Showing posts with label mobile apps development 2015. Show all posts
Showing posts with label mobile apps development 2015. Show all posts

Monday, June 15, 2015

iOS Leak Reveals 'Massive' New Apple Device

Massive leaks are now common for every technology company, no matter how secretive. But it isn’t often that the leaks are literally for something ‘massive’…

And yet this is exactly what app developer Steve Troughton Smith discovered buried deep inside Apple AAPL -0.19%’s iOS 9 preview: a iOS keyboard specifically designed for a much larger device than anything that currently exists.


How big? Right now it is impossible to say, but the keyboard can only be seen by using developer tools to set a virtual screen size in excess of even the iPad Air / iPad Air 2’s 9.7-inch 2048 x 1536 pixel display. This means an iOS device closer to the size of a laptop than a tablet.

Read more – Apple iOS 9 Vs iOS 8: What’s The Difference?

#iPadProConfirmed

Mischievously Troughton Smith uses the hashtag #iPadProConfirmed with his discovery and this does seem the biggest likelihood. Much like the iPhone, iPad and Apple Watch, a large ‘iPad Pro’ with a screen of 12.85 inches has been rumoured for a number of years.

But could all this be coincidence – perhaps a glitch in Apple’s iOS 9 beta software?


It seems highly unlikely. For starters the larger iOS keyboard has specific changes to capitalise on its bigger size. Most notably several enlarged buttons, additional function keys like redo and tab and a whole new narrow numerical row which can be toggled between numbers and symbols. So that would be some accidental coding error.


Furthermore Apple has history here.

Bigger iPhone Leaks

The beta of iOS 6 actually had a preview of a larger iOS keyboard for the then-unannounced jump to a 4-inch display with the iPhone 5. iOS 8 betas also had key UI elements at higher resolutions in preparation for iPhone 6 and iPhone 6 Plus.

So could this be Apple potentially milking some free publicity? It’s possible, but I think it is equally likely that the company wants developers to have time to quietly test their apps at larger resolutions. Of course it may well be both – which is a win/win.

So when can we expect a possible iPad Pro to launch? There are obvious clues…


Thursday, June 11, 2015

Uber Creates A Mobile Game To Help Drivers Navigate San Francisco

Ever had an Uber driver that didn’t know where they were going? It’s a pretty frustrating experience, and there are plenty of Uber customers voicing their opinions about the problem on social media. So Uber has created a mobile game for iOS to help drivers figure out how to maneuver through city streets, starting with San Francisco.



Called UberDRIVE, the game is meant to give players a sense of a typical day as an Uber driver. It works like this – You open up the game and see a bunch of characters you will work with throughout your day. Players pick up and drop off various passengers and identify markers around SF by tapping on an interactive map.

Players earn points throughout the game as they accept trip requests in dispatch zones and take more efficient routes. The more points a player earns, the more chances they have to unlock better cars and new areas of the city.

A character named Miss Emily encourages players as they move up in the game. (side note: I was told Miss Emily is based on a real character named Emily Weslosky who currently works as a driver operations manager at Uber).

Uber has also embedded some fun facts about certain city landmarks and included a trivia mode so players can test their knowledge of a few SF destinations.


The game started as a side project about a year ago. Senior product manager Mike Truong, who had worked in gaming before with Loud Crow and Electronic Arts building games like Need for Speed and Good Night Moon, came up with the idea for a game as a way to help struggling drivers who were new to the city.

Anecdotally, it seems like there are a lot of new drivers lately. At least in my experience I’ve noticed most of my drivers still fiddling with the navigation system or telling me they are new. While we don’t have current numbers from Uber, the company did release data on a blog post back in January that said about 12 percent – or 40,000 – of Uber’s drivers were new.

Uber doesn’t make this game mandatory for drivers to play, but perhaps it will help new drivers get the know the city a bit better and provide a better experience for riders.


But there’s another use for UberDRIVE – it can also be used as a recruiting tool for potential drivers. As players move up in the game a prompt comes up asking them if they would like to sign up to become a driver. The screening process begins directly in the game if the player pushes the button.

“UberDRIVE was designed as a fun and engaging resource for our driver partners to hone their navigation skills if they choose to. It’s also a great way for prospective drivers to experience firsthand what it’s like to drive with Uber,” an Uber blog post about the new mobile game reads.

Uber is known for trying a lot of different ways to market the product, but campaigns have mainly centered around delivery (food, kittens). Though Uber spokespeople said Uber is not getting into the gaming business, this is a very different experiment for the ride hailing service. Will drivers play? Will it bring in new, young, fresh-faced recruits? Who knows.



I have to add in here an odd experience I had on my way to Uber HQ to check out this new game that very much has to do with this story. My Uber driver Roger was a San Francisco native with four years of Uber driving experience navigating the over-abundance of one-way streets with no left turns of San Francisco. He knew the best, safest and most efficient route to take me, despite what Uber’s map told him to do. It was delightful. So delightful and so perfectly coincidental to this story that it made me wonder if Uber planted the guy. Uber spokespeople laughed and insisted he was not a plant.

Maybe it just happened. But it was strange. Whatever the reason, I hope this game will provide more drivers like that.

UberDRIVE is available for anyone in the U.S. to download for free in the App Store starting today.

The   Bubble  Boy

The Bubble Boy is an entertaining game for kids and all age groups.
Download this free game: 
Pop the maximum amount of bubbles without losing lives.
Soothing visuals and engaging sounds for immersive game play.
Choose between two difficulty settings. Easy and Hard.
Pop the power up bubbles to earn additional points.
Beware of the naughty bubble. If popped you will lose a life.
No Ads while playing.












