20 July 2009

Less Flash!

I’d been using Click to Flash for some time, but didn’t realize there has been a lot of improvement (I think I had version 1.0, and it’s now up to 1.4.2).

Click To Flash is a simple plug-in for Safari that handles all Flash content — by not playing it until you click. This means you can visit web sites without running a handful of programs masquerading as ads. The problem is that many (if not most) Flash apps are extremely greedy in their use of the processor. This means the computer heats up, which means the fan runs louder. In fact, Elise’s machine appears to heat up to the point that it abruptly shuts down to prevent damage. And if you’re running on batteries, you run down the charge faster. Click To Flash simply shows the word “Flash” instead of running the app.

But what if you want to actually play a Flash game? That’s where the “Click to” comes in. Click on the blocked Flash content and it loads and runs.

Like I said, I had an older version that was functional, but doesn’t offer the ease of use for white listing sites, or a number of tweaks (such as using H.264 video on YouTube). I don’t know how I missed the update. You shouldn’t.

06 July 2009

The Intention-Behavior Gap

I remember telling my friend Al Tommervik I had a great idea for a game, and him replying that he didn’t want to hear it, otherwise I’d be less likely to complete it. (This was a long time ago, but I’m pretty sure the game was one I did end up completing perhaps 10 years later: King of Dragon Pass.)

I’ve always appreciated that advice, and it’s one reason I don’t talk a whole lot about software I have in development. I just learned that there’s research that shows that people who don’t announce their goals are more likely to achieve them. According to an abstract of four recent studies, “intentions that had been noticed by other people were translated into action less intensively than those that had been ignored.”

So unless something is imminent, I won’t be mentioning it here, as fun as it might be.

01 July 2009

iPhone App Store

Digging through some old notes, I found this link:

According to Anita Hamilton in Time, Apple’s upcoming App Store will be “anything but a bargain.”

She wrote that in July 2008, and since then the App Store has obviously turned out to be an amazing bargain. Seems like almost all apps are $0.99 or free, which is kind of a shame (since I’d like to sell apps). I’m still hoping Apple figures out a way that premium games can sell for a premium price. Right now there’s no differentiation in the App Store. I do see a few of the top 100 paid apps at $4.99 or higher, but most of those are associated with an existing brand (Sims 3, Tiger Woods, Tetris). Games that sell for $19.99 on Windows or Mac are just $0.99 on iPhone (Sally’s Salon).

As others have written, it’s because the easiest way to market on the App Store is to price yourself less than others. I’m not a marketer, but it seems like this is exactly the opposite of the way Apple operates. They sell better than average products for a price that reflects their value.

30 June 2009

HeroQuest 2nd Edition Now Shipping!

HeroQuest Core Rules are now available for sale as a physical book or PDF! We were able to clean up a few production problems that were in the Tentacles prerelease, so this is the best edition ever. If you’re at all interested in roleplaying games, check it out! “Anything you can imagine, you can play…”

29 June 2009

iPhone 3GS

As I hinted before, I upgraded my original iPhone to an iPhone 3Gs. Apple made it real convenient, shipping it to arrive on the day of release, so I didn’t have to wait in line like 2 years ago.

Since I’d already upgraded the software to 3.0, some of the changes weren’t quite as dramatic as they might have been (frex I already had Spotlight search). But overall, I’m pleased with the new phone.

Although some people said the 3G was too slippery, I haven’t yet found it that way, and I’m still carrying it with no case. The curved back definitely feels different in my pocket though.

The oleophobic screen really does seem to make a difference — it gets less dirty and is easier to clean.

One unexpected plus is the new earbud remote. It’s now possible to change volume without pulling out the phone. (It had already been easy, since the volume button is easily located by feel.) Also, you can start music just from the remote — with my old iPhone, I had to first wake the device.

Speaking of volume, this phone is a lot louder than the 2007 model.

The GPS and compass are nice, though their accuracy doesn’t seem quite as great as I had expected. While sometimes I’ve seen it accurately track me as I walked down a sidewalk, it put me on the opposite corner of a downtown intersection.

Web browsing is a lot faster. It’s harder to tell the difference with other applications, though one that always crashed (Glyder) no longer does — presumably the extra RAM makes a difference here.

So far, I’ve gotten a 3G signal almost all the time. It took over a week before I saw my first EDGE symbol.

I have had some problems with it attaching to my AirPort — when it wakes it sees the base station, but doesn’t use it. (After a few minutes it does, and I’ve got an open bug with Apple I need to gather more data for.)

Basically, it’s an incremental improvement over the original. And for me, enough of an improvement to be worth it.

I’m not pleased that AT&T is going to charge me more for 3G, and that the basic plan no longer includes text messages.

28 June 2009

Review of Opal

Nicely detailed review of my Opal outliner at The Mac OS X Guru. He concludes, “It is fast, extremely responsive and very intuitive.”

Xcode comments

I knew that if you specified certain strings in comments, Xcode would put an entry in the function popup. But I just discovered there were some I didn't know about. Here’s the ones I now know of:

// TODO:


// FIXME:


// ???:


// !!!:

// MARK: