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Navigon Updates MobileNavigator iPhone App With Facebook and Twitter Connectivity, Panorama View 3D Mapping [IPhone Apps]

Not only has Navigon added a bunch of new features to its iPhone app, the price is $20 cheaper—although if you want Traffic Live and 3D maps, it still adds up to $100. Nonetheless, it sounds worth it.
The update has a few nifty angles—there’s the connection to your Facebook or Twitter accounts for updating friends on your current position, destination and time you’re due to arrive; the aforementioned Panorama View 3D views (which use NASA height and terrain data) and personalized route delivery, called MyRoutes.
The addition of NASA’s data is a nice touch, meaning you’ll be able to find out more about the location you’re in, such as elevations and shadows. Discover a hill before you reach it—and maneuver around it if you’re not keen on heights.
MyRoutes, on the other hand, collects data on your preferences and habits, giving you customized routes along side the fastest/easiest ways to reach your destination.
Here we come to the price. I mentioned before that it’ll cost $100 if you want the full service for your iPhone or iPod Touch, with the actual price of the MobileNavigator app being lowered by $20 to $69.99. The Traffic Live has also been discounted slightly, from $24.99 to $19.99 (only available until the 15th of February), and the Panorama View 3D will cost $9.99. Those who bought the app before will get the update for free, according to Navigon.
Yes, it’s pricey. Yes, it’s not far off what you’d spend on a stand-along satnav. But as our iPhone navigation battlemodo deduced last August, the MobileNavigator is the best money can buy. And that was before all these new updates.
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HP attacks Apple iPad over Flash
about 6 hours ago - No comments
Filed under: iPad
During CES 2010, HP gave the public a slight tease of its upcoming slate device. The touchscreen device, which runs Windows 7, sports a form factor similar to Apple’s iPad, as well as similar uses; it supports eBooks, music, videos, and of course, the Internet. But wait, there’s more. According to a post on HP’s Voodoo blog, the device will give you a “full Web browsing experience,” not a “watered-down Internet” with “sacrifices.” In other words, the HP slate device supports Flash and, well, the iPad doesn’t.
While the blog posting didn’t mention the iPad by name, it was fairly clear that the statement in question was an indirect jab at it. Accompanying the post is a short, 30 second clip. The highlight of the clip, which occurs toward the end, shows the user going to Hulu.com and watching a Flash-based video.
The reason that the clip is only 30 seconds long, and the Hulu portion is at the end of it, is that running Flash may have drained all of the device’s batteries before all footage could be shot. (Just kidding! I couldn’t help myself).
On a serious note, while the lack of Flash on the iPhone, and now the iPad, has its drawbacks, these drawbacks have been muted to a degree. The advent of the App Store created a non-Flash, potentially monetizable, playground for the creations of developers and content creators to play in. In addition, HTML 5 is emerging as a potential Flash development alternative.
via [AppleInsider]
TUAWHP attacks Apple iPad over Flash originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 22:45:00 EST. Please see our terms for use of feeds.
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IPhone – Apple – Windows 7 – Adobe Flash – App Store
Whrrl 3 Wants To Kill Farmville. Not Foursquare. Not Gowalla. Farmville.
about 6 hours ago - No comments
Pelago knows that just about every location-based app in the world is seeking coverage right now just prior to SXSW where they will all battle Highlander-style. So they approached me with a pretty smart pitch: curing the “social rut.” What they mean by that is these days, despite the prevalence of social networks, people are actually less social than ever because they’re being roped into playing games like Farmville and Mafia Wars for hours on end. Sitting in their rooms. Alone.
While that may be a part of social networking (a rather large, hugely profitably part), it’s not really social. That’s why location-based networks excite me: they have the potential to bridge social networking with actual social activity. And that’s exactly how Pelago is positioning the latest version of its location-based app, Whrrl 3.
Pool Pro Online 3 IPA Game
about 7 hours ago - No comments
Screenshots:
REQUIREMENTS:
Compatible with iPhone and iPod touch.
Requires iPhone OS 3.1 or later.
Pool Pro Online 3 IPA Game
Download IPA File:
Indiagames Partners With IPL And Facebook To Launch Social Cricket Games
about 8 hours ago - No comments
Earlier this year, Google landed a “landmark” deal with Global Cricket Ventures, the licensing partner to the Indian Premier League (IPL), which would give them the so rights to live stream cricket matches from the IPL on YouTube. This is a huge deal because the streaming of the 2010 IPL season (which starts on Friday and lasts for 45 days) is the first time a large-scale global sporting event will be streamed; with the reach expected to be at least a half-a-billion viewers. Now of of India’s largest gaming companies, Indiagames, has bought the official gaming rights to the IPL tournament to deliver games around the Indian cricket tournament.