Amazon embraces "long-form" mobile gaming

Amazon embraces "long-form" mobile gaming

Online retailer's Til Morning's Light looks to crack mobile market with a $7 price tag, finite narrative, lack of multiplayer

Last month, Amazon Game Studios launched Til Morning's Light, a mobile game for iOS and Amazon Fire devices that eschews much of the conventional wisdom shaping the market right now. First of all, it carries a premium price of $7, with no in-app purchases available. It's also single-player, skipping the usual mobile game's social integration and attendant virality.

Amazon Games Studio executive producer David Holmes told GamesIndustry.biz the company's strategy isn't to deliberately go against the grain so much as it is to give customers what they want.

"One of the things we noticed is that in the mobile space, there were a lot of really good experiences that were free-to-play or pretty bite-sized, but not a lot of experiences in games that were deep and immersive," Holmes said. "We like to use the phrase 'long form,' if you think of novels versus short stories or newspaper. All those forms of the written word are entertaining and interesting, but they also serve and meet different needs. So we were interested in creating long-form mobile experiences that were closer in spirit to what you would find on PC or a game console--maybe a DS or a Vita--than you would typically find on a phone or a tablet."

It makes sense then that Amazon Game Studios found a partner in Til Morning's Light developer WayForward Technologies. For well over a decade, WayForward has specialized in handheld platforms, both with its own original series (Shantae, Mighty Switch Force) and with highly regarded licensed fare (Contra 4, Aliens: Infestation). So even though Til Morning's Light marked the first time director and designer Adam Tierney has helmed a mobile project, he said it still felt like a familiar experience.

"It helps with a game like this because we didn't need to tear the concept down into something that wouldn't hold up to the original idea just to get it on mobile," Tierney said. "We were able to do a game that was substantially longer, had huge areas, a lot of depth, a lot of story content, voice over, and stuff like that. It was fantastic because we could have a very robust game that I don't think you see that much on mobile. But I do get the sense the pendulum is, to a degree, swinging in this direction. People are getting excited about seeing larger, deeper games on mobile."

On the one hand, Amazon's long-form philosophy suggests that there's still a market for the type of games WayForward has specialized in for years. On the other, Wayforward's expansion into mobile speaks to the struggles the dedicated handheld space has faced in recent years.

"I'm not sure if it's really dying as much as maybe developers are choosing to focus on iOS," Tierney said of the portable market. "At the end of the day, you're probably always going to have a Nintendo handheld. You're probably always going to have a Sony handheld. As long as these things are being created by these massive gaming companies, they're going to want content for it. So I don't think it will ever go away entirely, and as long as that stuff is around, WayForward is probably going to continue to be interested in it because it's so nostalgic for us and we just love that experience. But at the same time, we're obviously dipping our toe much more into mobile gaming now."

Holmes likewise acknowledged that the handheld market he identified as the closest analog for these long-form experiences has been soft. However, he sees that less as a challenge for games like Til Morning's Light, and more as an opportunity, reflective simply of changing play habits among the core gamer crowd.

"I actually think of it as an opportunity because I think that audience is still interested in playing deep, immersive, long-form games when they're not tethered," Holmes said. "And I think that the place they're gaming in general when they're not tethered is getting more and more to be on their touch devices rather than on dedicated gaming devices."

Though WayForward has worked with plenty of other partners in the past, Tierney said the experience 

"I wouldn't say anything negative about any other publishers we've worked with, but I would say by comparison, everything Amazon Game Studios did, every decision they made--and I don't even remember any mandates but if there were any--everything that came along was very thought out and very much under the understanding of what would make the best game," Tierney said. "There were really never any curve balls. There was never a moment where we had to throw this in there now, or we had to support this thing which made no sense for the game."

Tierney was particularly impressed with the Amazon team's familiarity with the project. Regardless of who he dealt with at Amazon and what discipline they focused on, Tierney said it seemed like everyone at Amazon had read and understood every document the development team sent over. That understanding also helped keep the development process on track, since they weren't being sidetracked with requests to stuff in new features for the sake of new features.

"It's easy sometimes to be working on a game and get caught up with requests," Tierney said. "Maybe the brand wants something or the publisher wants something and you're always kind of racing against the clock. I think what happens on some games is you get caught up with the bureaucracy of stuff, or maybe the management of production that you lose some of your momentum. And momentum is the greatest thing we had on this game. Amazon was really careful to make sure they were never putting up walls, that they were only popping in to discuss things when they warranted a discussion and things could be tweaked to help them realize their potential. We just had such momentum on this game that we were able to get so much done."

Even though Holmes said he liked WayForward's vision for the game and it fit with what Amazon Game Studios had wanted to do, that wasn't necessarily the primary reason for the partnership.

"The order of importance in a published project is partner first, and project second, in the sense that picking a great partner who's passionate about an idea is in some ways more important than trying to slot a particular project into a particular need," Holmes said. "At the end of the day, a great game is going to stand out and be successful; trying to over-engineer it from the beginning to be a very specific thing is really challenging... It was pretty obvious that it was something they'd been thinking about and trying to get done for a while. The amount of pre-investment they'd made into the project because it was kind of a passion project for them made it appealing as well."


Now the question is how to get the word out about the game. Amazon doesn't reveal sales information as a matter of policy, but Til Morning's Light's premium price and lack of social features already eliminate some of the more obvious routes of discovery for mobile games.

"We believe that if we make great games, games that are appealing to both our audience but also the media that speaks to that audience or that partners like Apple can get excited about as well, there's a whole lot of outreach that happens just based on that," Holmes said.

Holmes has been pleasantly surprised at the support Til Morning's Light has gotten not just from Apple (arguably a competing platform holder to Amazon), but from the traditional gaming media as well. Oddly enough, he was particularly encouraged by one unforgiving review on a gaming site, because it meant the game was being held to the same standards as traditional games.

"Having these places, these sites, these partners measure us against what we're trying to achieve is exactly what we're looking for," Holmes said. "And being able to leverage all the places these core gaming audiences pay attention to, listen to, and use as decision-making vehicles has been great for us so far."

