tech enthusiasts. In the end, it's not much of a factor. We don't buy early because it's a good deal. We don't buy early because it's fiscally sound. We buy early because the technology is cool and we simply cannot or do not want to wait for our preciousssssss to finally come home with us.

We are the People Who Stand In Line.

In my case, this is an hereditary condition. I blame my father, who would bring home the latest gadgets to an adoring family. We'd gather around the latest technology, glowing in its radiance, having an utter blast using toys that no one had ever heard of, let alone bought. We were the first family on the block (and possibly in the state) to have a microwave, a fax machine (the size, may I point out, of a small car), a personal computer, or a hand-held programmable calculator.

It wasn't just cool. It was awesome.

Thank you Dad, for being an early adopter. Thank you for showing me the way of the technology geek. Thank you for teaching me that you have to live life in the moment -- because if you don't seize today and play with it, tomorrow will never come.

Sure, something better and cheaper is always going to come along some day. Sure, the bugs will work their way out and the prices will work their way down. But if you don't hop aboard the adoption train, you're never going to get to Techsville.

Me? I'm going to buy a first-day ticket and have my fun from the get-go.

TUAWI'm OK, You're OK: It's cool to be an early iPad adopter originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 15:00:00 EST. Please see our terms for use of feeds.

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GDC 2010: Backflip Studios’ year in the App Store

Posted by on March 11, 2010

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Julian Farrior hosted a panel here on day two of the 2010 Game Developers' Conference here in San Francisco, and he told a room of press and developers about his last year in the App Store. He had attended last year's conference with a partner while considering starting up an iPhone company, and that idea became Backflip Studios. Since the company was founded in April of 2009, they've gotten five apps in the top five, and made (Farrior said he'd be honest, because it was more interesting) $2.5 million in revenue so far.

He revealed that a full $1m in that actually came straight from ad sales -- he's made deals with AdMob and other companies to put ads in his popular Paper Toss app, and he uses those ads both for straight revenue, as well as to promote his own games (more on that later in the talk). Farrior offered up a frank and honest look at what it was like to run an iPhone app company for a year.

First, he talked about what Backflip did right last year. He said that he'd hired a talented team to work on his applications, and that the company had focused on distribution, which they'd "leveraged heavily" -- the more people playing their games, the better. They'd kept production cycles short, kicking out apps in no more than 12 weeks, and he said they'd made the good decision to "design for the medium" and the audience, making shorter, casual games that took advantage of the iPhone's hardware and touchscreen.

He also talked a bit about the balance he ran between "house ads" (using ads in their free apps to try and create paid app sales) and outside ads -- during the months of December and January of this year, he pointed out how he'd balanced house ads to try and take advantage of the "holiday jump" in sales. As you can see in the slide below, even though he had to take a hit in actual ad sales, he saw a huge boost in App Store sales by using his free app to encourage sales of the paid app Ragdoll Blaster. Farrior said this was important: as an App Store developer, you have to leverage everything you can, not just depend on sales numbers for revenue.

He showed another interesting slide as well about "download catalysts" -- specific events in the life of his app that encouraged major boosts or drops in downloads and sales. Apple's "What We're Playing" section in iTunes gave a big boost to app sales (which is something we've heard echoed from many developers here at the show), but the biggest boost actually came from when he used the free app to advertise the lite version of his paid app -- the spot marked as "RDB Lite House Ads in Paper Toss" below. Users downloaded the free app, saw that there was another free app to download, picked it up, and liked it enough to buy the paid version. Again, he made it clear that even if you've got a paid app on the App Store, using "free impressions" in a free app can encourage sales.

One more thing to note from the chart below: the app's price drop did almost nothing. Farrior again echoed something else we've heard: price on the App Store doesn't necessarily matter as much for sales as most developers think it does. The main factors seem to be quality and promotion -- if people know about your app and like it, they'll buy it almost independent of price.
Farrior also went over what went wrong in the past year. His company had a lot of problems with Harbor Havoc 3D, a paid app that they intended to be a "deeper, better version of Flight Control." Unfortunately, development ran a little long on the game, they missed some key features (there was no saving of the game's state when you kicked back out to the homescreen -- "I don't know how we missed that," Farrior admitted), and by the time it finally came to market (after an Apple rejection that wasted some press coverage they got), it got lost in the mix of line drawing games.

