.the ramblings of a radman.

Category: iPhone/iPad (Page 3 of 12)

In some way related to the iPhone and/or the iPad, the greatest handhelds on the planet.

Robot Unicorn Attack is back, Jack!

Oh, yeah! That’s right, I’m busting out the rhymes for this one. Except I’m done, now. Go beatbox somewhere else. And get off my lawn.

Now, where was I? Oh, yeah. Robot Unicorn Attack 2 is in the App Store. For free (as in beer). It’s pretty. I like to play it. If you enjoyed the first one (or the other two), then you’ll probably like this one. It’s a free-to-play endless runner that looks like it was vomited up by Lisa Frank. That’s a compliment, bee-tee-dubs. I was saddened when I first fired up the game and didn’t hear Erasure’s “Always” filling my ear holes with it’s beautiful melody. The song that comes with the game is still quite excellent and feels very 80s child fantasy (like from Legend or The Neverending Story). The good news, however, is that once you reach Rank 4, you can purchase new songs to listen to while playing the game for $0.99 apiece. Those purchases come with 500 Unicorn Dewdrops (I don’t know if that’s what they’re called, but I like calling them that), the in-game currency. So, if you really can’t bear to play this game without some rockin’ 80s music, there’s a small, but decent selection (including “Never Ending Story” by Limahl and “Always” by Erasure).

Another new feature is the ability to customize the appearance of your unicorn (also available at Rank 4). This is one of two ways to spend your Unicorn Dewdrops (the other being to buy one-time use power-ups before your run). There are a number of different skins and accessories to buy for your unicorn, all of which affect the gameplay by adjusting the running speed, the number of times you can jump in the air, or even letting you fly at top speed.

So, if you’re a fan of the original, or endless runners, or you just want to have your cutesy-awesome buttons pushed by a robot, you should download this game.

Seriously, why are you still reading this? Go!

“Always, I want to be with you, and make believe with you, and live in harmony harmony oh love…”

UPDATE: I joined Team Rainbow, when given the chance. Those of you that choose the Dark Side and join Team Inferno will be on my watch list.

AirPlay Mirroring to your Mac with AirServer and Reflector

One of the coolest features available to iPhones and iPads has been the ability to mirror your devices display to your television using an Apple TV. AirPlay has been around even longer, which let you direct a video or audio stream to your Apple TV or (in the case of audio) to an AirPort Express with attached speakers. However, in Mountain Lion, Apple went a step further and allowed supported Macs to also be able to mirror their displays to the Apple TV. Unfortunately, in what many consider to be an incredible oversight, Apple never went the opposite direction and allowed iOS devices and Macs to mirror their displays to other Macs. Some might consider this overkill, but it’s an excellent way to capture gameplay video from an iOS device and it’s also helpful in a classroom or work environment when Apple TVs aren’t readily available.

Enter AirServer and Reflector. Both apps have a very similar feature set, with the edge going to Reflector, which allows you to record video directly from within the app. This is an excellent tool for developers wanting to show off how their app works. However, for those that don’t need that specific feature and simply want to stream video to their display (or, those that prefer to use QuickTime Player or another tool for capturing video onscreen), AirServer feels simpler and easier to use. Plus, AirServer has a number of excellent pricing alternatives for students, teachers, and those that need a volume license.

One major advantage to AirServer is its ability to present a higher quality video stream out of the box. Reflector defaults to 720p video only, while AirServer takes into account the specific device connecting, allowing 3rd and 4th generation iPads to display 1080p video with no configuration. Reflector appears capable of doing the same, however it gives a warning that iOS devices only support 720p video, which is no longer true. Both devices allow multiple inbound video and audio streams at a time, which is also pretty cool if you want to display more than one device at a time. In an education or corporate environment, that can be handy for allowing different pieces of a presentation to be offloaded to multiple devices so that presenters don’t have to switch between apps on the fly. Or, if you just like showing off technology, it can allow you to play multiple games on your TV at once.

Another great benefit to AirServer over Reflector is the ability to treat inbound streams as individual windows, complete with close and minimize buttons and a full-screen toggle. You can also hover your mouse over the video to access music controls, allowing you to play, pause, and skip music playing from your iDevice’s library through your computer speakers.

