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Thursday, June 2, 2011

Who’s Using the iPad 2 Camera? Good Question.

One of the big drawbacks about the iPad 2 is its camera; identical to the iPod touch 4th generation’s camera, it only takes photos at a 960×720 resolution, paling in comparison to the resolution available from the iPhone 4′s camera, if not all iPhone cameras period. This is such low resolution that it is actually smaller than the iPad 2′s screen resolution of 1024×768. This means that users should not expect to be taking fantastic photographs with the iPad 2; and apparently very few people are.

According to Flickr’s stats, there are an average of 36 users per day uploading photos to Flickr from their iPad. Compare this to the over 4000 that upload daily from the iPhone 4 (which is trending toward becoming the most-used camera on Flickr, period), over 3000 that still upload photos from the iPhone 3G, and just under 2000 that upload from the iPhone 3GS per day.  In comparison, the iPod touch 4G, which has an identical camera as the iPad 2, gets 455 users that upload to photos to the site per day, which is enough to make it the 5th most popular ‘cameraphone’ on Flickr; stats are not available for the original iPhone on Flickr.

Granted, there is a definite possibility that the numbers are being skewed by Flickr’s userbase; it may skew more toward photography enthusiasts than the casual photo taker, and the iPad 2′s camera is one that few if any serious photographers would actually use. The percentages may likely be higher on Facebook and Twitter photo services, where casual and convenient photos are more prominent than well-prepared shots, where a higher-quality camera would likely be used.

However, what is clear is that iOS users have definite options to upload photos from the phone to Flickr, as shown by iOS cameras being 4 of the top 5 cameraphones on Flickr. The iPod touch’s inferior camera is still popular enough to make it notable among cameraphones on Flickr. The conclusion is that tablets just may not be devices that users consider as regular cameras. iPhones and iPod touches are devices designed to be carried around in users’ pockets, and can be used to take photos when an opportunity arises. The iPad is usually carried around in a case or a bag, and may not be as immediately available for casual photo taking, and its inferior quality camera dissuades taking high-quality shots as well. Apple may have known this and only put a rear-facing camera in for posterity, rather than for actual usability, because no one is using the iPad 2 to take photos.

Source: PetaPixel



About: Who’s Using the iPad 2 Camera? Good Question. is a post from 148Apps

Carter Dotson 03 Jun, 2011


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Source: http://www.148apps.com/news/ipad-2-camera-good-question/
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Swingball Pro Takes a Whack at iOS

This just in: products that exist in real life can exist in iOS games as well.  Case in point is the new free game Swingball Pro, which is a physical game that exists in real life, manifesting itself digitally on the platform just a couple of weeks ago.

The product, which appears to be a high tech re-imaging of the sport of tetherball, consists of two players pitted against each other, whacking a tennis ball on a string, as hard as they can.  If nothing else, this free game helps give the masses an idea about what the product is like in real life, while allowing potential customers the ability to buy the apparatus for themselves without ever needing to leave the application.

As fun as the game looks to be, there is just something about having a tennis ball smacked in my direction at breakneck speed that doesn’t really appeal to me.  However, if this is right in your wheelhouse, give the game a download and see if it is for you.



Apps mentioned in this post: Swingball Pro


About: Swingball Pro Takes a Whack at iOS is a post from 148Apps

Blake Grundman 02 Jun, 2011


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Source: http://www.148apps.com/news/swingball-pro-takes-whack-ios/
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AR Invaders Review

AR Invaders Review

By
Ryan Wood on June 2nd, 2011
Our Rating: ★★★★☆ :: CAMERA WAR
iPhone App - Designed for the iPhone, compatible with the iPad

AR Invaders is an enjoyable marriage of the iPhone camera and alien UFO destruction.