Indiagames will be launching a series of web and mobile apps throughout the next 45 days. The first app, called IPL Indiagames T20 Fever, is an online game that uses Facebook Connect to allow users to create cricket teams consisting of both Facebook friends and IPL professional cricketers. The game will also include micro-transaction support, allowing users to users to virtually buy IPL players to improve their chances of becoming the IPL Champion.
Brizzly’s Been Busy — Buying Apps, Creating Guides, And Going On Picnics.
about 8 hours ago - No comments
Since it launched last July at our Realtime Stream CrunchUp, Brizzly has been one of the best web-based Twitter apps. It offers support for viewing pictures inline, shortened link expansion, multiple Twitter accounts, and even some Facebook support. But they’ve been quiet in recent months. Now we know why.
The Brizzly team went into hibernation because they made a couple of acquisitions, and have been working on a new feature. First, they bought one of my favorite Twitter iPhone apps, Birdfeed. One of the earliest apps to gain Twitter geolocation support, I had been worrying that Birdfeed would go extinct because developer Buzz Andersen recently joined Jack Dorsey’s mobile payment startup, Square. But since the acquisition (which actually occurred in the November/December timeframe), Andersen has been working closely with the Brizzly team to wrap the app in its new skin.
With Its New Release, Gowalla Expands The Check-In Game (Video)
about 9 hours ago - No comments
Regular readers will know my love for all things location. In particular, these check-in location-based services fascinate me, mainly because I see them as a bridge between social networks as we’ve known it, and actual social interaction in the real world. Foursquare has been my app of choice over the past year (it launched almost exactly a year ago at SXSW). But the latest version of Gowalla has me thinking about switching sides. At the very least, I’ll be using both at all times now.
Gowalla version 2.0 for the iPhone just hit the App Store today. With it, you’ll notice a few different things. First and foremost, the overall look has been updated from a sort of Army green, to a more subtle light green that is much easier on the eyes. More significantly, the toolbar has been reworked so that now social activity is front and center when you load the app, while your own activity is the last tab. Both of these changes are things I’ve complained about since day one with Gowalla, so they’re certainly welcome. But that’s not why I’m excited for the app. I’m excited because it takes the idea of the check-in and extends it.
Count The Beats: Inspiration… two apps for the musician on the move
about 11 hours ago - No comments
Filed under: Multimedia, Software, iPhone, App Store, Music
Recently I’ve been preparing to move home and finally did last weekend. Naturally I had to pack up all my musical gear, equipment and of course, my Mac. In the week leading up to the move, I’ve had my iPhone and nothing else. With no creative outlet and the pressure of looming project deadlines, I found myself scouting the app store for a fix to help me start fleshing out a few creative ideas.
This is what I found that worked well for me.
The iTunes Store describes TonePad Pro as “…the easiest way to make music. Discover the inner musician in you. Create songs by simply touching.” And this is exactly what I found. With a 16 x 16 matrix, and an easy-to-use user interface (literally start tapping your fingers and music is made), I found myself coming up with little melodies and tunes immediately. Although you only have the 16 x 16 matrix, to me, what initially seemed quite limiting soon became a boundary for creative focus.
You can save an unlimited number of tunes to listen back to, and upload them to a shared server where your buddies can check out what you’ve been musing. With the paid version, you can save your melodies into a ringtone that will sync back to your iPhone, too.
2. Flourish
Flourish is something a bit more immersive. While having a steeper learning curve, there’s loads more to explore here. The user interface is really fresh and unique (especially for the iPhone), and presents a creative challenge in focusing your composition whilst giving you the space to try different approaches to what you are creating.
Basically Flourish represents musical phrases as physical loops:
-Record loops with expressive multi-touch keyboards.
-Generate percussive and melodic sequences.
-Build arrangements by ear or by eye.
-Select from a consonant collection of instruments.
-Sequence loops by connecting them in chain.
Check out the Flourish website for a few demo clips.
Let us know in the comments below what other apps for the iPhone / iPod Touch, or the Mac, that are inspiring you to make music.
TUAWCount The Beats: Inspiration… two apps for the musician on the move originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 18:00:00 EST. Please see our terms for use of feeds.
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iPhone – App Store – Apple – ITunes – IPod Touch
Brizzly: The iPhone New Best (Free) Twitter App [IPhone Apps]
about 11 hours ago - No comments
It’s not that Brizzly’s perfect, or that it does justice to its source material (the unassailably pretty, wonderfully lean Birdfeed)—it’s that it comes close enough, and it’s free. More »
Google Reader Makes A More Visual Play
about 12 hours ago - No comments

Google launched a new service today in from its Labs called Google Reader Play. It is a more visual way to browse through the most popular items being saved and shared on Google Reader. When you launch it, you are presented with a large photo, video, or text excerpt on the main part of the screen, and can flip through by clicking on arrows or selecting an item from the filmstrip at the bottom of the screen.