The   Bubble  Boy

The Bubble Boy is an entertaining game for kids and all age groups.
Download this free game: 
Pop the maximum amount of bubbles without losing lives.
Soothing visuals and engaging sounds for immersive game play.
Choose between two difficulty settings. Easy and Hard.
Pop the power up bubbles to earn additional points.
Beware of the naughty bubble. If popped you will lose a life.
No Ads while playing.





Wednesday, June 10, 2015

Microsoft Corporation Stock: Wunderlich Initiates Coverage With Hold Rating

Microsoft Corporation Stock: Wunderlich Initiates Coverage With Hold Rating

According to a research note published on Tuesday, Wunderlich has initiated coverage on Microsoft Corporation (NASDAQ:MSFT) stock with a Hold rating and a target price of $52. The sell-side firm noted that Microsoft’s CEO, Satya Nadella was promoted to the designation in February last year, and eagerly set about to take Microsoft from a monopolistic PC and hardware company to a new-age mobile business.

Wunderlich believes that the strategic transition should make Microsoft stronger over the long-term with improving revenue growth and margin expansion. Microsoft’s cloud platform Azure and cloud applications such as Office 365 are under-appreciated and will likely be the key pillars to Microsoft’s growth in the future.




The firm noted that the company addresses both enterprise and consumer software across many different segments, categories, and device types including PCs, phones, tablets, and enterprise servers. Third-party industry forecasters expect IT spending to approach $1.25 trillion for data center, device, and enterprise software, with an approximate 3.1% growth rate on a constant currency basis.

Wunderlich analyst, Rob Breza stated, “Microsoft is addressing many secular movements within IT such as mobile and cloud computing; however, its historical Windows franchise will face pressure as the evolution continues, creating volatility and, more important, opportunity.”

The firm also said that the company’s large installed enterprise base gives it an inherent opportunity to consistently up-sell new products. The firm believes that the shift to cloud and Microsoft’s cloud offerings should allow the company to offer more sophisticated products to more users, specifically in the SMB market, which typically could not afford to maintain an on-premise solution that is designed for large enterprise.

Mr. Breza estimates 2015 non-GAAP earnings per share (EPS) of $2.67 on total revenue of $93.54 billion. He expects the company to report 2016 non-GAAP EPS of $2.86, generating total revenue of $96.61 billion during the year.

According to Bloomberg, 23 analysts rate Microsoft stock a Hold, 14 consider it a Hold, and seven advocate a Sell. The consensus 12-month price target on the stock is $49.9, showing upside potential of 9.1% on Monday's closing price.

Game development 

The employees at Pixotri Game Studio have vast experience in creating games and are always trying to push the boundaries of technology and creativity. The games are created using the most popular game enigine Unity, which provides robust, high performance, platform independent solution to creating games.

Pixotri technology is a  creative house developing quality web designs, E-Commerce solution. SEO services and Gaming development .
Contact us for your mobile gaming requirements email-info@pixotritechnologies.com. Visit our website: www.pixotritechnologies.com



Tuesday, June 9, 2015

Apple unveils iOS 9 at WWDC, with a 'proactive' Siri and smarter Maps

Apple launched iOS 9, the latest major update to its wildly popular mobile operating system, Monday at the company's annual Worldwide Developer Conference, or WWDC.



The refreshed OS brings powerful changes to Siri, the native mapping app, and tablet productivity that pull iOS 9 more in line with some features found in certain Android and Windows phones and tablets. Here's what you're getting, and when.

A stronger, more 'proactive' Siri

Siri, the personal assistant first pioneered by Apple, had started to lag behind Google's Android counterpart (especially the updated Google Now in Android M). Not for long. Code-named Proactive, Apple's new Siri service promises to serve up timely, relevant information when you need it.

Here's what you'll look forward to with the new Siri. First, we get a new UI and responsiveness to very specific requests. For example, you can ask: "Show me photos from Utah last August," or "Remind me to grab my coffee from the roof of the car when I get in." (The latter emulates a feature from Microsoft's Cortana.)

When it comes to search itself, you can seek out sports scores and video from a wealth of sites like Vimeo, where clips play directly from the search result. Apple's new search API handles all of this behind the scenes, pulling info from the application and linking you back to the app itself (to which you're already signed in. Shortcut!)

Oh, and every time you call up search, Siri offers something called Suggestions, which could contain anything from people, apps to discover, or apps you usually use this time of day. (The jury's out on whether this will be truly helpful or just add clutter.)

Siri also hooks into Apple's Beats Music acquisition (called Apple Music), playing not just titles to songs you specifically request, but also knowing how to find songs. So you can say: "Play the song from "Selma", or "Top 10 songs of the 1980s."

Maps




Ever since Apple launched its own Maps app with no transit directions, it has limped along under the weakness of this Achille's heel. Now with iOS 9, Maps chases down some of Google's most-used features. For example, Apple Maps introduces directions for walking and transit.

The app also includes a discovery feature, called Explore mode. This will surface suggestions for new topics and channels, based on what you're reading. You can favorite any article you like to refer back to later on. Apple emphasizes that News is private, and that Apple won't share what you read with other Apple devices or third-party companies.

Now, there's already ton of newsreaders in the App Store, but Apple is hoping that you'll use its native app instead, just because it's already there.

Apple will roll out its News app in the US, UK and Australia.

New keyboard, multitasking (especially for iPad)

iOS 9 for the iPad gets multitasking features that include a split screen view and a ton of gestures for getting around. For example, placing two fingers on the keyboard turns it into a track pad, similar to what you'd see on a Mac.

Double-tapping the home button invokes the task-switcher (for phones and tablets). You see large, full-screen previews of all your apps, and swiping down calls up other applications as well.

Multitasking works similarly to how it does on other mobile platforms, with apps you can "pin" to the side of the screen, and a split ratio you can adjust to make one screen larger than the other. Of course, both screens are fully active. It isn't clear which apps will be compatible when iOS 9 launches, but third-party developers will likely need to program their apps to comply.

