Some users having issues connecting to the iTunes and App Store

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It looks like today’s software releases are taking a toll on the App Store servers. We’re seeing several reports of users having trouble making purchases, downloading apps or just browsing the App Store or iTunes Store. I myself have been seeing “Cannot connect to the iTunes Store” errors and failures to download apps and updates. more…


Cash For Apps: Make money with android app

Mobile gaming is having a moment, and Apple has the reins

How Complete Beginners are using an ‘Untapped’ Google Network to create Passive Income ON DEMAND

It’s moved beyond tradition and into the realm of meme that Apple manages to dominate the news cycle around major industry events, all while not actually participating in said events. CES rolls around and every story is about HomeKit or its competitors; another tech giant has a conference and the news is that Apple updated some random subsystem of its ever-larger ecosystem of devices and software .

This is, undoubtedly, planned by Apple in many instances. And why not? Why shouldn’t it own the cycle when it can — it’s only strategically sound.

This week, the 2018 Game Developers Conference is going on and there’s a bunch of news coverage about various aspects of the show. There are all of the pre-written embargo bits about big titles and high-profile indies, there are the trend pieces and, of course, there’s the traditional ennui-laden “who is this event even for” post that accompanies any industry event that achieves critical mass.

But the absolute biggest story of the event wasn’t even at the event. It was the launch of Fortnite and, shortly thereafter, PlayerUnknown’s Battlegrounds on mobile devices. Specifically, both were launched on iOS, and PUBG hit Android simultaneously.

The launch of Fortnite, especially, resonates across the larger gaming spectrum in several unique ways. It’s the full and complete game as present on consoles, it’s iOS-first and it supports cross-platform play with console and PC players.

This has, essentially, never happened before. There have been stabs at one or more of those conditions on experimental levels, but it really marks a watershed in the games industry that could serve to change the psychology around the platform discussion in major ways. 

For one, though the shape of GDC has changed over the years as it relates to mobile gaming, it’s only recently that the conference has become dominated by indie titles that are mobile centric. The big players and triple-A console titles still take up a lot of air, but the long tail is very long and mobile is not synonymous with “casual gamers” as it once was.

I remember the GDC before we launched Monument Valley,” says Dan Gray of Monument Valley 2 studio ustwo. “We were fortunate enough that Unity offered us a place on their stand. Nobody had heard of us or our game and we were begging journalists to come say hello, it’s crazy how things have changed in four years. We’ve now got three speakers at the conference this year, people stop you in the street (within a two-block radius) and we’re asked to be part of interviews like this about the future of mobile.”

Zach Gage, the creator of SpellTower, and my wife’s favorite game of all time, Flipflop Solitaire, says that things feel like they have calmed down a bit. “It seems like that might be boring, but actually I think it’s quite exciting, because a consequence of it is that playing games has become just a normal thing that everyone does… which frankly, is wild. Games have never had the cultural reach that they do now, and it’s largely because of the App Store and these magical devices that are in everyone’s pockets.”

Alto’s Odyssey is the followup to Snowman’s 2015 endless boarder Alto’s Adventure. If you look at these two titles, three years apart, you can see the encapsulation of the growth and maturity of gaming on iOS. The original game was fun, but the newer title is beyond fun and into a realm where you can see the form being elevated into art. And it’s happening blazingly fast.

“There’s a real and continually growing sense that mobile is a platform to launch compelling, artful experiences,” says Snowman’s Ryan Cash. “This has always been the sentiment among the really amazing community of developers we’ve been lucky enough to meet. What’s most exciting to me, now, though, is hearing this acknowledged by representatives of major console platforms. Having conversations with people about their favorite games from the past year, and seeing that many of them are titles tailor-made for mobile platforms, is really gratifying. I definitely don’t want to paint the picture that mobile gaming has ever been some sort of pariah, but there’s a definite sense that more people are realizing how unique an experience it is to play games on these deeply personal devices.”