Google Reader Play doesn’t require you to sign in, but if you do then you can star, share, and like items, and it starts to recommend things to you based on what your friends share, star, and like in Google Reader. The user interface seems to borrow a lot from StumbleUpon, with its concept of randomly flicking through the best stuff on the Web. In particular, it’s very similar to StumbleVideo, except it includes more than just videos. It is very image-heavy. The user interface reminds me of some elements of enjosythin.gs as well in the way that it presents images and text excerpts in a blown-up manner. The arrows are very Fast Flip, another Labs experiment for the Google News in making magazine and newspaper articles more visually browsable.
GDC 2010: Call of Duty: World at War Zombies postmortem
about 12 hours ago - No comments
Filed under: Gaming, Retail, Software, Developer, iPhone, App Store
The most major feature of the game’s development, he said, was the decision last year around this time to sit down and work on prototyping for about six weeks. Nowadays, there are a few successful first person shooters around the App Store, but last year, FPSes were still a new genre for the iPhone, so the team decided to really brainstorm how one would work on a touchscreen.
They started by looking at the original game developed by Activision and Treyarch. Zombies is a extra mode of Call of Duty: World at War that was developed as a “lunchtime project” — a few developers threw it together on a whim, and enjoyed it so much that they released it as DLC, outside of the original game. So Ideaworks wanted to run with that vibe — create a game that you could play on your lunch break, or squeeze into a few minutes. They did find that the App Store tended towards more casual and family games, but they didn’t feel that the mature game could be successfully translated to a family-friendly format. Instead, they decided to stick with the blood and gore: “Activision,” Clarke joked, “said we would have to learn to love our 17+ rating, and live with not releasing in every country in the world.”
And they also wanted to create a game with “relaunchability,” a term that a developer at Treyarch coined. “What keeps you relaunching the game,” said Clarke, “is that, like most zombie games, you don’t really win. You’re just postponing your inevitable death.” He also said that learning became a big function of the gameplay — the game allows you to defend the same environment against zombies every time, so eventually you learn the best spots to make a stand, and so on.
Before development even started, they created a set of benchmarks in terms of performance and gameplay that they wanted to hit: Twenty zombies felt right for gameplay (you’d only be fighting 10 at any given time, but 10 more would be hanging around in the background), 20 FPS seemed like a good target for speed, 2000 triangles for graphics, and of course two thumbs (“the amount that most people have”) for control.
The controls were probably the most interesting part of prototyping — Clarke says his team really tried to brainstorm an interesting way to control an FPS on the iPhone. The problem, however, was that in an FPS game, you’re doing three things (running, looking, and shooting), but you only have two thumbs to do them with. One prototype they created had you tilting the accelerometer around to move (while looking and shooting with two onscreen controls), but for some reason, that made everyone who tested it rather dizzy. In the end, they went with a compromise, including a few different choices: a dual stick standard, an aiming assist system, and even a mode that only slightly uses the accelerometer to look around.
Authenticity was another question — obviously the iPhone doesn’t have the processing power of the latest and greatest consoles, so Ideaworks had to work hard to walk the line between keeping the game running smoothly and keeping it detailed enough to compare to the bigger title. They did a lot of pruning on the original model work, turning geometry into straight textures, and cutting off 3D modeling that couldn’t actually be seen by the player (the original team had even modeled tree roots underground, rendered on the Xbox 360 and Playstation 3, but never actually seen). They did things like not animating enemies when they weren’t in the player’s line of sight, and just using a sphere for the grenade hit model rather than actually modeling the shape, since it worked just as well. In the end, the iPhone had only about 1/7th of the geometry of the original game, but Ideaworks tried to make it at least look as similar as they could.
Multiplayer was a challenge, but fortunately, Activision had already created an online backend, so when Ideaworks hooked into that system, they were able to put together all of the multiplayer ideas they had (2-player, 4-player, and even a full online system) and then some (host migration was a project one of their engineers threw together in his spare time, and Bluetooth multiplayer was also added in on a whim).
Finally, Clarke shared a few lessons from the game’s development. In terms of the controls, they learned that offering a choice to the player is sometimes the right move, and when there is a choice, you usually need to force it at some point (if you hide a different control scheme in the options, most players will never find it). Piracy was something else they learned — while Clarke was hesitant to speak much about his opinions on piracy, he did say that it was easier to pirate the game than anyone on his team believed, and that in the first days of the release, they saw a significant number of extra users playing than had actually bought the game.
Still, Clarke said that the game had done very well — they’ve been high on the App Store’s Top Paid list ever since release, and while he didn’t mention sales for the main game, he said that the lite version has seen over three million downloads. Clarke’s panel offered up an interesting look behind one of the App Store’s big name hits.
TUAWGDC 2010: Call of Duty: World at War Zombies postmortem originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 17:00:00 EST. Please see our terms for use of feeds.
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iPhone – AppStore – Activision – Call-of-Duty-World-at-War – Apple