You can slide from the right (called slideover) to access more apps for split view.

In another new feature, videos will play as a pop-up window -- called picture-in-picture -- that you can drag around the screen. (We've seen both split-screen and picture-in-picture before in certain Android phones.)

Split view will work only on the iPad Air 2, but the slideover feature works for the iPad Air, Air 2, and later versions of the iPad Mini.

Apple Pay and Wallet

In conjunction with the iOS 9 announcement, Apple revealed that its mobile payment service will soon work with loyalty and rewards cards.




Also new: it'll launch for the first time in the UK with a ton of brands and banks. In the US, Discover Card will also support Apple Pay, along with a few new brands, like Trader Joe's.

Remember Passbook? Well now it's called Wallet. This is a very small change, since all your boarding passes and cards remain there, but one of the big themes Apple was going for when they announced Apple pay was a way to eliminate the wallet. Changing Passbook's name to wallet is another step in that direction.

More sophisticated note-taking

Apple's Notes app has remained static for a long time. With iOS 9, Notes gets a toolbar for formatting text, and now lets you create checklists. (Hallelujah.) Apple demonstrated on stage how you can take a regular list and instantly change it to a checklist with radio buttons so you can tick each of them off. You also can drop photos into your notes now, draw doodles on the screen, and link a Web page to a note.

Power-saving and more

Apples says that is latest OS will optimize battery life to give you a full extra hour of juice, and it also harnesses a new low-power mode that boosts your battery life by an extra three hours when you turn it on. (Echoes of certain Android handsets once more.)

Support for two-factor authentication will add an extra layer of security.

Animation

Our team of experts works with you, take your company message and create a powerful animated marketing video that will engage viewers in the most effective way possible.Pixotri technology is a  creative house developing quality web designs, E-Commerce solution. SEO services and Gaming development .

Contact us for your 2d and 3d animation requirements  email-info@pixotritechnologies.com. Visit our website: www.pixotritechnologies.com

Saturday, June 6, 2015

My New Thoughts on Google Photos After Digging Around for a Week

Last week when Google Photos launched, I quickly tested it out and then wrote a post with my immediate initial reaction to the service. Much of my early disappointment centered around the fact that Google chose to limit the size of photos in the service to 16 megapixels. As a DSLR shooter this meant that a large portion of my library would be downsized with Google Photos. Bummer.

Flickr by contrast offers every user 1TB of free storage for your photos (which is more than what 99.999% of photographers need at present) at full original high resolution.

So in my mind this made Flickr’s free offering a vastly superior offering over Google Photo’s free offering. Flickr’s had that offer out for a while now which is why I hoped that Google would respond by offering us a similar 1TB (or more) of full high res original storage. Google Photos will let you have a terabyte of storage for your high res photos as well, it will just cost you $120 per year vs. Flickr’s free deal.

David Pogue (who works for Yahoo, which owns Flickr) wrote up a thoughtful review today comparing Google Photos and Flickr, and he made the same observation pointing to the negative of Google downsizing your original photos in Google Photos.

Despite my disappointment about Google’s decision to downsize our photos with the free version of their product, after having spent a week seriously digging into Google Photos, I’m much more optimistic about the service than I was a week ago. There’s a lot to love here.

1. THE BUBBLE BOY

The Bubble  Boy - Free fun Game  for windows app store!!
https://www.windowsphone.com/en-au/store/app/the-bubble-boy/919c53e2-92c5-4734-8092-5990382dc000

The Bubble  Boy - Free fun Game  for Google play store!!
https://play.google.com/store/apps/details?id=com.PixotriTechnologies.bubbleBoy&hl=en
The Bubble Boy is an entertaining game for kids and all age groups.
Download this free game:
Pop the maximum amount of bubbles without losing lives.
Soothing visuals and engaging sounds for immersive game play.
Choose between two difficulty settings. Easy and Hard.
Pop the power up bubbles to earn additional points.
Beware of the naughty bubble. If popped you will lose a life.
No Ads while playing.

Friday, June 5, 2015

Six burning questions if T-Mobile, Dish Network actually get together

T-Mobile and Dish Network, two mavericks in their respective industries, could make for a potent duo.

The nation's fourth-largest wireless carrier and second-largest satellite-TV provider are in talks to merge, according to The Wall Street Journal.



Dish founder and Chairman Charlie Ergen.

A deal would mark the latest combination of major players in the telecommunications and media industries. AT&T is awaiting approval of its $49 billion acquisition of satellite-TV provider DirecTV, while Time Warner Cable, Charter Communications and Bright House Networks intend to merge into a much larger No. 2 cable player.

A merger would bring together T-Mobile, which boasts 44.7 million retail customers and is on pace to surpass Sprint as the third-largest wireless carrier, with Dish, which has 13.8 million TV subscribers and 591,000 Internet customers.

Just as important, it brings together brash telecom CEO John Legere, whose "Uncarrier" campaign has been instrumental in turning around the company's growth prospects, with Dish Chairman Charlie Ergen, the maverick leader of the satellite company known for his unpredictable moves.

"We suspect Legere and Ergen are having more fun than anybody at the moment," said Jonathan Chaplin, an analyst at Newstreet Research, in a research note.

Dish declined to comment on the report. T-Mobile wasn't immediately available for comment.

The combination is an intriguing one, but raises some questions. Here are the six most pressing ones.

1. So why would these two want to merge?

T-Mobile and Dish are both smaller companies facing much larger adversaries. While T-Mobile has shown impressive growth over the last year and a half, the company is still well behind competitors AT&T and Verizon. Verizon, for instance, has roughly twice the number of customers as T-Mobile.

Likewise, Dish has always played second fiddle to DirecTV, which is about to get even bigger once it combines with AT&T.

A combination between T-Mobile and Dish gives both companies options. The merged company could offer both wireless and television services, the same rationale used to justify the AT&T-DirecTV deal. Dish is also sitting on a valuable stockpile of spectrum, or wireless licenses that could greatly expand T-Mobile's ability to offer faster and more reliable service.

Ergen, meanwhile, has been public about his desire to get into the wireless business. Dish has actively participated in spectrum auctions, and two years ago, made unsolicited bids for both Sprint and wireless provider Clearwire, which was eventually folded into Sprint.

first time T-Mobile has attempted to get bigger; Sprint and T-Mobile were in talks to merge last year before regulators let it be known that they wouldn't approve a deal.

There's a financial incentive to do the deal as well. JP Morgan analyst Philip Cusick estimated in a note that the two companies could save $1 billion a year by merging their marketing and general expenses.

2. How will this affect me?

If the two get together, you could see bundles of aggressively priced services. T-Mobile and Dish could offer a comparable set of services that AT&T plans to offer with DirecTV. But as both T-Mobile and Dish in their respective field, you could expect the bundle to undercut the competition. The result: potentially cheaper television and wireless service for you -- as long as you're okay with both service providers.

If you're not into traditional television, Dish also offers Sling TV, a service for cord-cutters, or people who have shunned paying for television service in lieu of online-based programming. Cusick said the demographics of T-Mobile's younger customer base matches up well with the kind of customers who subscribe to a service like Sling TV.

3. Would a deal pass muster with government regulators?

Mergers and acquisitions aren't getting through like they used to. Regulators nixed the idea of a combination between Comcast and Time Warner Cable in April, killed off any possibility of Sprint and T-Mobile getting together last year and stood in the way of AT&T's deal to buy T-Mobile back in 2011.

But in all of those cases, the deals were struck between players in the same industry. This deal would be between a wireless provider and a satellite-TV company, which would be likely to get approval, according to analysts.

4. How does this change the wireless landscape?

If nothing else, Dish would give T-Mobile the ability to bolster its network coverage. That would provide a more legitimate alternative to Verizon and AT&T. While T-Mobile has made a lot of noise about the speed of its network, its coverage outside of the major metropolitan areas continues to lag well behind its larger rivals.

Dish's spectrum would help T-Mobile augment its coverage is less densely populated area, giving consumers the ability to travel to more places and still tap into its highest speed LTE network.

Dish and T-Mobile would also make for an aggressive tag team in next year's spectrum auction. The auction is poised to sell off what is known as low-band spectrum, which is appealing because it is able to travel across wide areas and penetrate through walls for better coverage inside buildings.

T-Mobile has signaled a willingness to participate in the auction. Dish, meanwhile, was the second-largest bidder in the last spectrum auction, which ended in January.

Longer term, with Sprint and a Dish-empowered T-Mobile competing against the larger rivals, consumers could see either lower prices or more attractive plans offering bigger data packages.

5. Can John Legere and Charlie Ergen get along?

If you think Legere is unpredictable as the CEO of T-Mobile now, wait until he starts working with Ergen.

Legere has made waves as the foul-mouthed, but candid leader of T-Mobile, actively trading barbs and hyping up his company on Twitter. He's the public face of T-Mobile's Uncarrier campaign, putting forth the notion that he and his company don't act like the other wireless providers.

Ergen keeps a lower profile, but proved his aggressive and maverick streak with surprise bids for Sprint and Clearwire two years ago -- attempting to barge his way into an existing deal between Sprint and Japanese carrier SoftBank. SoftBank ended up walking away as the majority shareholder in Sprint.

It's unclear whether those two strong personalities would be able to work together. Ergen would reportedly serve as chairman and Legere as CEO. The Wall Street Journal noted that Ergen remains a "significant uncertainty."

"The biggest challenge to getting this deal closed is...well, Ergen," Chaplin said.

6. What happens to Sprint?

Industry analysts have long assumed that T-Mobile and Sprint would eventually get together, and comments by executives from both companies suggested consolidation was ultimately the best move.

But if Dish and T-Mobile get together, Sprint could lose out on a potential merger partner.

On the flip side, there were some who believed Verizon was interested in Dish for its spectrum holdings. Verizon could turn to acquiring spectrum from Sprint, according to Chaplin.

Verizon and Sprint declined to comment.

It may not all be negative. Ergen's personality could lead some reseller customers to jump ship to Sprint, according to Kevin Smithen, an analyst at Macquarie Securities.

"Sprint will have value as the last remaining wireless independent asset in the US," Smithen said.

Game development 

The employees at Pixotri Game Studio have vast experience in creating games and are always trying to push the boundaries of technology and creativity. The games are created using the most popular game enigine Unity, which provides robust, high performance, platform independent solution to creating games.

Pixotri technology is a  creative house developing quality web designs, E-Commerce solution. SEO services and Gaming development .
Contact us for your mobile gaming requirements email-info@pixotritechnologies.com. Visit our website: www.pixotritechnologies.com

Wednesday, June 3, 2015

MLB 15 The Show (for PlayStation 4)

A Beautiful Day for a Game

MLB 15 The Show's graphical details are astounding. There were only seven skin tones in past games, but now ballplayers have their own unique skin tones pulled from actual photos. There's an increased use of branded equipment, too, so players use the same bats, gloves, and cleats that they use in real life. On top of that, grass and dirt are specific to each stadium; for example, Yankee Stadium's dirt looks and acts different than AT&T Park's dirt. These are great touches that enhance the game's realism.




Realistic sun and shadow effects vary by the time of day, month, and where players stand in a stadium. I especially got a kick out of seeing players' shadows move across their own bodies as they moved. For example, I loved seeing my batter's arm shadow move across its chest when it swung the stick. And, finally, all 30 major league stadiums have completely redone stadium backdrops (and ten minor league stadiums have been added to the game, too).

