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Science Forum News - 7 min 36 sec ago
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Categories: Science

Pink Floyd wins court fight on downloads

CNET News - 18 min 22 sec ago
Britian's high court sides with famed British rock band and tells EMI no more selling individual song downloads without Pink Floyd's permission.
Categories: Technology

FCC Commissioner rips ISPs on broadband prices, competition

Ars Technica - 22 min 22 sec ago

Federal Communications Commissioner Mignon Clyburn solidified her role as the agency's tail gunner on Wednesday with a warning to the big ISPs that the FCC's patience with rising broadband subscription rates is wearing thin.

"When prices rise across the industry, and where there are only a limited number of players in the game, we have to ask ourselves whether there is any meaningful competition in the marketplace," Clyburn declared in a public statement. "Moreover, when executives from major broadband providers indicate that they will only roll out faster speeds in the few markets where they have competition, our fears about whether meaningful competition exists should grow."

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Categories: Technology

FCC Commissioner rips ISPs on broadband prices, competition

Ars Technica - 22 min 22 sec ago

Federal Communications Commissioner Mignon Clyburn solidified her role as the agency's tail gunner on Wednesday with a warning to the big ISPs that the FCC's patience with rising broadband subscription rates is wearing thin.

"When prices rise across the industry, and where there are only a limited number of players in the game, we have to ask ourselves whether there is any meaningful competition in the marketplace," Clyburn declared in a public statement. "Moreover, when executives from major broadband providers indicate that they will only roll out faster speeds in the few markets where they have competition, our fears about whether meaningful competition exists should grow."

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Categories: Technology

GDC 2010: Canabalt postmortem

TUAW - 27 min 22 sec ago

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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Categories: Technology

GDC 2010: Canabalt postmortem

TUAW - 27 min 22 sec ago

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.

Read | Permalink | Email this | Comments
Categories: Technology

DoubleTwist Adds Podcasting to Its Device Syncing Powers [Updates]

Lifehacker - 27 min 22 sec ago
#updates Click here to read DoubleTwist Adds Podcasting to Its Device Syncing Powers Windows: doubleTwist makes for a convenient way of syncing your smartphone, camera, and other USB-plug-able gadgets, especially if you're not using Apple products. Now doubleTwist does a great job of finding and monitoring podcasts, and sending them where you want to listen. More »


Categories: Technology

Accidental Wii Suicide

Slashdot - 27 min 22 sec ago
Paul Taylor noted a story that I would have thought to be an april fools day joke a few weeks from now, which makes it only seem more tragic. A 3 year shot himself with a gun after mistaking it for a Wii controller.

Read more of this story at Slashdot.


Categories: Technology

Accidental Wii Suicide

Slashdot - 27 min 22 sec ago
Paul Taylor noted a story that I would have thought to be an april fools day joke a few weeks from now, which makes it only seem more tragic. A 3 year shot himself with a gun after mistaking it for a Wii controller.

Read more of this story at Slashdot.


Categories: Technology

TESTED: The Best New Netbooks [Battlemodo]

Gizmodo - 27 min 22 sec ago
#battlemodo  The Best New Netbooks If you're in the market for a netbook—the gimpy kittens of the laptop jungle—know this first: on the inside, they're all basically the same. Making the little differences all the more important! And yes, they do add up. More »
Categories: Technology

iPhone 4.0 Firmware to Bring Multiasking This Summer? [Rumors]

Gizmodo - 28 min 22 sec ago
#rumors Click here to read iPhone 4.0 Firmware to Bring Multiasking This Summer? According to AppleInsider sources, iPhone firmware 4.0 will bring multitasking to the platform this summer. And it may look at lot like Exposé. More »
Categories: Technology

Apple's iPhone 4.0 software to deliver multitasking support (AppleInsider)

Techmeme - 32 min 21 sec ago

AppleInsider:
Apple's iPhone 4.0 software to deliver multitasking support  —  Apple this summer will go a long way towards silencing critics and catering to one of the most prevalent demands of its iPhone user base, when it introduces a multitasking solution through the handset's 4. software update …

Categories: Technology

$92 MD500 Android tablet from Hott actually looks pretty cool

Engadget - 35 min 23 sec ago
Hott's $92 MD500 Android tablet actually looks pretty cool At this point we really need another tablet like we need another hole in the head, but when this one could cost around $100 and still look quite good, well, it's worth talking about. It's the Hott MD500, an Android device with a 4.8-inch, 800 x 480 screen and plenty of OS customizations to make it rather more media-friendly, including the ability to "play every codec" according to the guy doing the demonstration. We'll believe that when we see it, but it is shown playing a 720p clip from the cinematic masterpiece Tokyo Drift without too much trouble. The somewhat iPhone-esque design looks very nice and is much smaller than a comparable Archos 5. The price is $92 to distributors without any flash memory and, since you can get a 4GB microSD card for a few bucks these days (even a legit one), we wouldn't be surprised if these sell for for $115 or $120. Whether they'll ever hit retail in the US is, of course, another question. Video demonstration is embedded below if you want to hear the hype, just try not to lose your breakfast every time this is enthusiastically called an iPad killer.

Continue reading $92 MD500 Android tablet from Hott actually looks pretty cool

$92 MD500 Android tablet from Hott actually looks pretty cool originally appeared on Engadget on Thu, 11 Mar 2010 09:52:00 EST. Please see our terms for use of feeds.

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Categories: Technology

New OpenGL 4.0 aims to match DirectX 11

CNET News - 37 min 27 sec ago
The cross-platform graphics interface adds support for tesselation and better general-purpose computation.
Categories: Technology

New OpenGL 4.0 aims to match DirectX 11

CNET News - 37 min 27 sec ago
The cross-platform graphics interface adds support for tesselation and better general-purpose computation.
Categories: Technology

More Claims of Multitasking in iPhone OS 4.0

Mac Rumors - 40 min 29 sec ago

AppleInsider reports that it has received information from sources claiming that iPhone OS 4.0, likely scheduled for release later this year alongside new handset models, will support multitasking by allo...
Categories: Technology

More Claims of Multitasking in iPhone OS 4.0

Mac Rumors - 40 min 29 sec ago

AppleInsider reports that it has received information from sources claiming that iPhone OS 4.0, likely scheduled for release later this year alongside new handset models, will support multitasking by allo...
Categories: Technology

So Does Street Fighter IV Actually Work on the iPhone? [IPhone Apps]

Gizmodo - 49 min 31 sec ago
#iphoneapps Click here to read So Does Street Fighter IV Actually Work on the iPhone? Fighting games have always been awkward—and a little sad—as portable experiences, like Rottweilers stuffed in sweaters. Touchscreen controls, you'd think, would be adding a bowtie. But Street Fighter IV iPhone is a poodle in a cardigan. It fits. More »
Categories: Technology

So Does Street Fighter IV Actually Work on the iPhone? [IPhone Apps]

Gizmodo - 49 min 31 sec ago
#iphoneapps Click here to read So Does Street Fighter IV Actually Work on the iPhone? Fighting games have always been awkward—and a little sad—as portable experiences, like Rottweilers stuffed in sweaters. Touchscreen controls, you'd think, would be adding a bowtie. But Street Fighter IV iPhone is a poodle in a cardigan. It fits. More »
Categories: Technology

TV May Be the New Google Reader Play's Best Venue

New York Times Technology - 51 min 14 sec ago
Google announced a new feature of its Google Reader Web site on Wednesday called Google Reader Play. The updated application offers a simple, personalized view of Web content.

Categories: Technology
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