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accelerometer posts

Filed under: Analysis / Opinion, Gaming, Software, Odds and ends, Apple, iPhone, App Store, iPod touch

Diorama will tilt your mind


See, now this is the kind of game I want from my iPhone -- the accelerometer isn't just a gimmick thrown in with the gameplay, it's the actual premise of the game. Diorama is a weird little Marble Madness-style maze game, but the catch here is that instead of just tilting the accelerometer to move the ball (which you do), the level of the game actually moves with you, so that you get a stereoscopic kind of effect, as if the stage is real inside your iPhone's screen. Tough to explain, but as soon as you see it above, you'll know what it's like. We've seen this kind of effect before in apps like MotionX's Dice roller, but in this case, it's actually part of the game -- you can only find the paths to take around the stages by actually tilting the device. And for extra 3D viewing, there's an actual 3D mode, so if you happen to have red and cyan glasses around, you can switch on the mode for anaglyphic 3D.

The app is the first iPhone release from a company called Drömsynt, and though the initial reports on iTunes say the game is pretty tough (it is a pain navigating the quickly-moving ball around those pathways), for just 99 cents, it's definitely worth downloading, if only to see how it works. So many apps just throw in a few iPhone-specific features as afterthoughts, but it's refreshing to see a game like this (or like Zen Bound, which really depends on the multitouch screen) rely on the originality of the hardware itself.

Filed under: Analysis / Opinion, Gaming, Hardware, Software, Odds and ends, Developer, iPhone, SDK, iPod touch

The Wolfenstick app can send and recieve data through the iPhone audio port


This is interesting -- Alex Winston, Ltd. has come up with what they call the Wolfenstick, a little iPhone app that can control Wolfenstein 3D Classic with a second iPhone through the audio port. Obviously this isn't a very practical setup, as buying a second iPhone just to control games on the first one probably isn't in anyone's interest. But it does open up a whole slew of possibilities for how a connection like this might be used -- as you can see in the video above, not only are controls and the accelerometer able to be transferred, but even game and app information can be sent across the cable.

Of course, the 3.0 update casts a nice large shadow across ideas like this -- we know for sure that there will be more hooks for accessories to work with apps on the iPhone, so having to go through the audio port may end up being more of a novelty, as it'll likely be much easier to go through the connector on the bottom of the iPhone. But if you want to play while the unit is charging (or just want to connect two iPhones with nothing more than an audio cable), there's definitely some promise here.

Filed under: Gaming, Software, Developer, iPhone, App Store, iPod touch

Raging Thunder in the App Store


We've come full circle on the Thunder that Rages -- after first releasing their game on a jailbroken iPhone, and then switching off to do a Crash Kart game, developer Polarbit has now brought it out onto the official store for release. It rings in at a relatively pricey $7.99, but it does look terrific with a little physics built in and (and here's the kicker) features WiFi multiplayer (Polarbit said they were working on it in our interview with them a while back). Multiplayer is one place that iPhone games haven't quite reached their potential yet, and if Raging Thunder delivers as nice a multiplayer experience as it claims to, it's worth the price of admission.

Once again, this is a title that could definitely use a demo, but if you're already sold, you know the drill: hit up the App Store, download away, and use the accelerometer to race off into the Raging Thunder.

Filed under: Analysis / Opinion, iPod Family, iTunes, Apple

Jobs unveils new iPod nano at "Let's Rock"

The rumors were true on this one, too -- there's a new iPod nano in town, and it's sporting that long, thin, somewhat rounded design that we've seen early on. There's a new widescreen that can be turned horizontally (thanks to a new built-in accelerometer, you can also "shake to shuffle"), and in that mode, it offers a Coverflow-style interface. Features like a stopwatch and even a Voice Recorder (with mic, presumably purchased separately) are available, and the battery life has been slightly updated: you can have 24 hours of music, or four hours of video.