Mobile gaming as a whole has fought since the beginning against the depiction that it was for wasting time only, not making “true art,” which was reserved for consoles or dedicated gaming platforms. Aside from the “casual” versus “hardcore” debate, which is more about mechanics, there was a general stigma that mobile gaming was a sidecar bet to the main functions of these devices, and that their depth would always reflect that. But the narratives and themes being tackled on the platform beyond just clever mechanics are really incredible.

Playing Monument Valley 2 together with my daughter really just blew my doors off, and I think it changed a lot of people’s minds in this regard. The interplay between the characters and environment and a surprisingly emotional undercurrent for a puzzle game made it a breakout that was also a breakthrough of sorts.

“There’s so many things about games that are so awesome that the average person on the street doesn’t even know about,” says Gray. “As small developers right now we have the chance to make somebody feel a range of emotions about a video game for the first time, it’s not often you’re in the right place at the right time for this and to do it with the most personal device that sits in your pocket is the perfect opportunity.”

The fact that so many of the highest-profile titles are launching on iOS first is a constant source of consternation for Android users, but it’s largely a function of addressable audience.

I spoke to Apple VP Greg Joswiak about Apple’s place in the industry. “Gaming has always been one of the most popular categories on the App Store,” he says. A recent relaunch of the App Store put gaming into its own section and introduced a Today tab that tells stories about the games and about their developers.

That redesign, he says, has been effective. “Traffic to the App Store is up significantly, and with higher traffic, of course, comes higher sales.”

“One thing I think smaller developers appreciate from this is the ability to show the people behind the games,” says ustwo’s Gray about the new gaming and Today sections in the App Store. “Previously customers would just see an icon and assume a corporation of 200 made the game, but now it’s great we can show this really is a labor of love for a small group of people who’re trying to make something special. Hopefully this leads to players seeing the value in paying up front for games in the future once they can see the craft that goes into something.”

Snowman’s Cash agrees. “It’s often hard to communicate the why behind the games you’re making — not just what your game is and does, but how much went into making it, and what it could mean to your players. The stories that now sit on the Today tab are a really exciting way to do this; as an example, when Alto’s Odyssey released for pre-order, we saw a really positive player response to the discussion of the game’s development. I think the variety that the new App Store encourages as well, through rotational stories and regularly refreshed sections, infuses a sense of variety that’s great for both players and developers. There’s a real sense I’m hearing that this setup is equipped to help apps and games surface, and stayed surfaced, in a longer term and more sustainable way.”

In addition, there are some technical advantages that keep Apple ahead of Android in this arena. Plenty of Android devices are very performant and capable in individual ways, but Apple has a deep holistic grasp of its hardware that allows it to push platform advantages in introducing new frameworks like ARKit. Google’s efforts in the area with ARCore are just getting started with the first batch of 1.0 apps coming online now, but Google will always be hamstrung by the platform fragmentation that forces developers to target a huge array of possible software and hardware limitations that their apps and games will run up against.

This makes shipping technically ambitious projects like Fortnite on Android as well as iOS a daunting task. “There’s a very wide range of Android devices that we want to support,” Epic Games’ Nick Chester told Forbes. “We want to make sure Android players have a great experience, so we’re taking more time to get it right.“

That wide range of devices includes an insane differential in GPU capability, processing power, Android version and update status.

“We bring a very homogenous customer base to developers where 90 percent of [devices] are on the current versions of iOS,” says Joswiak. Apple’s customers embrace those changes and updates quickly, he says, and this allows developers to target new features and the full capabilities of the devices more quickly.

Ryan Cash sees these launches on iOS of “full games” as they exist elsewhere as a touchstone of sorts that could legitimize the idea of mobile as a parity platform.

“We have a few die-hard Fortnite players on the team, and the mobile version has them extremely excited,” says Cash. “I think more than the completeness of these games (which is in and of itself a technical feat worth celebrating!), things like Epic’s dedication to cross-platform play are massive. Creating these linked ecosystems where players who prefer gaming on their iPhones can enjoy huge cultural touchstone titles like Fortnite alongside console players is massive. That brings us one step closer to an industry attitude which focuses more on accessibility, and less on siloing off experiences and separating them into tiers of perceived quality.”