Additionally, Harbor Havoc actually suffered from the lite version release: Farrior said the lite version cut sales of the paid version in half. He says they're still working on figuring that one out -- there are a few levels in the paid game, and he mentioned possibly "picking the wrong one" for the lite version. But at any rate, Harbor Havoc, he said, shows that you "can't make an OK game and count on impressions" to pick up the slack. Before you even start thinking about splitting up revenue streams, the product has to support it.

For the future of Backflip, Farrior says he wants to grow the company -- this year, they hope to release five to ten free apps per quarter "to keep the pipe wide and the impressions high." They also want to test out in-app purchases, from adding extra content for players to possibly a model where they offer "a 99 cent buyout" to completely remove ads from their apps. He's also interested in turn-based gaming -- he says that Zynga and other companies have experimented with that form elsewhere, but that they're not quite there on the iPhone, and there's room for someone else to be. And he's also interested in licensed content -- even a simple game that would otherwise be anonymous can benefit from having a name or brand attached to it.

The panel was a very frank look at what Backflip Studios has done on the iPhone in the past year. Farrior mentioned that one of the things that drew him and his company to the platform was that he'd seen people who'd never played games before (his mom and sister) looking for game experiences on the platform. Clearly, their success is a result of providing exactly those experiences for customers.

TUAWGDC 2010: Backflip Studios' year in the App Store originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 14:30:00 EST. Please see our terms for use of feeds.

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More suggestions of multitasking in iPhone OS 4.0

Posted by on March 11, 2010

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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.

TUAWMore 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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Apple tops Consumer Reports’ tech support survey, second place not even close

Posted by on March 11, 2010

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On Wednesday, Consumer Reports published the results of its latest tech support survey. Apple was on top for both laptops and desktops, well ahead of the company in second place.

Consumer Reports asked 7,000 subscribers about their satisfaction with their computer companies across categories like problem solved, phone waits, phone staff and online support. Each answer was issued a point value, with a maximum of 100 points.

Among laptops, Apple scored 86 points. The second place finisher, Lenovo, accumulated up 63 points, for an impressive margin of 23 points. The rest of the leader board includes Toshiba (60 points), Dell (56 points), HP/Compaq (53 points), and Acer/Gateway/eMachines (39 points).

Apple scored even better with desktops, racking up 87 total points and leading the field in all categories. Here the 2nd place competitor was Dell which scored 55 points among the participants, a full 32 points behind.

Of course, fanboys like you and me are convinced of Apple quality. Now we have some good 'ol empirical data to toss at our PC-thumping friends and relatives.

[h/t to cnet & Jim Dalrymple]

TUAWApple tops Consumer Reports' tech support survey, second place not even close originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 13:00:00 EST. Please see our terms for use of feeds.

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Mac Pro ‘hexacore’ Xeon Core i7 debuts Tuesday?

Posted by on March 11, 2010

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ZDNet is reporting that the next iteration of the Mac Pro will be unveiled next Tuesday, March 16th. Their sources indicate that Intel's new 'hexacore' Core i7-980x chip, which is also expected to be launched next Tuesday, will be in that machine.

Code-named "Gulftown" the 32nm, six-core i7-980X will be labeled as the i7x ("Extreme Edition"). It will be the first dual-socket, six-core processor from Intel. With 6 cores and 12 threads, a dual-configured, i7-980X Mac Pro will sport 12 physical cores and 24 logical cores with a top frequency of 3.33GHz.

Excluding the minor speed bump in December, the Mac Pro has not been updated for over a year. In December we reported on the leaked Core i7-980X specs. Two months later, HardMac reported that the new i7x Mac Pros could be delivered in February. With the launch of the i7-980X on Tuesday combined with HardMac's sources indicating a Mac Pro refresh that day as well, the i7x seems like a lock for the updated Mac Pro. However, as MacRumors points out, Apple has typically used server-branded Xeon chips in its Mac Pro line, and Intel is expected to debut a number of new Xeon 5600-series chips on Tuesday as well, notably Intel's 2010 flagship chip - the Xeon X5680.

TUAWMac Pro 'hexacore' Xeon Core i7 debuts Tuesday? originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 12:00:00 EST. Please see our terms for use of feeds.