Smooth Movement

The core gameplay remains very much the same with a few enhancements. Directional hitting is new, and allows you to use the left thumbstick to set your swing path, so that you influence where the ball goes after you hit it. I found this helpful when trying to avoid a double play, or attempting a sacrifice fly. On the other side of the ball, the pitching mechanism remains the same, but the arc, and in particular the break, of the pitch has been updated to be more lifelike. These two things make the pitcher-batter duel, perhaps the main focal point of the game, more intense.

Outfielders take true-to-life routes to the ball, with better outfielders being more efficient in tracking down grounders and flyballs. Speaking of the ball, fly balls, especially pop-ups, have more realistic trajectories. This is the result of more than 700 new animations, and smoother transitions between those animations. Players approach the plate the same way they do in real life with more than 90 new personal batting stances. The same goes for pitchers who have more than 50 new motions. When I was playing at PC Mag Labs, more than one passerby asked me why I went to the office to watch a baseball game.


Combining the Old and the New

One thing that I've always hated is that I just don't have the time to turn my franchise into the dominant team in the league, but those days are over, as MLB 14 The Show game saves can be imported directly into MLB 15 The Show. This is a feature that I'd like to see sports games adopt across the board.

So Many Modes

Road to the Show, the mode in which you create and play as a single player throughout his career, is largely the same, and it continues to be tremendously fun. You create your player to the minutest detail and develop him through a series of practices and games. Not much has changed in this mode except for ability to earn licensed equipment, like gloves and bats, that can be used to enhance your stats. The biggest change to this mode is the aforementioned ability to import saved games from MLB 14: The Show so you can really get the most out of each of your players. If you're devoted, you can take your player from a minor league nobody to a major league superstar over the course of his career.

Franchise mode receives a lot of polish this year. The trade logic has been completely updated to make it easier for you. The new trade finder helped me find trades much quicker than in MLB The Show 14. As I progressed through my season, I earned corporate sponsorships to build up my budget through TV placements and branded equipment my players could use. For example, I learned about the business of baseball through negotiating contracts with Under Armor for TV placements and Nike for the cleats that my players would wear. Furthering my education in the business of baseball, I used GM goals and contracts to set rewards (or penalties) for player performance (or lack thereof).

Diamond Dynasty mode lets you create a team and a player, manage them, and play them through multiple seasons. In the past, I felt that this mode was overly complicated. In MLB 15: The Show, Diamond Dynasty's been stripped down and it is much faster to dive into. The previous system of building an entire team of fabricated players is gone; it's replaced by a team of real players and a system of building and maintaining your team using baseball cards.

I created my team, the NJ Devilinos, picked a city for it to call home (Atlantic City), set team colors (red, blue, and yellow), and dove right into our first game. After each game, I earned random player cards that I could use to enhance my roster. These cards ranged from relative nobodies to stars like Miguel Cabrera and Mike Trout. I could insert these players into my lineup, sell them at the marketplace, or cannibalize them to improve my one created Diamond Dynasty player. In addition, there are a total of 30 playable legends, one from each MLB team, who can be unlocked as you build your team. Legends include historic players such as Yogi Berra, Ozzie Smith, and Nolan Ryan.

I also earned Stubs, MLB 15 The Show's currency (which can also be purchased with real money for the impatient). Playing a game on Rookie level earns me 160 Stubs, but I could buy 1,000 Stubs for $0.99 or 75,000 for $49.99. Earning items and then selling them in the marketplace is a faster way to build a bankroll. Equipment ranges in price from tens to tens of thousands of Stubs, while players range in price from tens of thousands to hundreds of thousands of Stubs. I find Diamond Dynasty to be hugely fun now that it has been simplified and there is more playing than managing.

Current events play a big role in creating MLB 15 The Show's immersive atmosphere. In addition to being able to read the news or Twitter feeds, the Franchise, Road to the Show, and Season modes feature a few fresh ways to get news from around the league. My favorite is Inside The Show, a new radio-style broadcast that you'll hear at the beginning of each new day that talks about recent scores, notable performances, team news, player milestones, records, and standings within your league. I thought it was a great way to follow what was going on in my virtual league while I was busy managing my team.

Blown Calls

Sports games are all about enjoying some fun competition, and MLB 2015 is no different. However, you're going to have to limit this to playing against a friend who's sitting in the same room. This is because online play is, in a word, unplayable. A delay appears in just about everything, from selecting a pitch to swinging the bat to fielding and throwing the ball to base running. In a game where timing is everything, delays like this are crippling, and every attempt I made at online play resulted in extreme frustration. In MLB 15, online play is so seriously flawed that it is a failed feature.

The Online mode isn't the game's only flaw. The more I played MLB 15 The Show, the more I noticed realism-smashing annoyances. For example, I saw players removing their feet from the bag before the ball was in their gloves and still getting the out, or sliding players not actually touching the base and being called safe. On the bright side, I only saw those incongruities so clearly because of the game's excellent replay system.

The play-by-play commentators are pretty dull, too. The announcing lacks the appropriate amount of energy you'd want in a major league baseball game. A batboy should get those guys a Red Bull.

Literally the Only Game in Town

I really like MLB 15 The Show and, quite frankly, as it is the only baseball game available for next-gen consoles due to an exclusivity deal, it's the best you're going to get this year. The game has taken many steps forward when compared with last year's offering, with more realistic stadiums, players, sun/shadows, animations, ball movement, and player movement. That said, the unplayable Online mode, blown calls, and dull commentators sully the experience. Still, if you're hard up for a new baseball game, MLB The Show 15 is fun, and has enough modes to keep fans interested throughout the season.

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Monday, June 1, 2015

NINTENDO ANNOUNCES NEW CHIBI ROBO GAME AND AMIIBO

During a Japanese-only Nintendo Direct today, Nintendo announced a new Chibi Robo game coming out later this year. The game will release simultaneously with a new Chibi Robo amiibo.

The name of the game translates to Lasso Action Guru-Guru Chibi Robo, and will feature Chibi Robo using its plug as a weapon and grappling hook. Collecting blue orbs will extend the plug's reach.



The Chibi Robo amiibo coming alongside the game will feature the usual amiibo functionality, leveling up with the game. What other features will unlock with the amiibo remain to be seen, but for now the mere existence of the Chibi Robo amiibo is good news or bad, depending on how you feel about collecting Nintendo's figures.

Chibi Robo! first came out in 2005 for the GameCube and was well-received. The charming, housekeeping robot's goal is to keep people happy, and we gave the GameCube Chibi Robo! an 8.2 in our review.

Since today's Direct was Japan-only, no mention of other regions was made by Nintendo, but fear not, Chibi Robo fans. Stick with IGN for all the upcoming Chibi Robo and amiibo news.

Seth Macy is a freelance writer who just wants to be your friend. Follow him on Twitter @sethmacy, and MyIGN at sethgmacy, or check out Seth Macy's YouTube channel.


The Bubble Boy

Download this fun game. Android Phones: https://www.youtube.com/watch?v=xDp-pYXtxMs

Fun and Addictive Bubble Pop game! Get it free on Play Store.
Ø The Bubble Boy is an entertaining game for kids and all age groups.
Pop the maximum amount of bubbles without losing lives.
Soothing visuals and engaging sounds for immersive game play.
Choose between two difficulty settings. Easy and Hard.
Pop the power up bubbles to earn additional points.
No Ads while playing.

Why mobile gaming's success is defined as much by its misses as its hits

The opinion that mobile gaming is garbage needs to go in the trash.


The perception that mobile gaming is garbage is rooted in a flawed perception of how game development and distribution currently works.

Gaming has just left an era where the game creation and distribution was the dominion of publishers and console manufacturers.

I think a lot of the critics who dismiss mobile gaming grew up in the console era and are now stuck in its conventions of what a game is.

This old structure kept a lot of terrible schlock from making it out on to the market, sure. Instead, it just meant that the bad games were failures with big budgets, or licensed games produced to make a quick buck at the same price as quality efforts.

Meanwhile, developers with great original ideas had no recourse whatsoever for their games to be viable.

More, better

What happened with the rise of self-publishing and distribution is the same in gaming as it is in every other creative industry.

Yes, a lot of poorly-made stuff get released that would have otherwise died in obscurity. It's easier now for low-quality media to be visible. This is especially the case when they all occupy the same virtual shelf space.



But there's a lot of great work that would have died in obscurity or never would have existed that now has a chance to succeed because distribution is democratic.

Another thing is that this situation isn't anything new. For the longest time PC gaming has has lots and lots of bad games.

The thing is that there was a lot of stratification. If you went to a shop, you would get games of a certain quality of production value. But that was the only place to get games of a certain caliber of production values.

If you went online to Flash game sites, and freeware forums, any place where some kid in their bedroom could upload a game without much (or any) approval, you would see lots of terrible things: awful amateur games that would play terribly with dreadful art, with plenty of rip-offs, clones, and just straight-up offensive works that should never have existed.

But you'd also find plenty of gems that didn't exist in the mainstream which would make the rubbish worth while. This was the case way back in the shareware era of PC gaming as well.

More good

What is happening is that this stratification is dying. Mobile, in particular, has destroyed it.

The App Store is the one-stop-shop for iOS games. Some kid's Flappy Bird clone sits next to BioShock, one of the finest games of the past decade. Device 6 is next to another match-3 with (or without) a twist.

There is little sanctioning going on; no barrier separating the intricate from the shoddy.

This is good and bad. It's bad because bad games can overwhelm the presence of good ones, and make the good ones harder to find. But it's more good because now more quality games have the chance to exist, and developers of all sizes have a shot at thriving.

For example - and I've shared this anecdote on social media recently - is that if you say that 99% of mobile games are garbage, you do realize that over 364,000 games are on the App Store, right?

So by your estimate, that's over 3,600 games that aren't garbage. And if you have the time to play over 3,600 games released just on mobile in the past 7 years, you have far more time than I do, and I am one of the few members of the press out there who focuses almost primarily on mobile.

Bad is good

Let me ask you this: would you trade all the great indie gems of the App Store era in exchange for all the bad games to not exist? Because you can't have one without the other.

In the age where it's easier for developers to jump ship from triple-A to go independent, for hobbyist coders to get their start, for weekend warriors to get their games published, and for whoever that wants to make a game to get it released and placed alongside everything else, we need to change our thinking.

Just because there's a lot of bad things out there doesn't mean that it diminishes the good.

There are just more games now. More bad ones, yes, but that's not seeing the forest for the trees. That's like saying that the Redwood forests are bad because some of the trees are tiny when there's plenty of gorgeous trees right next to them.


The photo above is a great example of what I'm saying.

Shake up

The internet is the biggest change to civilization since electricity, and has provided the biggest impact to art and culture since the printing press.

Scarcity of media is dead and we haven't quite adjusted to it as a society. We are seeing death of the stratification between different quality level of media.

It's the end of having to get into the shops to make a living off of creation, because there's now only tiny hurdles to distribution for the game, or music, or book, or whatever you want to create, distribute, and sell.

Mobile gets the most flak for enabling a lot of bad things, but console and PC-focused critics have no room to talk.

After all, @GREENLIGHTGOLD exists. Steam is closer than ever to just letting anyone who wants to sell something on their store to do so. How much terrible stuff existed on Xbox Live Indie Games? Or PlayStation Mobile?

Mobile just looks bad because it's the out group, because it has different ways of operating and standards compared to console and PC gaming.

But those markets are approaching what is mobile's normality.

Mobile gaming isn't garbage because it has a bunch of games you don't like. It is, for better and worse, just a vision of the future.

The Bubble Boy

Download this fun game. Android Phones: https://www.youtube.com/watch?v=xDp-pYXtxMs

Fun and Addictive Bubble Pop game! Get it free on Play Store.
Ø The Bubble Boy is an entertaining game for kids and all age groups.
Pop the maximum amount of bubbles without losing lives.
Soothing visuals and engaging sounds for immersive game play.
Choose between two difficulty settings. Easy and Hard.
Pop the power up bubbles to earn additional points.
No Ads while playing.

The Future of Mobile Gaming: Moving Beyond Angry Birds and Endless Runners

Mobile gaming and traditional gaming platforms frequently attract different customers. PC and console fans typically spend their money on games that feel worth the $60 purchase, which usually means a much larger time investment. Graphics are also typically more important in traditional gaming, and many players like in-depth stories rather than quick timesinks.




On the other hand, mobile gaming tends to be all about the quick distraction. The most popular games—Angry Birds, Candy Crush, and Clash of Clans for instance—can all be played in bite-sized chunks while waiting at the doctor’s office or on your lunch break. Games that take a little longer or require a little more investment—such as Device 6—may not be as successful because, despite their quality, they don’t attract as large of an audience.

But what mobile gaming does have is potential. Games have largely been a static activity—something you do at rest—but taking our games with us could redefine how we play. With innovations like the Apple Watch and improved smartphone capability in the market, mobile gaming might have a lot more up its sleeve than flinging birds at flimsy structures.

Mobile Gaming Could Make Exercise a Game

Pedometers aren’t exactly new technology, but as our mobile technology gets better, we have even more opportunities to turn everyday activities into games. Pokémon used this technology back with the release of their PokéWalker, technology integrated with HeartGold and SoulSilver that let players gain experience for their Pokémon by walking, along with some other features.

It isn’t much, but with improved technology, this kind of thing could be great. Imagine a traditional Pokémon game developed for mobile gaming, where playing in different places rewards you with different types of Pokémon, or being able to battle people you meet through a program like StreetPass. Even if Nintendo isn’t interested in pursuing these avenues, that doesn’t mean they’re off the market. With mobile gaming being a growing industry, other developers could easily snap up mechanics like these to develop their own games.



The Bubble Boy

Download this fun game. Android Phones: https://www.youtube.com/watch?v=xDp-pYXtxMs
Fun and Addictive Bubble Pop game! Get it free on Play Store.
Ø The Bubble Boy is an entertaining game for kids and all age groups.
Pop the maximum amount of bubbles without losing lives.
Soothing visuals and engaging sounds for immersive game play.
Choose between two difficulty settings. Easy and Hard.
Pop the power up bubbles to earn additional points.
No Ads while playing.

Sunday, May 31, 2015

Mobile gaming market in India to cross $571 million by 2016: Study

NEW DELHI: The Indian mobile gaming market, one of the fastest expanding markets in the world, is expected to grow to USD 571.6 million by 2016, said a research by Newzoo and OneSky.





"The Indian mobile gaming market will grow to USD 571.6 million by 2016 at 134.5 per cent compounded annual growth rate (CAGR) between 2013-2016 (from about USD 44.3 million in 2013)," Newzoo-OneSky estimated.

At this rate of growth, India will continue to be one of the world's fastest growing m .. 

At this rate of growth, India will continue to be one of the world's fastest growing mobile gaming markets, at least in the near future, it added.

"With an year-on-year growth of 132.2 per cent, revenues in India's mobile gaming market have grown more quickly than those in any other BRIC country. In fact, that y-o-y growth is among the highest in the world," the study said.

The Bubble Boy
Download this fun game. Android Phones: https://www.youtube.com/watch?v=xDp-pYXtxMs
Fun and Addictive Bubble Pop game! Get it free on Play Store.
Ø The Bubble Boy is an entertaining game for kids and all age groups.
Pop the maximum amount of bubbles without losing lives.
Soothing visuals and engaging sounds for immersive game play.
Choose between two difficulty settings. Easy and Hard.
Pop the power up bubbles to earn additional points.
Beware of the naughty bubble. When you pop it you lose a life.
No Ads while playing.

Presidential Hopeful Ted Cruz Says He Loves Video Games

Presidential Hopeful Ted Cruz Says He Loves Video Games


It's important to know where presidential candidates stand on issues that matter to you most, what are some of their favorite games?

Presidential hopeful Ted Cruz, for example, recently said that he loves playing mobile games like Candy Crush Saga and Plants vs. Zombies. He'd play console games too, but he's worried he'll get hooked.

“I don’t have a console, mostly as a time management tool, because if I had one, I would use it far too much,” Cruz told The Daily Beast in an interview.

Cruz, a junior Republican Senator from Texas, said that some of his favorite childhood games were Galaga, Space Invaders, and Centipede.

“I was a kid growing up in the ’70s and ’80s. I had a Nintendo, an Atari,” he said. “I still remember the Christmas we got our first Pong game.”

According to The Daily Beast, Cruz's roommate in Princeton and later Harvard Law David Panton said he remembered Cruz playing Super Mario Bros. and "Japanese fighting games" through the night.

On the other side of the aisle, the William J. Clinton Library recently posted a photo of democratic presidential hopeful Hillary Clinton doing what so many others did in the early 1990s: playing GameBoy. The photo you you can see here was taken on April 6, 1993 on her flight from Austin, Texas to Washington, DC. At this time, Bill Clinton was President and she was the First Lady.

What do you think about Ted Cruz's taste in games? Let us know in the comments below.

The Bubble Boy

Download this fun game. Android Phones: https://www.youtube.com/watch?v=xDp-pYXtxMs
Fun and Addictive Bubble Pop game! Get it free on Play Store.
Ø The Bubble Boy is an entertaining game for kids and all age groups.
Pop the maximum amount of bubbles without losing lives.
Soothing visuals and engaging sounds for immersive game play.
Choose between two difficulty settings. Easy and Hard.
Pop the power up bubbles to earn additional points.
Beware of the naughty bubble. When you pop it you lose a life.
No Ads while playing.