Monday, June 29, 2015

THE BUBBLE BOY - Fun and Addictive Bubble Pop game !





 The Bubble  Boy - The fun Game  for windows app store!!



The Bubble  Boy - Free fun Game  for Google play store!!


The Bubble  Boy - The fun Game  for  iTunes!!




·         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.

THE BUBBLE GIRL - Fun and Addictive Bubble Pop game !





Bubble Girl - Fun and Addictive Bubble Pop game! Get it free at Play Store.


Bubble Girl - Fun and Addictive Bubble Pop game! Get it  at windows app Store.
https://www.windowsphone.com/en-au/store/app/bubblegirl/2f34f7fd-79d0-4eb1-a438-cd4e8c77788d https://www.windowsphone.com/en-au/store/app/bubblegirl/2f34f7fd-79d0-4eb1-a438-cd4e8c77788d





The Bubble  Girl - The fun Game  for  iTunes!!


 Bubble Girl 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.

THE BUBBLE GIRL - Fun and Addictive Bubble Pop game !



Bubble Girl - Fun and Addictive Bubble Pop game! Get it free at Play Store.
https://play.google.com/store/apps/details?id=com.PixotriTechnologies.bubbleGirl

Bubble Girl - Fun and Addictive Bubble Pop game! Get it  at windows app Store.
cd4e8c77788d



The Bubble  Girl - The fun Game  for  iTunes!!



·        

Bubble Girl 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.

THE BALLOON BOY- Fun and Addictive Balloon Pop game !




The Balloon Boy - Free fun Game  for Google play store !!



The Balloon  Boy - The fun Game  for windows app store!!


The Balloon  Boy - The fun Game  for  iTunes!!


A boy goes soaring up into the sky after holding on to too many balloons.

• Help him to get back down by popping all the balloons before time runs out!

• Be careful of the dangerous balloons which will result in penalties....


One more quest: How mobile gaming reshaped online RPGs



Smartphone and tablets have changed the landscape for gaming. For one, it has made a gamer out of those who would have never even imagined playing a PC or console game, much less consider themselves a gamer. But even for those who have already been whiling away hours in front of the TV or the monitor, the culture of mobile has also changed a few things. Take for example the corner of the gaming world known as online RPGs and how the ubiquity of smartphones have somewhat redefined that genre, for better or for worse.



The Past

Ask a veteran and a new gamer what an online RPG is and they will undoubtedly give you different answers. Of course, there will be certain commonalities, like the requirement to be online (duh), the adoption of roles or job classes, and the need to hoard loot and experience. But ask them about the experience, both mechanical and social, and they will most likely give you different, if not diverging, opinions.

Before smartphones, online RPGs were, more often than not, called MMORPGs or massively multiplayer online RPGs. And that's because they were truly massive, both in the number of players they support at any given time, as well as the scale of the game world itself. Sprawling areas that spanned virtual continents, sometimes even planets, towns that make real world flea markets look deserted, and party or guild mates that felt just as real as your next door neighbors. This is the world of the likes of Guild Wars, World of Warcraft, and Ultima. This was the online RPG, before the idea of squeezing them into perpetually mobile device even became fashionable.


Mobile Constraints


Understandably, it was nigh impossible to compress all of that into a smartphone or a tablet, both the experience as well as the games themselves. Forget first the technical limitations of a smartphone. One has to consider the fact that not all game makers have the capacity to run massive servers like those mentioned above. A few hundred players they can support, maybe a thousand at most. Of course, there are companies like Gameloft or EA that can handle a lot more, but most of the time, they don't really scale.

Then there's the fact that one usually doesn't spend hours playing on a smartphone. At least not normally. At most, one can spend half an hour of uninterrupted gaming during the day, more during the night. The normal span, however, was measured in minutes. As such, the open ended, open world gameplay of online RPGs also do not scale down to size, where quests took longer to complete and raids required the full might of a ten-man party.

Of course, these days, the tides are shifting again. Mobile gamers are staying glued to their screens for hours, tapping like there's no tomorrow on Clash of Clans, forming friendships online that are just as strong offline. Online mobile gaming is indeed being reshaped, but this now and was definitely not back then.

Sweets and Avians

And then came along blockbuster casual games like Angry Birds and Candy Crush. People, even those who don't consider themselves gamers, would lose hours, not to mention dollars, playing those games and their kin. Clearly, they were doing something right that not only got people hooked, but also got people playing at any time that they wanted.