If I had to choose only one app to use, I’d currently go with AirServer due to the greater pricing flexibility and the fact that it’s a smoother experience out of the box. However, if you want more control over capturing video, Reflector has a definite advantage.

You can get more information about AirServer at their website here. Likewise, Reflector’s site has additional info, as well.

[plinker heading=”Find this useful? Check out some of the other cool stuff here!”]

Once More Through the Wormhole: An Adventure with Stargate SG-1

Today I was pleasantly surprised to discover that Stargate SG-1: Unleashed was available in the App Store. I was surprised because I hadn’t even known that the game was so far along in development. I had read about a Stargate game coming from Arkalis Interactive (the developers behind the other officially licensed Stargate iOS app: Stargate Command), but didn’t realize it was ready for release.

Stargate SG-1: Unleashed is an episodic adventure game for iPad and iPhone that lets you play as the cast of the hit TV show. The big four actors have returned to voice their characters, though sadly, they’re the only ones (Don S. Davis passed away shortly after the series ended). The game also appears to use the same level design as the Stargate Command app, which was incredibly accurate. However, I’ve spent very little time in the SGC since starting the game, so it’s hard to say how detailed it actually is. But enough about fan service, let’s get to the good stuff.

SG-1 exits the Stargate

If you were a fan of the Stargate series, then you know the basics. The Go’auld are evil parasites. They take control of human hosts and make them do bad things. They use their advanced technology to demand worship as gods and they generally do lots of really bad things. SG-1 works to stop them. It seems like every week, something that threatens Earth is discovered and SG-1 has to work to save us all. Except in the summer. Summers always seemed so boring.

Anyway, a Go’auld that had been sleeping for 1000 years was set free and SG-1 are trying to stop her. The gameplay is similar to other adventure games on iOS. Movement is handled with a virtual thumbstick on the left side of the screen. Moving a finger around on the right side turns the camera. Tapping on certain objects will let you interact with them. The dialogue is very well-written, though the delivery suffers a bit, due to the storytelling format. It’s not awful, but it’s obvious that the actors are not recording their lines in the same room together. That said, Jack still has some excellent one-liners.

Jack is witty, as always

Speaking of dialogue, whenever you enter into a conversation with someone, you have options on how you can respond. Usually, your choices only determine the order in which you get your story information. Other times, certain responses are included for humorous effect. Some conversations can be had more than once, letting you try all the combinations, but many are one-time only, so you can find something new on a subsequent playthrough.

Daniel Jackson seeks help from a prisoner

There is also a battle mechanic in which your character takes cover behind an object and pops up to shoot at targets. You can select different weapons and enemies have differing amounts of health. It’s very simple compared to many of today’s iOS shooters, but still quite fun and occasionally challenging.

Unfortunately, it’s not all Tau’ri and Chappa’ai: there are some missteps along the way. When moving around the game world, the camera can be frustrating. It has a strange momentum to it when you swipe your finger that can make it irritating to point it in just the right direction. It also doesn’t move on its own, so if you want to change direction, you’ve got to turn the character with the thumbstick and swipe the screen around to see where you’re going. It’s not an uncommon control scheme on iOS, but with the janky camera movement, it can be very frustrating at times. Thankfully, it isn’t an issue during key gameplay sections (with one exception so far, during the tutorial).

The game is episodic, with three chapters currently planned. It seems likely that each will cost a fiver, so you can expect to shell out fifteen clams to see how the entire story plays out. But, when you consider what you’re getting, it’s well worth the money. We may never get another Stargate SG-1 “movie”, and my dream of another series dies a little more every day, but the world is still alive to some and they want to keep it alive for us, as well.

I highly recommend any fans of the series or the genre give it a go. I’m anxious to hear your thoughts. Ral’tora’kee!

Today in Letterpress

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Technically, I think that’s a proper noun (to my knowledge, the clearing of four lines at once, is still written as a Tetris, not a tetris), but it’s a good one, so I’m not complaining.

Best Apple links of the day

I came across a decent number of good articles today about Apple, all of which are worth a read, even if you don’t like Apple. Why? Because if you’re the type of person that expends any amount of energy repeating the misinformation that passes for journalism these days, it’s important to know when you’ve been had.

So, in no particular order, the best reads of the day are:

‘Every empire crumbles’ from John Moltz’s Very Nice Website

Swallowed whole from The Macalope over at Macworld

How Apple Is Destroying Android From The Inside Out (and why it’s difficult to see) from Kate MacKenzie over at Mac360

Of Myths and Market Share from Michael J. Tomlin’s obviouslogic (my personal favorite of the day)

Apple Investors ‘Dissatisfied’ With Life? from CNBC (this is a video, not an article), courtesy of MacDailyNews, which has transcribed key paragraphs from the video (if you prefer to read)

I was directed to most of the articles above by Daring Fireball and The Loop. I highly recommend reading both sites daily.

Today in iOS: Wit, rhythm, and fantasy

Three things:

One, The Bard’s Tale for iOS is free for a limited time. It’s a birds-eye view dungeon crawler similar in style to the Baldur’s Gate: Dark Alliance, X-Men Legends, Champions of Norrath, and Marvel: Ultimate Alliance. While the original The Bard’s Tale series was a western-RPG in the vein of Might & Magic and Eye of the Beholder, the 2004 release for consoles and PC had nothing in common with its namesake due to licensing rights. However, the iOS version was released as a sort of “collector’s edition” and comes with the ability to download the original Interplay classics for free inside the app. Plus, it includes 60beat support if you feel like you simply must play this game with a controller.

Two, Square-Enix released Theatrhythm Final Fantasy for iOS late last night. It’s a rhythm game that was originally released for the Nintendo DS. However, it seems that Squeenix’s recent-ish release of Symphonica, another rhythm game with a rather verbose story and beautiful hand-drawn anime artwork. Theatrhythm Final Fantasy is a free download, but that will only get you two songs and a handful of characters with which to play the game. In order to unlock more content, you’ll have to pay for it. Unsurprisingly, unlocking all of the content that the game has to offer will set you back $88.11 plus taxes. But, if you just can’t live without your Final Fantasy fix, or you’ve got $100 burning a hole in your pocket, check it out.

Lastly, Google Maps for iOS is now available, if you’re the type of person that cares. Personally, I’ve never had any issues with Apple’s Maps that were more serious than the issues I had with Google’s, so I won’t be using it. Especially because I had forgotten how ugly Google’s map tiles were. However, if you need transit directions on your iPhone, Google’s app is the way to go.

The Opera House at the End of the Universe

I’ve been a fan of Japanese roleplaying games since I was a young child, when I first played Dragon Warrior (originally, Dragon Quest, in Japan) and Final Fantasy on the NES. That love did not fade throughout the years, and I still love to play a good, old-fashioned melodrama now and then. The Final Fantasy series is probably the most famous RPG in the Americas, so it’s no surprise that they hold an extra special place in my heart.

About a year-and-a-half ago, I finished playing Chaos Rings (also for iPad), the first in a new RPG series published by Square-Enix but developed by Media.Vision exclusively for the iPhone and iPod touch. Soon, it was released for the iPad and even recently was made available for Android. I loved the game and had many glowing praises to sing of it to friends and family. Unfortunately, despite how much fun it was, it still didn’t feel as epic or robust as many other RPGs available for consoles. There was a definite level of polish to the graphics and animation, sound effects and music, and combat system that was missing from other RPGs available for iOS, but it certainly wasn’t up to the same level as a Final Fantasy title.

When I finished Chaos Rings, I took a break from the series for a while. Even though I had Chaos Rings Ω (also for iPad) already installed on my iPhone, the game felt more like an expansion than a new game. It used the same tile sets, enemy models, skills, and even music of the first game. The story was the biggest change, however. The game follows the lives of two characters from the original Chaos Rings. As a prequel, it dealt with how those two characters won the previous Ark Arena combat. What really made the story stand out was how instead of simply playing through the same game concept as before, several serious issues occurred that completely derailed the traditional Ark Arena tournament. Unfortunately, after having spent hours and hours grinding my characters in the original Chaos Rings to max level, I couldn’t bring myself to play Omega right away.

Thankfully, after taking some time off, playing Omega started to feel more like a whole new game. I recently finished it and felt that it was a better game than the original and that the story was a lot better, as well. I still feel that the overall plot of the original is a much better tale, but the storytelling in that game is not as good as in Omega. That may have something to do with the original being 4 different stories, each told by a different protagonist couple. The best feature of the original Chaos Rings was the quantum nature of the story. Each time you played as a different couple, various elements of the story were significantly different. This was most notable when playing as Olgar and Ayuta. In fact, Ayuta’s story was my favorite of them all, because it reveals so much about the Ark and how it came to be. Olgar’s story is also better than the others because of the way the Ayuta in his timeline has become twisted and evil.

Omega, instead of having multiple scenarios to play through, has an Extra mode that can be entered after finishing the primary story. In this mode, there is an entirely new story that is a parody of the series as a whole. Everyone lives and is happy, despite the original storyline. Plus, it marks the return of two characters that get killed at the beginning of Chaos Rings (in every scenario you get to watch them die before they even have personalities). They’re actually quite charming in that cluelessly insane way that so many foils are in Japanese RPGs.

Now that I’ve finished Omega, I’ve begun to play Chaos Rings II (also for iPad). Simply put, the game is beautiful. I purchased this one on the iPad because I wanted to see what kind of difference it made. The visuals are incredible, despite the fact that they aren’t Retina-display quality. This is a true sequel, in every sense of the word. New characters, new conflicts, an entirely new story to unfold. One of the biggest changes to the game is the skill system. In Chaos Rings and Omega characters unlocked Gene Plates that they could equip to use new skills. These Plates would fill up with new skills as they fought enemies, eventually giving them a whole bevy of skills to use that would heavily influence combat. In Chaos Rings II, characters can now equip Sopia (or souls) of the monsters that they defeat. They fill up in the same way as before, except once a specific Sopia is equipped on a character, it must be removed before being equipped by another. Further, the protagonist of the story can equip the Sopia of fallen comrades to get their unique skills and summon them into battle, similar to the Eidolons of Final Fantasy IV and the Espers of Final Fantasy VI.

Every character also starts combat with a specific element already attached to them, making them strong or weak against specific elemental attacks. This results in a lot more strategy to the combat, as it can sometimes be impossible to damage an enemy at all without Pairing attacks (both party members attack—and take hits—together) or changing your element. As Sopia skills are unlocked, characters can equip Sopia to change their starting element. This can be a life saver if you are traveling through an area filled with Blaze (fire) monsters and you start every fight with the Gale (wind) element.

The story certainly has a similar tone to the rest of the series. There’s a very fatalistic feeling to every Chaos Rings game. The world is at an end and your characters must kill innocent people to prevent a more tragic event. However, Chaos Rings II provides you with some incredible characters to lead you through this story. I will definitely play the game more than once to make different choices to see how the story plays out.

Another significant change to the game is the way you are no longer tied to a single party throughout the game. While Omega did have you switching between two supporting characters throughout the story, it was scripted and your primary hero always remained in the party. In Chaos Rings II, you can often leave different characters behind to go grind some monsters with whichever characters you choose (so long as they’re still alive, of course). While I haven’t finished the game yet, I am greatly impressed by the improvements and consider it to be a console quality combat system and storyline. I look forward to seeing the series continue for many years, as I think it’s a solid hit for Square-Enix and Media.Vision.

iOS 6 and the Amazing Adoption Rate!

A couple weeks ago, Google updated their Android version install-base breakdown and revealed that Ice Cream Sandwich had finally (after nearly a full year) reached 20% of Android phones in use today.

To fully understand the significance of this, Apple’s iOS 6 reached 15% of eligible devices in 24 hours.

An important distinction, however, is that most Android devices without ICS are ineligible to receive it as the manufacturers never made it available for certain devices. Still, that doesn’t mean those devices are incapable of running it, as many custom ROMs out there are capable of bringing ICS to devices that won’t get an official release.