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OpenGL 4.0 announced during GDC

Posted by on March 11, 2010

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Today, the Khronos Group announced the launch of OpenGL 4.0, the cross-platform 3D & graphics API. OpenGL was most recently at version 3.2. Updated specifications are available at the opengl.org site. Game and 3D developers are presumably salivating.

Mac OS X includes OpenGL, and the iPhone runs an embedded version of OpenGL called OpenGL ES. The mobile ES version remains in its 2.0 release and is expected to move to OpenGL ES 2.1 in the near future.

The updated OpenGL release includes enhanced shaders, better texture support, and 64-bit double-precision floating point operations, amongh other features. It offers support for backwards compatibility with existing OpenGL code."AMD sees the release of OpenGL 4.0 as another major accomplishment for the OpenGL ARB," said Ben Bar-Haim, vice president of design engineering at AMD, in a press release statement.

An OpenGL 3.3 specification has been released simultaneously with the 4.0 spec, "to enable as much OpenGL 4.0 functionality as possible on previous generation GPU hardware".

TUAWOpenGL 4.0 announced during GDC originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 11:30:00 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

Posted by on March 11, 2010

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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.



The Game

Like Poison, Knights of Charlemagne could just as easily use pictures of animals or be a themeless collection of colors and numbers. The game starts with a deck of knight cards and ten spaces, called estates, to fight over. Five are numbered 1-5 and the others are colored one of five colors (which might cause problems with colorblind players). Each card portrays a knight who can be sent to fight at one of two locations, either the colored space that matches his color or the numbered space that matches his number. Even though there are only ten estates total, the app helpfully highlights the two spaces where a selected knight can go before you place him on the battlefield.

The deck is made up of 50 cards, two of every number/color combination, and each player is dealt half the deck. Of course, since designer Reiner Knizia doesn't want you to be able to completely predict what's coming, two random cards are removed before cards are dealt, adding an element of uncertainty to the end game. Does my opponent really still have a "1" to take the first estate away from me? You won't know until the last card is played. Speaking of which, each player will play 24 cards in a complete game, something that takes only a matter of minutes once you've learned the rules. Your opening hand is eight cards, and the little tent icon on the left side of your hand shows how many cards remain in your draw pile.

Why send the knights to a particular location? Whoever has the most knights at an estate at the end of the game (when all cards have been played) will score the points for that estate. The numbered estates are worth points equal to whatever their number is, while the colored estates are each worth five points. If both players tie for an estate, each wins a point. Why wouldn't you put all of your knights on the colored estates? Because whoever wins the two lowest-value estates first (estates are scored from left to right) gets the crown, a five-point bonus, and this usually determines the winner, in our experience.


The App

Like we said, the defining word for the iPhone app version of the game is "simple." Bare-bones would also work, but that's sort of two words. Everything on the screen is easy to see and read. Gameplay is easy to "get" and the graphics by Schrumpfkopf are basic. There is no music, and only minimal sound effects. You load up the app, play for a few minutes and see who won and then maybe play again. If you get interrupted, the app easily saves games in progress, but there's no win/loss record screen or any way to track how well you've done over time. Simplicity is the name of the game here, and it informs all areas of the design.

Want to see who's winning a particular estate? Look for the little sword icon. Want to make the knight cards even easier to identify? Turn on high visibility mode, which transforms the cards in your hand from little knight icons into simple colored squares that are easier to read. You can't change between modes mid-game, but that's not a huge deal.

Another quirk is that the app feels upside down. When you play, it's with the home button on the left, and there's no way to change the orientation. Another interface issue that might cause you to misplay a knight is when you select a blue number five knight, since the two places he can be sent are next to each other. We've never clicked the wrong space, but we can see that it's possible. Oh, and here's a tricky thing. The few sound effects that there are in the game (and, thankfully, you can still listen to iTunes music while playing, unlike in version 1.0) are counterintuitive to turn them on or off. On the menu screen, if it says "sound on," that means touch there to turn the sound on. Same thing with "sound off." So, while it looks like these items are telling you the status of the sound effects in they game, they're not.