Of course, there are many factors that contributed to the success of these games, but one of the most unique things was the progression system. It presented levels as small, bit-sized chunks that you can play in just a few minutes, usually one or two. It visually showed a clear path of progress. The short bursts meant you didn't have to worry about spending too much time on the game. It gave you a sense of control, though, in fact, it was also somewhat of an illusion. While you could indeed stop when you wanted to, the gratification system, which bombarded you with victories every other minute, meant you were hopelessly hooked.

A new breed

Mobile games started to adopt this system and, in due time, it would also make its way to RPGs. Curiously, it was adopted more by RPGs that required you to be online. Offline games like the Zenonia series, for example, followed the traditional story-driven path. Online RPGs, however, needed a better hook than a deep storyline. And that's when the "casual online RPG" genre, for lack of a better name, was born.

It was like Final Fantasy meets Angry Birds. It has the strappings of an RPG game, with customizable characters, loots galore, and the semblance of a plot. But there was also staged progression, where parts of the story are dished out piecemeal and in almost disconnected fashion. Every minute or so you could choose stop and return to the real world and it would not make a dent in your gaming experience.

Majority of these RPGs become more like short skirmishes, with slaying one wave of enemy after another as the primary goal. And after a period of screen mashing and swiping, the player is thrown back to "town", more often than not just a screen littered with menus for equipment, skills, and cash shops.

Sure, some mobile online RPGs do inject a bit of social activity, which takes different forms. Sometimes, it can be as simple as a list of friends whose characters you can summon to your aid even when their owners are offline. It can also be as elaborate as guilds or some semblance of it, allowing players to, from time to time, band together for a common goal or raid. But these social features, more often than not, are tacked on. These online games remain primarily solitary games that you just happen to play online.

The Dilution

Such online RPG games have proliferated and flourished with such a basic pattern that has been repeated and copied to no end. While that is, to some extent, a good thing, pulling in more people into the world of mobile gaming and increasing the army of gamers worldwide, it also served to dilute the some of the key experiences of an RPG, particularly an online one.

"RPG" has become a blanket term to cover any game that involves growing characters and their equipment. It barely matters if there's any rhyme or reason to the game. In fact, in many of the games, the plot is practically a very thin excuse to kill enemies. Call it a single-player MOBA (if such an oxymoron did exist) and it would change nothing. These games have the "game" part down to a T, but the "role-playing" aspect has been lost somewhere in transition. Instant gratification has become the name of the game. Somewhat ironically, those bits of gratification do pile up, turning what should be just minutes of gameplay into hours.

The "online" part has also somewhat lost its meaning, though happily not completely. Some mobile games even advertise themselves as mobile MMORPGs and yet fall short of the MMO half. In particular, the social aspects become dwarfed. Friend Lists, leaderboards, and chats are good, but they too don't come close. Nothing replaces the feeling of logging into a town full of other players going about their business, or exploring vast maps with new found friends, or the thrill of taking down a boss monster with your long-term guildmates. Those were the experiences that have drawn and hooked thousands of players to MMORPGs. Now we wait for the same to happen with our smartphones.

Final Thoughts: A New Hope

Apart from a few outliers, this has been the state of mobile gaming for quite some time now. But it seems that there are stirrings happening rather quietly. Mobile devices and frameworks have evolved to the point that games need to worry less about hardware capabilities, giving game makers some leeway to break from the mold and experiment a bit. They no longer need to worry too much that devices can only load very small scenes and very few assets, which limit how much you can accomplish in a game. And we can see some faint trails of those.

Gameloft paved the way with its Order and Chaos Online, with O&C almost like its take on the Warcraft franchise. Recently, games like Iruna Online and Izanagi Online have also popped up. What these three have in common is an open world more like a traditional MMORPG and all that it entails. Perfect World Entertainment and Snail Games, both legends in the PC MMORPG scene, are also bringing their titles to mobile, though it remains to be seen if they will take the easy, cookie cutter path or blaze a new trail.

With advancements in mobile technology and hardware, game designers are more free to think less about hardware constraints and really answer the hard questions. With the changing behavior of mobile device users, they also need not worry anymore about whether there will be players willing to spend more than just a few minutes on a well done, addictive title. And hopefully, we will also get to see more mobile gamers daring to go beyond their comfort zones and venture into the dangerous world outside their cave, sword and shied in hand.

HoloLens Is Awesome, but Microsoft Has a Long Way to Go

HoloLens stole the show at E3. The challenge for Microsoft is to not let it become the next Kinect


Microsoft is continuing to use its HoloLens “mixed reality” headset to steal the show at E3. On Monday, it brought down the house with an onstage Minecraft demo in which one player wore the headset to play the game while another player used a tablet. On Tuesday, it unveiled another demo, this one connecting the HoloLens to Microsoft’s most important gaming franchise, Halo. 