“I think what is happening is people are starting to recognize that iOS devices are everywhere, and they are the primary computers of many people,” says Zach Gage. “When people watch a game on Twitch, they take their iPhone out of their pocket and download it. Not because they want to know if there’s a mobile version, but because they just want the game. It’s natural to assume that these games available for a computer or a PlayStation, and it’s now natural to assume that it would be available for your phone.”

Ustwo’s Gray says that it’s great that the big games are transitioning, but also cautions that there needs to be a sustainable environment for mid-priced games on iOS that specifically use the new capabilities of these devices.

“It’s great that such huge games are transitioning this way, but for me I’d really like to see more $ 30+ titles designed and developed specifically for iPhone and iPad as new IP, really taking advantage of how these devices are used,” he says. “It’s definitely going to benefit the App Store as a whole, but It does need to be acknowledged, however, that the way players interact with console/PC platforms and mobile are inherently different and should be designed accordingly. Session lengths and the interaction vocabulary of players are two of the main things to consider, but if a game manages to somehow satisfy the benefits of all those platforms then great, but I think it’s hard.”

Apple may not be an official sponsor of GDC, but it is hosting two sessions at the show, including an introduction to Metal 2, its rendering pipeline, and ARKit, its hope for the future of gaming on mobile. This presence is exciting for a number of reasons, as it shows a greater willingness by Apple to engage the community that has grown around its platforms, but also that the industry is becoming truly integrated, with mobile taking its rightful place alongside console and portable gaming as a viable target for the industry’s most capable and interesting talent.

“They’re bringing the current generation of console games to iOS,” Joswiak says, of launches like Fortnite and PUBG, and notes that he believes we’re at a tipping point when it comes to mobile gaming, because mobile platforms like the iPhone and iOS offer completely unique combinations of hardware and software features that are iterated on quickly.

“Every year we are able to amp up the tech that we bring to developers,” he says, comparing it to the 4-5 year cycle in console gaming hardware. “Before the industry knew it, we were blowing people away [with the tech]. The full gameplay of these titles has woken a lot of people up.”

Mobile – TechCrunch

Cash For Apps: Make money with android app

Android vendors are having a ton of trouble copying Apple’s latest iPhone tech

How Complete Beginners are using an ‘Untapped’ Google Network to create Passive Income ON DEMAND

iPhone X Vs Android

In the smartphone industry, a pattern has developed over the past decade. Whether or not Apple is first with a new key technology or design, Android phone makers try as hard as they can to copy Apple’s iPhone as quickly as they can. There’s an endless supply of examples, but two in particular pertain to this article.

Apple unveiled the iPhone 5s in 2013, and it was the first iPhone to feature a Touch ID fingerprint scanner. Apple wasn’t the first smartphone maker to produce a phone with a fingerprint scanner, but no other vendors even batted an eye when companies like Motorola and HTC included the tech on their phones. Once Apple introduced Touch ID, however, every other phone maker on the planet rushed to add fingerprint sensor tech to their phones. Now, it’s next to impossible to find a globally available Android phone without biometric authentication facilitated by a fingerprint sensor.

Another example of Android phone makers playing follow the Apple is the notched display design Apple introduced on the iPhone X, and this example is even more pertinent to a new report issued early Tuesday morning.

In August last year, a smartphone startup called Essential released its first handset. The phone was among featured a new all-screen design with a small, round cutout at the top of the display for the front-facing camera. Precious few people actually bought the Essential PH-1, and no other Android phone makers of note even batted an eye at the design.

A month later in September, Apple unveiled the iPhone X with a different type of notch cut out of the top of the phone’s screen. Then this happened.

From little Chinese phone makers you’ve never even heard of to industry leaders like Huawei and LG, Android vendors can’t steal the iPhone X’s design quickly enough. But as we’ve discussed in several recent articles like this one titled “Good lord, Android phone makers, please just stop,” none of the Android phones that steal Apple’s iPhone X design have done it properly.

For one thing, the point of Apple’s notch is to keep the bezel surrounding the phone’s display the exact same size all the way around the screen, aside from the notch. But most Android copycats still have a big “chin” bezel under the screen because they don’t have the engineering prowess or budget to pull off Apple’s brilliant display design on the iPhone X.