 

Developer: Soulbit7
Price: Free
Version Reviewed: 2.1.0
Device Reviewed on: iPhone 4

Graphics / Sound Rating: 5 out of 5 stars
Game Controls Rating: 3.5 out of 5 stars
Gameplay Rating: 3.75 out of 5 stars

Overall Rating: 4.08 out of 5 stars

AR Invaders combines the iPhone camera with an alien invasion to create a unique and exciting gaming experience that makes you look silly while being incredibly fun. Invaders uses the scope of the camera to create a 360 degree war zone that UFOs populate. A user interface complete with two different weapons, a hit point bar, and radar provide the medium used to take the war to the aliens. Additional weapons become available at certain level intervals. AR Invaders does require an iPhone or iPod Touch 4 to play, however Soulbit7 has Look-Up for 3GS users, following the same style of play with preloaded areas.

Nine levels populate the game, each level increasing in difficulty. The size, number, and speed of the UFOs change/increase in difficulty at each level keeping the game competitive and enjoyable. The game is playable in both 360 degree and 180 degree modes, allowing for standing and sitting play. The 360 mode makes for the greatest reaction from a third party, but the 180 mode seemed to work better in regards to functionality. It seemed that more spinning was required then assumingly would be necessary for such a game. Unfortunately, I was unable to try the multiplayer functionality, but assuming that two players can play within the same room, the possibility sounds insanely exciting if not a little dangerous.

I take a slight issue with the marketing approach that exists within the game, but it's the way free games tend to be. Right now, at least, AR Invaders is free of charge, but firing up the app provides an advertising page for a $0.99 feature that players can purchase. Unfortunately, the minor upgrade provided from the $0.99, a radar upgrade, really amounts to paying to remove the advertisement from the publishers. If the app ever stops being free, I can see this being a serious source of contention for users.

Taking this marketing issue out of the equation, this game offers a lot of excitement. I see a lot of potential for this kind of game, and it certainly is the first experience I've personally had with this kind of combination, but I'm a recent Verizon adopter of the iPhone so previous titles may have missed me. AR Invaders is a lot of fun, and I had a lot of fun playing it. When my wife picked it up, she played for 15 minutes or so before she got so dizzy she had to sit down, recovered, and picked the game back up again.



Apps mentioned in this post: AR Invaders


About: AR Invaders Review is a post from 148Apps

Ryan Wood 02 Jun, 2011


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Source: http://www.148apps.com/reviews/ar-invaders-review/
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Ricochet Battle Review

Ricochet Battle Review

By
Rob Rich on June 2nd, 2011
Our Rating: ★★★☆☆ :: NEEDS RECALIBRATING
iPhone App - Designed for the iPhone, compatible with the iPad

Wonky physics and a reliance on chance drag down what could have been a fun game.

 

Developer: TYLER PROJECTS
Price: $0.99
Version: 1.0.237
App Reviewed on: iPhone 3GS

Graphics / Sound Rating: 4 out of 5 stars
User Interface Rating: 3.5 out of 5 stars
Gameplay Rating: 2 out of 5 stars
Re-use / Replay Value Rating: 3 out of 5 stars

Overall Rating: 3.13 out of 5 stars

BS: Ricochet is a sort of companion piece to Tyler Projects’ other game, Battle Stations!. It’s not an uncommon practice to create small spin-offs in an attempt to either grab a bit more cash or drive more users to the main product, but this is one of those unfortunate cases where the side project just isn’t up to snuff.

Games like this are all over the App Store: Set angle and trajectory, launch an object (in this case a cannon ball) at targets, try to hit everything or make it to a goal of some sort. In this case, there’s also a lot of bouncing around (i.e. ricocheting) from object-to-object. It utilizes a vague steampunk pirate motif, but aside from that there’s really nothing to make BS: Ricochet stand out in the crowded market. I suppose it does offer a good deal of levels (40), but it still feels very “been there, done that.”

To be fair, BS: Ricochet tries to keep things fresh by adding power-ups that will make the ball jump on command, set it on fire so it can blast through certain enemies and so on. It also mixes things up with different level objectives which can involve getting the ball past a certain point, destroying every target or even sinking an enemy vessel. In the end it all boils down to “shoot this at that thing,” but the different tasks to sometimes call for different strategies. It certainly keeps the levels from blending together as they can sometimes do in other games of this type.

So it’s a decent physics puzzle game, right? Well unfortunately, “decent” is about as good as it gets. The biggest problem is the overabundance of levels utilizing moving targets that are off-screen most of the time, reducing any chances of success to exactly that: chance. The camera can be pulled back and panned around the stage, but the cannon can only be fired from the default view which makes timing everything virtually impossible. Likewise, the power-ups that are supposed to be helpful can also be more of a hindrance thanks to their implementation. Tapping the desired icon (when available) at the bottom of the screen does indeed trigger the item as expected, but it doesn’t do so until the button is released. It sounds like a stupid thing to complain about but it can really throw off the timing when using different abilities. Especially the extra jump.

It would be nice to claim that those are the only problems here but BS: Ricochet has also slipped-up where it matters most: the physics. In a game based entirely around this concept, it’s amazing to find that the core mechanics feel so rough. Yes, cannon balls are heavy. However, I would still expect that firing one at maximum strength would see it fly much farther than it actually does here. The same goes for the angles and how the ball starts dropping much sooner than it should. All of this makes simply completing most stages a very frustrating game of trial-and-error, never mind attempting to earn the highest rank. I think fiddling with the sensitivity of the shot strength and angles would go a long way toward making the game a lot more entertaining.

I wish I could say that my time spent with BS: Ricochet was enjoyable from beginning to end, but that would be lying. It looks like a fun time and the Facebook game it’s derived from is actually pretty good, but the physics feel way too off and most of the levels rely too heavily on pure luck. Earlier levels with stationary targets show potential, but I don’t think this title will have a shot (no pun intended) at those other, more popular games, until after an update or two.



Apps mentioned in this post: Ricochet Battle


About: Ricochet Battle Review is a post from 148Apps

Rob Rich 02 Jun, 2011


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Source: http://www.148apps.com/reviews/bs-ricochet-review/
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Lodsys Starts Suing Individual Developers

The Lodsys in-app purchase drama has just gotten ugly. Apple roared back last week at Lodsys’ threats to individual developers, claiming that Apple’s license of Lodsys’ technology applied to App Store developers’ products. However, Lodsys remained unflinching in the face of the strong words from Apple, as they have sued 7 developers over the use of in-app purchases in their apps. Notable developers include Quickoffice and their Quickoffice Connect suite Iconfactory, known for Twitteriffic, Ramp Champ, and Astronut, all of which use in-app purchases to unlock features in their apps. The list interestingly includes Illusion Labs, developers of the Labyrinth games for iOS; the Android version of the game is mentioned as well in Lodsys’ suit. This is the second known case of Lodsys pursuing Android developers over in-app purchases, as an anonymous developer was also contacted by Lodsys recently.

Lodsys have posted new blog posts on their site trying to explain their position publicly, reiterating that they believe that Apple’s license does not cover the developers who use in-app purchases in their apps. According to Lodsys’ interpretation of Apple’s agreement with developers, “Apple has specifically absolved itself of any legal responsibility it has with respect to 3rd party patent infringement by Application Developers.” Lodsys has at least been very forthcoming with their position on the matter, even if they have developed a reputation as a patent troll by existing solely as a patent holding firm, and establishing jurisdiction in Marshall, TX — a city that with a court that is very favorable to patent holders.

Lodsys has offered a gesture of goodwill toward the developers they have sued, offering $1000 if it is ruled that developers’ use of in-app purchases does not violate Lodsys’ patents. However, this is largely a token gesture, as according to Florian Mueller of FOSS Patents: “Obviously, $1,000 is not much to gain considering that even an initial analysis of a patent assertion letter by a qualified attorney will typically cost much more than $1,000. And a lawsuit can cost millions.” Lodsys are putting on a public face of being a company that has been wronged by Apple and these developers, although they are just a patent holding firm that are suing developers after Apple already licensed their technology. Like all other cases involving the courts and lawyers, this one may not be resolved any time soon, and the impact of any decisions or settlements may not be known for some time.



About: Lodsys Starts Suing Individual Developers is a post from 148Apps

Carter Dotson 02 Jun, 2011


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Source: http://www.148apps.com/news/lodsys-starts-suing-individual-developers/
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