At its booth on the show floor, Microsoft shuttled attendees in batches of 10 into a room that resembled the inside of a spaceship. Each one was outfitted with a HoloLens headset and walked into a briefing room, where a hologram of a battlefield emerged from a table and a computerized voice ran through tactical instructions. The groups then played, on Xboxes, the multiplayer mode of Halo 5: Guardians. The headsets weren't involved in the gameplay itself. 

The Halo demo showed off the advantages and shortcomings of HoloLens. On the plus side, you could walk around with them (something that would be impossible, or at least inadvisable, with an Oculus headset), while the HoloLens gave directions through the hallways of the "spaceship." However, the actual portion of the screen where a hologram can appear is relatively small. Don't expect to see any holograms in your peripheral vision. The width of the image is a major reason why the current generation of virtual-reality headsets is more convincing than its predecessors.

While the HoloLens is making Microsoft look pretty visionary right now, there are plenty of dots yet to be connected. The augmented-reality headset presents a two-pronged challenge. The first one is technical. It’s just not that easy to create a device that makes holograms appear to be actual objects in the physical world. Microsoft is having increasing success with that task, as the Minecraft and Halo demos show. 

But HoloLens will also one day have to be a product that Microsoft sells or otherwise distributes to the public. Pretty much all the questions about how HoloLens becomes a business remain unanswered. The actual Halo game sold to consumers will not have a mixed-reality component. 
A cautionary tale is Kinect, the motion-sensing camera that Microsoft released in 2010. The camera allowed people to play games and otherwise interact with their Xbox consoles using gestures and voice command. It was an immediate hit. But despite an early wave of neat applications, Kinect never really developed into a platform for developers in the way that other successful computing devices have. Microsoft’s vision for Kinect got muddled and the project ended up losing momentum. 

There are a lot of parallels to HoloLens. Even though the gaming applications are at the front of everyone’s mind this week, the device comes from a different division of the company. It is not clear whether Microsoft sees this as a tool for primarily gamers or professionals, or whether it could convincingly develop it to be both things at the same time. Microsoft hasn’t released a software developers kit that would allow people to make independent apps for the HoloLens. The company does say it is working with some partners, but isn’t giving any details.

For now, caution is the word with the device. “We’re trying to be a little bit conservative about HoloLens just because it is a very new platform and we’re still exploring it,” says Shannon Loftis, Microsoft’s general manager for global games publishing. “We obviously don’t want to over-promise. I don’t think we’ll under-deliver.” 

In the last two years, Kinect became a liability for Microsoft. It bundled the camera with the Xbox One, which made it more expensive than the PlayStation 4. After initial sales lagged, Microsoft finally began gaining ground by letting people buy the Xbox One without Kinect. While the company is stepping carefully to bring HoloLens into the Xbox fold, it has all but pushed Kinect out the door. Not once during the company’s 90-minute presentation on Monday was it mentioned. 

Photographer: Patrick T. Fallon Nintendo’s Dull E3 Showcase Sparks Backlash From Fans

A common strategy among video game companies is to spend a lot of energy coming up with an impressive trailer for a game that is early in development, then show it at an industry conference even if it won’t be ready for years. It may be a bit misleading, but it gets the crowd pumped up.


Nintendo isn’t playing that game. The company no longer bothers putting on splashy press conferences at E3, which both Sony and Microsoft used this year to drum up excitement for their lineup of video games for the next several years. By contrast, Nintendo streamed an event online featuring puppets that looked like Nintendo executives and a lineup of games that fans mostly already knew about.  
The overall reaction from fans online was, well, harsh.

There were complaints about the lack of new games, and some of those that were announced didn’t go over well. More than 10,000 people signed a Change.org petition asking Nintendo not to release a new game it showed in its Metroid series. Fans have been waiting for a new Metroid game, according to the petition.

The overall reaction was so negative that Nintendo’s chief executive took to Twitter to apologize. 
Reggie Fils-Aimé, the president and chief operating officer of the company’s American operations, doesn’t think Nintendo has anything to feel bad about. Sure, the fans may be disappointed for a few days in June, but that doesn’t matter much. Any bad feelings are the result of a misunderstanding about how Nintendo does things. “We focus on the here and now,” says Fils-Aimé. “We’re not like other players in the space that might show a little bit of something that is going to be years in the making. It’s simply because we believe that in getting the fan base excited, we really want to satiate that excitement as soon as possible."

Nintendo did show new footage of several upcoming titles, including a spaceship game called Star Fox Zero and a title that allows people to build their own Super Mario Bros. levels on the Wii U. But the company’s attempts to whistle past the graveyard are wearing on people, given Nintendo’s history, according to Gartner analyst Brian Blau. If Nintendo were performing well and occasionally striking an awkward note at press conferences, that would be one thing. But the company's sales have dropped five years in a row. Sales of its Wii U console, released in 2012, have been disappointing.
 Cheery predictions of future profits from the company have regularly failed to materialize. “It’s just been this way for so many years. We haven’t written them off because they keep selling 3DSs,” says Blau. 

To a certain extent, Nintendo is in a holding pattern. The company has said it is working on a new console. The lack of many of the games its fans want to see could be a result of its focus on content for the new device. Nintendo also said earlier this year that it is finally breaking its longstanding hostility to smartphone games and is working with a company called DeNA to build mobile games starring its most popular characters. But Fils-Aimé didn’t have anything to say about these projects at E3 this week. “It’s too early,” he says.

Sunday, June 28, 2015

Why Big Game Publishers Aren't Into Virtual Reality (Yet)

  The breathless enthusiasm over virtual reality hasn’t extended to one key corner of the video game industry: the companies that make the most popular games. At this week’s E3 conference, representatives from Electronic Arts, Activision Blizzard, and Take-Two all said they were taking a wait-and-see approach to virtual reality. None are planning on having games ready for next year, when Oculus and Morpheus headsets will go on sale for the first time.  


"We haven't seen the commercial release of the hardware. We haven't seen commercial release of any software,” says Strauss Zelnick, chief executive officer of Take-Two, makers of Grand Theft Auto. "We're intrigued. We're doing a lot of homework. We haven't made any announcements yet. I think it remains to be seen what that format is."

Laura Miele, senior vice president for publishing at Electronic Arts, says that the company’s past experiences chasing every trend in gaming has left it circumspect about losing focus.  “We talk as much about what we’re not doing as what we are going to do. That’s a significant shift for the company,” she says. 

While EA does have some early prototypes of virtual reality content, Miele thinks it will be years before the company sells games for headsets. “We’ll not miss an opportunity, but we’re not porting all of our games or having a huge rush to be in VR right now,” she says. 

In large part, the reluctance stems from uncertainty as to whether there’s real money to be made in virtual reality yet, says Joseph Evans, an analyst who covers gaming for Enders Analysis. Compared to console games, there won’t be much in sales at first. “I’d do the same in their position,” says Evans. "For all the buzz, we just don’t know the level of consumer demand, and I see no reason they couldn’t get up to speed very quickly once the market is there.” 

Because no one yet knows what makes a good virtual reality game, publishers who excel at making expansive experiences for consoles won’t necessarily have an advantage over smaller shops experimenting with new types of games. The most successful smartphone games have generally come from companies that emerged specifically to focus on mobile, rather than from well-known publishers making games for other devices. 

Some publishers that concentrate primarily on consoles are showing more interest in virtual reality. Ubisoft, for instance, showed at this year’s conference a number of prototypes it has been working on. But most of the action in virtual reality seems set to come from the hardware companies themselves, as well as from smaller developers willing to take risks. Oculus recently announced that it would invest $10 million to help independent developers create software for its headsets. Shuhei Yoshida, president of Sony’s World Studios, says that virtual reality games will be cheaper to make at first than console games, because the early games won't be nearly as big as titles like Call of Duty or Halo. 

This could make it harder to sell headsets at first. Despite all the advances in technology, the thing that really sparks sales of gaming hardware is excitement over new versions of the most popular games. It seems that Oculus and Morpheus will launch with few such titles available. Yoshida says he expects to eventually see versions of popular console games for virtual reality. He also argues that they’re not needed to draw people to the technology: New game formats and such things as travel experiences will prove just as tempting to potential users.
“These things will appeal to many different kinds of audiences,” he says. “The potential is much broader than the current console games.” 

Will Gamers Pay Three Times the Price for a Fancier Xbox Controller?

It's a lot to pay $150 for a game controller that can kill virtual aliens a few milliseconds faster. The Xbox Elite, announced last week at the E3 video game conference in Los Angeles, costs about three times as much as a standard controller—or nearly half the price of the Xbox One console itself, which comes bundled with a regular game pad.


At first glance, Microsoft's pricing strategy here seems hopelessly out of whack with what consumers are willing to pay. The $150 device, which comes out in October, has a “diamond rubber grip,” customizable buttons on the back, and levers and joysticks you can swap out. Oh, and a carrying case. But it looks pretty similar to its cheaper predecessor.

Serious gamers, who raved about the controller at E3, were able to look past the resemblance. The seemingly small changes make a big difference to players who spend hours a day mastering Call of Duty and Halo. By creating a product with premium materials and advanced features, Microsoft is trying to tap into a small segment of the gaming community that's willing to spend big on tools that might give them an edge on the digital battlefield.