The new models are available in blue, purple, orange, green, or pink, and the 8gb version is available right now at Apple stores for $149, with the 16gb version available for $199 as soon as next week. Headphones are sold separately for $29 next month, with an in-ear version available for $79, and both, we're told, include the clicker from the iPhone, where there's a small button you can click or double click to skip songs.

Stay tuned for more on the new nano later today, and keep with the TUAW liveblog of Apple's Let's Rock event for more new products and news.

Filed under: Analysis / Opinion, Gaming, Developer, iPhone, App Store

Tap Tap Revolution to be sold by Tapulous, called Tap Tap Revenge


Nate True, iPhone developer extraordinaire and friend of TUAW (but who isn't, really), has sold off his Tap Tap Revolution game to a company called Tapulous, and they're renaming it Tap Tap Revenge and are going to try selling it in the iPhone's (and iPod touch's) App Store. The game isn't much tweaked from its jailbroken incarnation, but there is a chaotic two-player mode, seen above, that could be a lot of fun. I've never played the original version, so I have no idea what's up with the shaking, but it looks like it incorporates some accelerometer fun as well.

If you're a super TTR fan, Tapulous tells us that they've got a wallpaper to download on their site right now, and that more videos will be coming out over the weekend, so stay tuned. All these games are looking terrific, but of course the one thing we haven't heard confirmed from any of them is when and if they'll be showing up on the App Store. That, it seems, is up to Apple. It doesn't matter how many games you've got ready to go -- if Apple doesn't have them set for download right away, both the devs and iPhone owners will miss a nice opportunity.

Filed under: Analysis / Opinion, Gaming, Software, iTunes, Apple, iPhone

Trism matches the iPhone's accelerometer with puzzle gameplay


One more reason why we can't wait for the iPhone SDK to drop. GameSetWatch has a short interview up with developer Steve D of Demiforce about his new iPhone game, Trism. It's a Bejeweled-like gem matching puzzle game, but the twist is that after getting matched, the gems fall in the direction that the iPhone's accelerometer tells them to fall. It's wild stuff, and you can see it clearly in the video above.

He's playing the game on a jailbroken iPhone, but it's still a work in progress, so the game isn't available to the public yet. Depending on the terms of the iPhone SDK, he's looking at porting it over to that and releasing it via whatever distribution system Apple comes up with. And he cooked this thing up in about ten days (he wanted to rush it to show it off at GDC last week), so if Apple is able to include smaller developers like Steve in their SDK setup, we'll see some terrific software come off the line in no time at all.

Filed under: Humor, iPod Family, Odds and ends, iPhone

Kottke: iPhone, Wiimote, Newborn accelerometer smackdown

Babies. Wiimotes. iPhones. Sure, they're all cute but how do they perform in an intense gadget-to-gadget comparison for the best accelerometer? Last month, Jason Kotkke put them to the test. The iPhone was the first to fail. A slow or oddly-angled landscape-to-portrait reorientation was enough to throw its accelerometer out of the running. That left the Wiiremote-Baby smackdown. Sure, the Wiimote showed great flexibility registering tiny movements but it lost out to the baby's Moro reflex, the bit where babies who think they are falling throw out their arms to the side. The baby won on both cuteness and fussy startle reaction.

[Via Digg]

Filed under: Multimedia, Hacks, How-tos, Developer, iPhone

Playing with the iPhone's accelerometer



Yesterday, we saw what Medallia was doing with touchscreens a few months ago, and today, we've got hot off the press news about what they're up to with the iPhone's accelerometer. Erling has found a way to pull the raw data off of the iPhone's LIS302DL, a 3-axis accelerometer that's currently used for noting when you're looking at Safari vertically or horizontally. A few hackers, like the folks behind Tilt, have been able to catch the iPhone noting the change itself, but this is the first time, I believe, that we're seeing live data come right off of the unit at a high sampling rate, enabling Erling to pull off the magic seen above.

And the best part: source code is up on the site. iPhone programmers, start your engines-- we've got a whole new interface to work with.

[ via Waxy ]

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