This is probably the most significant indicator that Apple’s integrated model as both the hardware and software designer is a huge benefit to customers.

iOS 6: Photo Streams and Maps

I’ve had the luxury of using iOS 6 for sometime now, due to my developer status. Even still, until the final version was released, there were a number of features with which I never spent much (if any) time. In the case of Shared Photo Streams, that was mostly due to a lack of other users with whom I could test the feature.

Today, I spent some time setting up and joining a few streams. I shared some goofy photos with my cousins and several pics of my children with my family. Perhaps the nicest thing about sharing Photo Streams is the speed with which others can comment on your photos. I don’t know a single iPhone or iPad owner that doesn’t have an Apple ID. Which means that when I share a photo, they are able to see it and respond without signing up for any accounts like they would with a social network.

In fact, Apple has created the stealthiest social network of all time. If you’ve ever purchased anything on iTunes, you’ve already got an account. Plus, because new shared streams default to private, only those you invite can see your photos unless you explicitly make your stream public.

Within minutes of sharing a Photo Stream with my wife, she had already sent me a message telling me how awesome it was. A few simple taps on the screen and 16 photos were almost immediately available for her to view and enjoy.

Now, the more cynical out there will complain that Shared Photo Streams are nothing more than MobileMe web galleries returned from their recent grave. The concept is certainly similar, but the execution in iOS 6 is so much simpler, it feels like magic. If you haven’t had a chance to play with it yet, I encourage you to do so soon.

On the flip side, I spent quite a lot of time with the new Maps feature in iOS 6. And, while not perfect, it has excelled at getting me from point A to point B in style. The new map tiles are simply incredible and the map directions are easy to read and pervasive throughout the entire OS. Even when your device goes to sleep, the directions are right there on your lock screen and will even pop up whenever Siri speaks to tell you your next turn.

There seem to be a lot of complaints out there from some very vocal people about Apple’s Maps not being as good as Google’s. I’m not surprised by that fact, nor do I think it matters. For starters, Google has been at this a lot longer than Apple and even when the first iPhone was released, the Maps app wasn’t perfect. Google had to do a lot of updating on the back end before they got to where they are today. Apple has an advantage that Google didn’t: millions of iPhone owners able to report mapping errors from their device as they encounter them.

But in the end, it doesn’t matter. Most users will never encounter any issues at all. And, as with everything that Apple does, it will get better and better over time until most users forget they ever had issues at all.

Only time will tell, but I’d be very surprised if Apple’s Maps don’t see rapid improvements.

Best Over First or, how Apple avoids jetpack design and wins every time

Just a couple days ago, I wrote about how Apple’s new mantra appears to be “Best Over First”, as they continue to improve their hardware and software by focusing on adding features better than everyone else, rather than adding features before everyone else. My neighbor and bestie (a proud Android user) often ribs me for Apple’s announcement of year(s)-old features as though they are brand new. I’d argue, of course, that to the most of the populace, they are new features. Much of the world is a lot less tech-informed than those that focus on spec checklists (as many Android fans and even quite a few iPhone die-hards are wont to do) and therefore just don’t realize that LTE has been around for a few years. In fact, Apple usually benefits greatly from waiting for an emerging technology to mature a bit before including it in their software and hardware, as they’ve been able to analyze where the tech fails to meet expectations in their competitors and (usually) improve on it with their implementation.

It seems I’m not the only person to be supportive of Apple’s decision to focus on making sure their new features are the best, rather than the first. An post over at FJP (a site whose name directly applies to the title of that post and mine) about how Apple avoids implementing “jetpack design” just to be the first to include a new feature rather than making sure they release the best version of a feature (a mark that they occasionally miss, but that they hit often enough that it’s the reason the iPhone 5 preorders sold out in less than an hour).

Bonus points go to Daring Fireball’s John Gruber for pointing me to the post which, in a bizarre, circular fashion, pointed me back to a Macworld article by Gruber from 2010 about the original iPad: an article that is eerily prescient when read today in a world that has seen the release of three more generations of iPhone and two more generations of iPad.

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