This high-end niche hasn't really existed on consoles before. North American console gamers will spend more than $450 million in 2015 on game controllers, mostly for the standard fare, according to an estimate from research firm IDC. But PC gamers have shown a willingness for years to spend absurd amounts of money for mechanical keyboards and weighted mice.

With the Xbox Elite, Microsoft is trying to create a premium market among console gamers similar to the one that exists among PC obsessives. “They're going for a very specific audience that's relatively price insensitive as long as the quality is there,” says Lewis Ward, director of games research at IDC. “Think of it as the Maserati of standard game controllers.” About 20 percent of gamers are designated “hardcore,” meaning they spend at least 15 hours a week playing fast twitch games, according to Ward. They account for a higher percentage of revenue for game accessories because they demand the latest and best for any advantage they think they can get.

The new controller from Microsoft, which also works on Windows PCs, is the first attempt in this generation of consoles to sell add-on hardware to a premium class of gamers, Ward says. Past consoles have tried, usually unsuccessfully, to sell niche accessories. These were often specialized peripherals that only worked with a handful of games, such as plastic golf clubs, steering wheels, arcade-style joysticks, and a $200 contraption for the original Xbox that contained about 40 buttons, two joysticks and three foot pedals to simulate piloting a mech. Microsoft's Xbox Elite isn't going after the cheap add-on crowd. “I don't think they're going to sell a ton at the end of the day, but I don't think it's a bad bet overall,” says Ward.

Console owners are the frugal, sensible constituency in the $20 billion games industry compared with the excess in the world of PC gaming. If you want to be a real PC gamer, the first thing you'll need is a computer. But not just any machine will do. Hardcore gamers typically shop at custom builders like Falcon Northwest, which specializes in machines that allow their customers to specify everything from $1,000 paint jobs to the color of the fluid in their liquid cooling system. A Mach V rig with some top components can easily run more than $10,000. Throw in a high-end monitor or two—as any real gamer would—and you're looking at the price of a brand new Kia Rio.

In the high-end computer accessories department, a Mad Catz R.A.T. 9 gaming mouse, which its manufacturer claims will give a 1 millisecond response time, will set you back $134, if you opt for the glossy paint job. The S.T.R.I.K.E. 7 customizable keyboard costs $252. There are even specialized computer desks designed for gamers. The Volair Sim Universal Flight or Racing Simulation Cockpit Chassis costs $660.

After looking at the premium market for PC game accessories, the Xbox Elite game pad might seem like a bargain. But as I've learned from testing high-end game equipment, none of the customizable buttons and millisecond-saving mechanisms has ever saved me from a rifle butt to the back of the head in Halo.

Apple Watch’s New Band to Increase Battery Life

So now that we’re certain all of us has our handy Apple Watch, we’re left no solace as the darn thing dies right before you send your boss that career-saving memo. D’oh!


No worries. Apple is releasing an Apple Watch “Reserve Strap” in November to extend by life by thirty hours. Huzzah!

WHY WE SHOULD LIKE THIS

This will free Apple Watch users from the potential woes of over-charging their watches overnight. Yes, it’s true, if you leave an electronic device plugged in for long periods of time after it’s already at full power, you will eventually reduce the battery’s total energy capacity, causing it to die younger, and younger, until finally when you press that power button it will only yawn, and blink and die again.

HOW THE BAND’S DESIGN CAME TO BE

But anyway the Reserve Strap’s been through two major redesigns since its debut in early March. Its developers, Lane Musgrave and John Arrow have worked day and night to achieve that chic look and extravagant functionality.

The final look is 25mm wide, 3-9mm thick, with a total weight of 65 grams. Initially designed to be made of rubber and metal combined into some synthetic Thermoset Elastomer Silicone band that would have been “as resistant to water as the Apple Watch,” it has since evolved into more practical forms.

WHEN YOU CAN ACQUIRE THE BAND

Set for shipment on November 3, 2015, Apple informs us that this strap could assuage users’ mulling over whether or not their Apple Watch could even make it through a full day alive. The new strap is in full compliance with Apple’s original band design guidelines for the wearable. The specs intimate that if the band and watch are both drained, the two can stay together and be charged simultaneously à la micro USB.

HOW IT WORKS

To begin charging simply press the power button once. The watch may be used during the charging process, which should take around 60-75 minutes. If the user leaves the strap on during use, the Apple Watch will drain the Strap’s power to keep itself at 100 percent, until the Strap dies. The LED will glow green, yellow or red depending on whether the charge is full, partial or nil, respectively.