Showing posts with label IOS. Show all posts
Showing posts with label IOS. Show all posts
Tuesday, 13 December 2011
How to build an app - these days
Cynical I know but we have all seen the delights and despair involved in creating one's own app, either for IOS, Android, or HTML 5.
Thursday, 1 December 2011
PixStop - The free stop motion app
Ever fancied doing a stop motion Short, I know when I was a kid I used to use my Dad's first digi camera to take pics of army men running around the kitchen table.
Well....
Thursday, 17 November 2011
Forger - Sculpture program for iPad 2
I have posted before regarding Sculpting tools for the iPad and IOS platform, I also spoke about these in an interview with Npower a couple of months back, it could be a good way of developing models or at the very least a nice tool for viewing and interacting with 3D content in an interactive and tactile environment. it looks like we have a new one created by an industry vet from Double Negative.
Called "Forger", click here for the link to download, it looks like it is gonna be about $2.99
Its a rival for Autodesk's 123Dsculpt but with an output .obj export and addition controlling tools.
Friday, 14 October 2011
Monday, 10 October 2011
Tesla Model S
This car looks fantastic!
This is a real step forward in automotive and technological development. I know this is an electric car and therefore "environmentally better" and "the future for motoring" but this post is not about those merits in this vehicle.
This is a real step forward in automotive and technological development. I know this is an electric car and therefore "environmentally better" and "the future for motoring" but this post is not about those merits in this vehicle.
Real Racing - IOS 5
I love the way Real Racing has developed over the past year or so. This is a case of the developers (firemint) using their, already successful brand to reach and retain the largest number of continuous users possible through genuine innovation and experiment.
Real Racing brought us "HD" as soon as the iPhone 4, and iPad came out, they also were the first on the marks to integrate multi-player connectivity, they also have been around the remote viewing stage for a while now (ever since the capability of remote gaming was available between the iPhone and Apple TV), and now it seems they are pushing again with their latest experiment with multi-player remote gaming through an Apple TV and four iPhones, I think this could potentially be a huge gaming market, currently untapped by the "app" generation. For me, this opens the door to the "Wii" style of party gaming were people can physically be in the same room and all play together on multiple devices within the same game.
I certainly have a few ideas to suit this sort of construct!
Wednesday, 28 September 2011
Cars - Hybrid driving app for iPad UPDATE
This is a nice looking twist on the standard AR theme, with the interaction control happening with real assets! I think however, this could get old rather quickly, would probably be good for younger children as an interaction/coordination development game.
Etienne Mineur is the inventor who came up with these simple, yet effective solutions.
Watch this and have your mind blown.
This concept was first demo'd in Feb 2011!
Wednesday, 14 September 2011
IOS - bizango Blast
Designed and created by a CG Society member Olivier Archer
Created in Unreal. Worth a look, includes "making of" and "how too" videos.
Check it out - Bizango Blast
Tuesday, 13 September 2011
“I’ve got an idea for an app”
Guest post I found showing that listening to those "mates" idea's can pay off!
'I’ve been an iPhone developer for over three years now. The first app I built was CookieCombo. We sold enough copies to go bowling twice, but still it was completely worth it. We tweeted about it, and got some awesome gigs out of that. Everybody was in need of iPhone developers, and there was a huge shortage. Good times.
Discuss on Hacker News
Post by http://chriseidhof
'I’ve been an iPhone developer for over three years now. The first app I built was CookieCombo. We sold enough copies to go bowling twice, but still it was completely worth it. We tweeted about it, and got some awesome gigs out of that. Everybody was in need of iPhone developers, and there was a huge shortage. Good times.
As more and more people got to know that I’m an iPhone developer, I got to hear the following phrase more often: “Hey, you know, I got a great idea for an app”. It started with tech-savvy people saying this, but now it seems like everybody and their mother has an idea.
I’m a nice guy, and always try to listen to people. I subscribe to the belief that ideas aren’t worth anything, and that it all comes down to good execution. The ideas I hear invariably end with: “I only need someone to build this”. If it’s a bad idea, I try explain why. If it’s a good idea, I try to explain the amount of work they have to do to make it into a success.
I once jokingly said that I should print some small cards with “No, I won’t listen to your app idea” and give it out at parties whenever people approached me. Because I want people to like me, I didn’t do it.
However, a month ago I got an email from a friend of my brother’s about a secret app idea. Those are often the worst. He wanted to have a Skype meeting, and I said: “Sure, let’s do that. I probably won’t have time to build it, but at least I can help you and point out the technical difficulties”.
His idea is just awesome. That’s when I decided: always listen to ideas. Most of them are probably another fart app, or a social network for sharing pictures of coffee, but even if the odds are very small that it’s a good idea, the potential payoff for executing a great idea could be huge.'
Discuss on Hacker News
Post by http://chriseidhof
Monday, 12 September 2011
Live Comic System - Helga Deen by White Mouse
The White Mouse Publishing Company has been generating "live" semi animated iPad comics from original works to classics using their 40 plus strong artistic team and their Living comic App system.
I wonder, however whether there isn't market for developing a toolkit system for allowing other artists to create their own Live comics using the "API" of the living Comic System, this could lead to a greater variety of product available for people to enjoy, as well as providing a cheaper publication strategy for up-and-coming artists and story tellers.
Like a Squarespace for artists and comics.
Monday, 15 August 2011
Autodesk 123_sculpt
This is a great start for this kind of app, We have seen a couple of these released before now, however most were practically unusable in their current state. This however, seems to be the start of the potentially workable solution; Ok, you cant export anything you do, and the options and import settings are non-existent, but I think this is just the start for this app - the sculpting works, and could be usable in the future, perhaps the app could be used as a texturing system only, or perhaps a refinement tool to existing models. Either way, I dont think we are looking at a viable production tool, but, it could be the start of something nice?
Oh and its free!
Wednesday, 10 August 2011
Monday, 1 August 2011
So you wanna know the basics about apps?
Today’s smartphones are every bit as powerful as most hand-held gaming devices, however what is really driving mobile gaming forward is not just the hardware capability, it is the creativity of developers. What I mean is, developers who are not just looking at the iOS or Android devices as traditional gaming platforms, but rather also looking at who they might expect to play the games. The proliferation of smartphones and other non-gaming mobile devices (tablets, MP3 players, etc.) is opening up a huge new market for smart game developers, I’m going to profile 4 games which have figured out how to do this right.
I would not consider myself to be a gamer, and for the most part, the majority of smartphone owners would likely not categorize themselves as such either. I didn’t own a gameboy, nor have I owned any of the more recent mobile gaming platforms, but I do remember playing Tetris on a friend’s gameboy. What was (or is it) about Tetris that made this game so compelling? It’s simple, Tetris is an uncomplicated game, it presents a challenge no matter how good you are, and you don’t need hours at a time to play a game. When I look at the mobile games that are achieving huge success today, the same factors are present. Add in good design and you have the formula for success in the world of mobile gaming.
Angry Birds
If you haven’t heard of Angry Birds, you’ve likely been hiding under a rock. The game has had over 100 million downloads across the platforms.
The premise is simple, knock over the structures, eliminate the pigs and move on to the next level. Now when I say that anyone can play this game, there is no doubt in my mind that it’s true. This is not a gamer’s game (although I’m sure a hardcore gamer could have fun with it too). Angry birds provides a solid challenge, and if you get into all of the achievements and seeking out the Golden eggs, it can become quite involved, but it’s also very easy to load the app, complete a level and get back to work or whatever else you should be doing.
Compound this with the, what seems to be seasonal releases of updates and level packs, keeps this game consistently in or near the top spot of downloadable content or all the platforms.
This has been coupled with the advertorial version of the the game in RIO, this tweak to the game premise allows the developers, to partner with other media retailers and sell this game into a completely new market.
Again, extremely simple, all you have to do is tilt your phone from side to side. Of course when you talk about it like this, it seems much to simple, but somehow this game provides enough challenge to get you addicted. Over and over again you start from zero and try to beat that most recent high score. When you get bored of one background or design view, switch it up to something new.
This game again, has been sold or "ripped" through to other game titles thousands of times from various other games and media developers - notedly in the Hop the movie game accompaniment.
Fruit Ninja was the first game that I encountered which had Game Center enabled. I’d played Open Feint games before, but had never stepped out and tried multiplayer, partly because the whole idea is rather intimidating, but not with Fruit Ninja. You only need a couple minutes and a WIFI connection to play against a friend or a total stranger. Brilliantly simple, superbly enjoyable.