The app can also only play the two-player version of the game. The physical game from Playroom Entertainment can handle up to three, and the earliest version, which came out in 1995 and was called Tabula Rasa, could play anywhere from two to four players. IRL, three players is a bit more fun, but the designer has said he has no plans to introduce that option to the app and it seems doubtful that a even baksheesh would change his mind. Instead, we have the three-level AI and the human vs. human options. Two-player pass-n-play works well - with the screen dimming and hiding your cards in hand from your opponent between turns - but we're always interested in networked play. Obviously, this takes more time to program into the app, but we think the potential for doubling your sales should be incentive enough for developers (our math on that correct, right? Of course it is).

Overall, the Knights of Charlemagne isn't quite as elegant as other Knizia games like Lost Cities (which we're still waiting to see in the App Store) or Money, but it is a game with a lot of replay value. We know we'll keep fighting for those estates for a while to come. This isn't an every day kind of game, but it simply fun to pull out every now and then.

TUAWReview: 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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Kiwi Application Monitor To Monitor Processes With Automated Actions

Posted by on March 11, 2010

Occasionally you may want to monitor certain running processes to determine on how resource-hungry it is for a period of time. Instead of trying to monitor them manually, here is a tiny but yet useful utility that you can try. Named as Kiwi Application Monitor, it is able to accomplish the monitoring tasks with additional [...]


GDC 2010: Canabalt postmortem

Posted by on March 11, 2010

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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.

The level design was originally assembled around the idea that "the farther you go, the harder it gets," but they later evolved the difficulty to be based around the player's running speed, so that, to an extent, you could self-mediate the difficulty by hitting obstacles and slowing down a bit. The buildings were all designed with what Johnson called "lego pieces" -- little bits of graphics that are interchangeable to create somewhat randomized designs.
Jackson also talked about what he said might be the most inventive part of Canabalt: the marketing. The game was originally designed as a Flash game, and throughout the entire time the game was available for $2.99 on the App Store, there was always a free complete version available online for the public to play. The developers were ok with that, however, for three reasons. First, they said, there was no Flash on the iPhone, so if you wanted to play the game on the iPhone, you had to buy it. Second, there was a "try before you buy" element that a lot of people liked, and that they believe sold some games for them. Third, they figured some people would buy the game just to support the developers, especially because of the Flash game.

Jackson said no matter what the reasons, having a free Flash version to play worked great for them (they shared that they'd sold 115,000 copies on the App Store in just five months), and while the server costs of keeping a popular game up online are not insignificant, Semi Secret Software will continue to do the same thing with their future games (in fact, you can currently play Gravity Hook HD, their next game, online right now even before it's released on the iPhone.

The other decision they made on marketing was with price -- despite calls to the contrary, they decided to stick with the $2.99 price on the iPhone. That proved to be very "polarizing" -- almost all of their App Store reviews mentioned the price, both positively ("this is totally worth the money") or negatively ("How dare you charge this much"). They believed that while they would have sold more copies at 99 cents, the $2.99 price gave them a different type of customer, and as they showed with the chart below, they got a different type of reviewer. Free apps, they said, tend to attract a lot more negative reviews in general, while people who pay for paid apps tend to take a little more "ownership" in the game they support.
Finally, the guys announced their brand new development kit for the iPhone, called Flixel. The app, which they're bringing into a closed beta right now but will eventually release publicly for free, is designed and used by the guys to bring Flash games right over into the iPhone, and help developers rapidly prototype Flash games in an iPhone format. To show off the software, Saltsman hooked the computer he'd been working on into the projector, and showed off a quick little platformer game (as per the audience's request at the beginning of the 20 minute panel) called "Platformer (I guess)."
The game was super simple (and bugged -- he had to tweak it a little bit as he played, and the little guy couldn't go downstairs), but it was a very nice working prototype of a possible touch-based platformer. Nothing you could sell, but as a demo for Flixel, it worked.

We'll keep an eye out for both Gravity Hook HD and Flixel, and we'll try to corner the guys from Semi Secret later this week to try and talk to them both about their work on Canabalt and what they're up to in the future.

TUAWGDC 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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Install Email Yourself Firefox Add-on to Send Quick Website Content to Own Gmail Account

Posted by on March 11, 2010

While browsing the internet, you probably came across some interesting articles or websites and you would like to email this information to your own email account for your personal database. Generally many users will just log in to their email account, compose a new email and paste the relevant information and thence send over to [...]