The second purpose served by the notch is to house Apple’s advanced TrueDepth camera and sensor cluster, which enables Apple’s new Face ID technology on the iPhone X. No other smartphone on the planet has face scanning tech that’s anywhere near as advanced and secure as Apple’s, and a new report from Reuters suggest that will continue to be the case until at least next year.

It’s not that Android vendors don’t want to copy Apple’s new Face ID tech. They always want to copy Apple’s hot new tech, obviously. It’s that they can’t.

“Most Android phones will have to wait until 2019 to duplicate the 3D sensing feature behind Apple’s Face ID security, three major parts producers have told Reuters, handicapping Samsung and others on a technology that is set to be worth billions in revenue over the next few years,” Reuters reported on Tuesday morning.

The report continued, “According to parts manufacturers Viavi Solutions Inc, Finisar Corp and Ams AG, bottlenecks on key parts will mean mass adoption of 3D sensing will not happen until next year, disappointing earlier expectations. That means that China’s Huawei, Xiaomi and others could be a total of almost two years behind Apple, which launched Face ID with its iPhone X anniversary phone last September. In particular, Android producers are struggling to source vertical-cavity surface-emitting lasers, or VCSELs, a core part of Apple’s Face ID hardware.”

Apple’s supply chain mastery isn’t what it used to be. AirPods were released 15 months ago and Apple still isn’t shipping new online orders until more than a week after they’re placed. Several other products have been delayed, like the HomePod speaker that was finally released last month. But in the case of Face ID, Apple managed to lock down key component supply for more than a year, and it’s giving the company a big lead over Android vendors in an important new area that will play a huge role moving forward — not just in the smartphone market, but eventually across several different areas of the electronics industry.

Apple – BGR

Cash For Apps: Make money with android app

The Overwatch League keeps having to punish players for toxic behavior

How Complete Beginners are using an ‘Untapped’ Google Network to create Passive Income ON DEMAND

Two months into its existence, Blizzard’s ambitious Overwatch League has seen a lot of positives. Viewership numbers are strong, Blizzard has managed to court big-name sponsors like Toyota, and last month the Shanghai Dragons made Kim “Geguri” Se-Yeon the league’s first female player. But there’s one issue that keeps popping up: players exhibiting toxic behavior. Today, the league made its biggest statement about such behavior so far, doling out punishments to four individual players.

Dallas Fuel player Timo “Taimou” Kettunen is being fined $ 1,000 for using “anti-gay slurs on his personal stream,” while the Houston Outlaws’ Tae-yeong “TaiRong” Kim has received a formal warning for posting a meme about the bombings of Hiroshima and…

Continue reading…

The Verge – All Posts

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Best Buy is having a 3-day sale on MacBooks, iPads, and Beats headphones

How Complete Beginners are using an ‘Untapped’ Google Network to create Passive Income ON DEMAND

Best Buy tax sale: MacBooks, iPads, BeatsX

The most wonderful time of the year isn’t necessarily the holiday season. The days are finally getting longer again, we’re past the worst of the winter snow, and oh yeah, it’s tax refund time.

Best Buy is celebrating the latter with a three-day sale on some of its most popular items, including a 9.7-inch iPad for $ 249, MacBook Airs for as little as $ 799, and BeatsX wireless headphones for $ 80.

The MacBook Air sale is perhaps the most significant, as three MacBook Air models are $ 200 off during the sale. The entry-level model, which has a 13-inch screen, Core i5 processor and 8GB of RAM, is down to $ 799, with an additional $ 50 off for students. The mid-range model with an expanded 256GB of flash storage is $ 999, and the top-tier model with a Core i7 and 512GB of storage is $ 1,349.

The 9.7-inch iPad (not to be confused with the iPad Pro) is $ 80 off during this sale, although the promo will continue running afterwards. That brings the price of the cheapest 32GB Wi-Fi model down to $ 249 from $ 329, and the more expensive 128GB model is $ 349 during the promo. The 4th-generation Apple TV is also on sale, with $ 40 knocked off the usual $ 199 asking price to bring it down to $ 159.