Cut The Rope, like the other games above, offers a single screen of activity at a time. There isn’t a complex world to navigate, simply sit down for a few minutes, play a few levels and then turn it off again. Each level becomes progressively more challenging as new elements are added to the mix, but it’s still just as simple as getting the candy in the monster’s mouth.
As smartphones continue to increase in popularity, the market for mobile gaming continues to grow, but this is not the traditional gaming market. It is a market that includes moms and dads (and their kids who need entertaining), it is business people with a few minutes to kill, it’s teenagers who aren’t necessarily into full-on gaming. There is of course still a market for hardcore gamers in the mobile space, but as the examples above illustrate, the games that are achieving the greatest success in this emerging space are simple, can be played for minutes at a time (not hours), and appeal to a diverse group of people. Couple this with the "relative" ease in which one can develop for this platform, it allows the game designers and developers to release their own titles under the indie developers mantel.
Via Click.to
I would not consider myself to be a gamer, and for the most part, the majority of smartphone owners would likely not categorize themselves as such either. I didn’t own a gameboy, nor have I owned any of the more recent mobile gaming platforms, but I do remember playing Tetris on a friend’s gameboy. What was (or is it) about Tetris that made this game so compelling? It’s simple, Tetris is an uncomplicated game, it presents a challenge no matter how good you are, and you don’t need hours at a time to play a game. When I look at the mobile games that are achieving huge success today, the same factors are present. Add in good design and you have the formula for success in the world of mobile gaming.
Angry Birds
If you haven’t heard of Angry Birds, you’ve likely been hiding under a rock. The game has had over 100 million downloads across the platforms.
The premise is simple, knock over the structures, eliminate the pigs and move on to the next level. Now when I say that anyone can play this game, there is no doubt in my mind that it’s true. This is not a gamer’s game (although I’m sure a hardcore gamer could have fun with it too). Angry birds provides a solid challenge, and if you get into all of the achievements and seeking out the Golden eggs, it can become quite involved, but it’s also very easy to load the app, complete a level and get back to work or whatever else you should be doing.
Compound this with the, what seems to be seasonal releases of updates and level packs, keeps this game consistently in or near the top spot of downloadable content or all the platforms.
This has been coupled with the advertorial version of the the game in RIO, this tweak to the game premise allows the developers, to partner with other media retailers and sell this game into a completely new market.
Doodle Jump
Perhaps the first major gaming success, at least when it comes to previously unknown developers, Doodle jump is an example of not only a great game concept, but good integration of sharing features.Again, extremely simple, all you have to do is tilt your phone from side to side. Of course when you talk about it like this, it seems much to simple, but somehow this game provides enough challenge to get you addicted. Over and over again you start from zero and try to beat that most recent high score. When you get bored of one background or design view, switch it up to something new.
This game again, has been sold or "ripped" through to other game titles thousands of times from various other games and media developers - notedly in the Hop the movie game accompaniment.
Fruit Ninja
Slicing and Dicing fruit has never been this much fun, and the best part, you don’t have to do it alone.Fruit Ninja was the first game that I encountered which had Game Center enabled. I’d played Open Feint games before, but had never stepped out and tried multiplayer, partly because the whole idea is rather intimidating, but not with Fruit Ninja. You only need a couple minutes and a WIFI connection to play against a friend or a total stranger. Brilliantly simple, superbly enjoyable.
Cut The Rope
It’s a beautifully designed app, provides a good challenge, but isn’t difficult to learn.Cut The Rope, like the other games above, offers a single screen of activity at a time. There isn’t a complex world to navigate, simply sit down for a few minutes, play a few levels and then turn it off again. Each level becomes progressively more challenging as new elements are added to the mix, but it’s still just as simple as getting the candy in the monster’s mouth.
As smartphones continue to increase in popularity, the market for mobile gaming continues to grow, but this is not the traditional gaming market. It is a market that includes moms and dads (and their kids who need entertaining), it is business people with a few minutes to kill, it’s teenagers who aren’t necessarily into full-on gaming. There is of course still a market for hardcore gamers in the mobile space, but as the examples above illustrate, the games that are achieving the greatest success in this emerging space are simple, can be played for minutes at a time (not hours), and appeal to a diverse group of people. Couple this with the "relative" ease in which one can develop for this platform, it allows the game designers and developers to release their own titles under the indie developers mantel.
Via Click.to
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