Hot Apple News

Street Fighter IV Arrives on the iPhone

March 11th, 2010 at 07:05pm Under Hot Apple News

Square-Enix recently brought its popular Final Fantasy series to the iPhone, and now another heavy-hitter, Capcom, is bringing yet another marquee title to the platform. That title is Street Fighter — and Street Fighter IV, a port of the latest installment in the series, is now available for purchase in the App Store for $9.99.
But [...]

By Darrell Etherington Continue Reading Street Fighter IV Arrives on the iPhoneAdd comment

Sponsor post: Calling All Macs!

March 11th, 2010 at 07:00pm Under Hot Apple News

Free yourself from limitations with LogMeIn remote access.
The new LogMeIn Pro2 for Mac gives you the freedom to remotely access your Mac — anywhere, anytime. But don’t just imagine it. Try it free, today!
More freedom to be a Mac
Pro2 for Mac lets you access and manage your remote Mac from virtually any Internet-enabled device. [...]

By Edit Staff Continue Reading Sponsor post: Calling All Macs!Add comment

AT&T Working Hard to Deliver iPhone Tethering Soon?

March 11th, 2010 at 06:18pm Under Hot Apple News+ Iphone

iphone_3g_tethering

According to emails sent from AT&T employees to MacDailyNews readers, the network is working hard to enable iPhone tethering as soon as possible. Many of our readers are still waiting patiently to see when AT&T will flip the switch on iPhone tethering and if you contact AT&T the following are the contents of the cookie [...]

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

March 11th, 2010 at 06:00pm Under Hot Apple News

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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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By Sebastian Blanco Continue Reading Review: Knights of Charlemagne card game is simply simple, and we like it like thatAdd comment

Multitasking Support to be Included in Apple’s iPhone 4.0 Software

March 11th, 2010 at 05:46pm Under Hot Apple News+ Iphone

iphone40

AppleInsider is reporting that they are hearing from reliable sources to expect multitasking in Apple’s iPhone 4.0 software. This is not the first time we’ve heard about multitasking being included in 4.0 but if it does hold up to be true it should silence many of the iPhone haters out there while making all iPhone [...]

Multitasking Support to be Included in Apple’s iPhone 4.0 Software is a story by TiPb. This feed is sponsored by The iPhone Blog Store.

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By Jeremy Sikora Continue Reading Multitasking Support to be Included in Apple’s iPhone 4.0 SoftwareAdd comment

Revisiting Fluid

March 11th, 2010 at 05:45pm Under Hot Apple News

I first used Fluid, the site-specific browser creation tool for Mac OS X, a long time ago. But I didn’t find it compelling enough to integrate it into my daily life, in part because virtually all of my digital life still lived on the desktop. As I personally moved more and more to the cloud, it [...]

By Patrick Hunt Continue Reading Revisiting FluidAdd comment

GDC 2010: Canabalt postmortem

March 11th, 2010 at 05:00pm Under Hot Apple News

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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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By Mike Schramm Continue Reading GDC 2010: Canabalt postmortemAdd comment

GDC 2010: Canabalt postmortem

March 11th, 2010 at 05:00pm Under Hot Apple News

Filed under: , , , ,

“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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By Mike Schramm Continue Reading GDC 2010: Canabalt postmortemAdd comment

Inventor of Cell Phone Gave iPhone to Grandson, Tweets on Droid?!

March 11th, 2010 at 04:45pm Under Hot Apple News+ Iphone

Martin Cooper.PNG

No doubt a genius, but perhaps also Woz-centric (think eccentric but with technology founding stripes), cell phone inventor Martin Cooper always likes to have the latest and greatest mobile device on the planet. Ish, according C-SPAN:

> Right now I’m using the Droid, because I want to get some experience with the Android operating system, and [...]

Inventor of Cell Phone Gave iPhone to Grandson, Tweets on Droid?! is a story by TiPb. This feed is sponsored by The iPhone Blog Store.

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By Rene Ritchie Continue Reading Inventor of Cell Phone Gave iPhone to Grandson, Tweets on Droid?!Add comment

TiPb Apps 4.4 — Business Card Reader for iPhone

March 11th, 2010 at 04:45pm Under Hot Apple News+ Iphone

Business Card Reader iPhone

While I’m busy editing all the GDC 2010 gaming video we just shot, we’re putting up our second to last look at Macworld 2010. Here Rene and Leanna talk with Alexander Ostroysky, Customer Care at Shape Services about Business Card Reader for iPhone, IM+, and their other apps.

Watch along after the break, and let us [...]

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