The sale on the BeatsX headphones is particularly interesting, since they don’t see a ton of deals. If you’re in the market for good workout headphones that sync up perfectly with your iPhone and have a bunch of battery life, there’s no need to look any further. The sale notionally takes $ 65 off the asking price, but the headphones are more commonly listed at $ 110 than $ 149, so it’s more like a $ 25 saving. Nonetheless, is’t an unusually good deal.

Apple – BGR

Cash For Apps: Make money with android app

How to restore brand credibility after having fucked up publicly

How Complete Beginners are using an ‘Untapped’ Google Network to create Passive Income ON DEMAND

Social media is a place for brands to amplify their stories, humanize themselves, and connect with the people that make them what they are. More recently, it’s also become a stage for consumers to take brands to task for their missteps. As a social strategist and creative on the agency side for the better part of a decade, I’ve seen my share of digital crises and the aftermath. Social has ignited the rise of a culture where bad actors are called out and negative experiences are no longer discussed behind closed doors. Given the nature of social as such an…

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Cash For Apps: Make money with android app

Consumer Reports pegs Apple’s iPhone X & 8 Plus as having best smartphone cameras

Article Image

In a piece published this week, Consumer Reports rated the dual-lens iPhone X and iPhone 8 Plus as having the best smartphone cameras, with the single-lens iPhone 8 sitting just behind them.
AppleInsider – Frontpage News

Fitbit preparing second foray into smart watches with new model having more ‘mass appeal’

Article Image

Just a few months after the release of the Fitbit Ionic, the company is preparing another smart watch, to further compete with the Apple Watch.
AppleInsider – Frontpage News

Ride-Hailing Services Aimed at Cutting Traffic Are Having the Opposite Effect

Ride-hailing services like Uber and Lyft were supposed to make our streets less congested, but studies suggest that they’re having the opposite effect.

A report published by the UCDavis Institute of Transportation Studies in October 2017, which surveyed over 4,000 adults in seven U.S. cities, found that after rolling out one of the two services public transport usage dropped by six percent. More worryingly, the study found that between 49 and 61 percent of journeys made using the likes of Uber and Lyft would have been made on foot, on a bike, on public transport, or not made at all, if those services weren’t available.

This observation was echoed by a new study carried out by the Metropolitan Area Planning Council, which surveyed 944 ride-hailing passengers in the Boston metro area. Here, 12 percent said that if ride-hailing services weren’t available, they would have walked or cycled, and 42 percent said they would have used public transport.

This stands in stark contrast to comments made by Uber co-founder Travis Kalanick in 2015, when he said “we envision a world where there’s no more traffic in Boston in five years.”  According to a report from the Boston Business Journal, he reiterated his point saying that if every car in the city was an Uber, the road network would be way more efficient. The company’s big plan for the future revolves around a self-driving fleet, which they claim could potentially prevent traffic jams.

If once there were hopes that ride-hailing services would work alongside public transport, they seem to have been quashed. “Ride sharing is pulling from and not complementing public transportation,” said Alison Felix, an author of the MAPC report, in an interview with AP News.

But this development doesn’t come as a surprise, not for everyone. Over a year ago, in an article for The Guardian, a senior fellow at the New Cities Foundation Greg Lindsay wrote that Uber was looking to “disrupt the bus.”  If ride-hailing services are going to continue to play a major role in our travel plans, public transport might pay the price.

The post Ride-Hailing Services Aimed at Cutting Traffic Are Having the Opposite Effect appeared first on Futurism.


The importance of having a socially conscious business

Everybody wants to make a difference, and if no one tried, the world would be a lot worse for the wear. Luckily, most people make an effort to exact change on whatever level they can and work toward making the world a better place. Individuals aren’t the only ones working towards change, of course. Businesses as a whole are beginning to implement programs through which they give back to their community, donate to those in need, work on preserving the environment, and so much more. What’s fueling this movement toward more socially conscious business? There are a lot of reasons…

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