New MapQuest Mobile adds landmarks to its directions

/* Posted January 31st, 2012 at 9:38pm [Comments: none]    */
/* Filed under Web    */

Remember MapQuest? You know, it was everyone’s Google Maps before Google had ever invented Google Maps?

Well, now’s your chance to get reacquainted, as MapQuest has recently launched a brand-new HTML5
mobile browser experience for iPhones and
Android devices. With its more intuitive navigation and new features, the updated mobile site might just push MapQuest back into the realm of relevance.

So why would you want to use this revamped MapQuest rather than Google Maps? For one, when you get directions using MapQuest, the site gives you landmarks in addition to street names and numbers. For instance, it’ll tell you that “Bangkok Noodles is on the right” and “if you reach Cyril Magnin Street, you’ve gone a little too far.” This is a huge feature that I had been hoping Google Maps would implement for a long time.

(Credit:
MapQuest)

Also, the new mobile site makes it easier than ever to find hotels, food, gas stations, and more, since all of the search options are presented right at the bottom of the main interface. Tap a category and you can get ratings and reviews for restaurants and hotels or gas prices for stations in your area.

One other feature I like is the ability to choose your own “you are here” icon. It’s not all that useful, but it does add to the overall experience.

(Credit:
MapQuest)

While the new MapQuest mobile site doesn’t function quite as well as a native app, it’s still a remarkable improvement over its previous iteration. And since iOS users don’t have a native Google Maps app to rely on, they might want to pay extra attention.

Check out the new MapQuest mobile site now by navigating to MapQuest.com on your mobile browser.

SSX Using Unique Online Pass System

/* Posted January 31st, 2012 at 3:38pm [Comments: none]    */
/* Filed under Video Games    */

In most games, the Online Pass system blocks certain content from players who haven’t purchased the game new. Whether it’s single-player levels or online multiplayer, if you want the full experience from your used game, you’ll have to invest in an Online Pass – this is how publishers earn a few bucks on the sale of used games.

 

mfssx2

 

SSX, due for release on February 28, is trying something a little different. Even without the online pass, you’ll still be able to access every part of the game. What you won’t be able to do, however, is make in-game purchases.

Here’s an explanation:

In SSX you can compete in a game mode called Global Events. As you complete challenges in these events, you’re awarded with credits, which you can then use to purchase new gear for your character. In SSX without an Online Pass, you simply will not be able to spend your credits. However, the credits will continue to amass – as soon as you buy the Online Pass, you’ll have access to everything you’ve earned.

There’s no word on whether you actually need these item upgrades to succeed, but it certainly seems like a better way to do the Online Pass system than blocking players from certain in-game modes. Having the opportunity to play with your friends and build up a nice credit bank will likely do more to inspire you to buy an Online Pass than locking you out completely.

What do you think of the idea?

[Game Informer]

Apple updates AirPort utility and Base Station firmware

/* Posted January 31st, 2012 at 9:38am [Comments: none]    */
/* Filed under Web    */

Apple has released a couple of updates for its AirPort Utility software for OS X Lion, and also has released new firmware updates for its AirPort Base Station and Time Capsule router devices.

AirPort Utility 6.0 is available to edit and configure both AirPort Base Station, Time Capsule, and AirPort Express networking devices. Apple has updates the prior version to version 5.6 that resolves issues with accessing passwords in the system keychain, but has also released version 6.0 which implements support for configuring iCloud to remotely access mass storage attached to the AirPort and Time Capsule devices. The updates require OS X Lion version 7.5.2 or later to install.


Software Update showing AirPort Utility

AirPort Utility is available via Software Update. The firmware updates are available within AirPort Utility.

(Credit:
Screenshot by Topher Kessler)

The firmware updates are available to address problems with wireless performance, and also provide support for accessing AirPort disks and the Time Capsule storage remotely through its iCloud service. The updates require AirPort Utility 5.5.3 or later to install, and in order to set up the remote storage access features you will need AirPort Utility 6.0 or later. The update is applicable to all AirPort Express and AirPort Base Station models that support the 802.11n protocol.

The firmware update can only be installed using AirPort Utility, so if you have version 5.5.3 or later, then you can access your device within the program to update it. The updates for AirPort Utility can be downloaded via Software Update tool in the Apple menu, but can also be downloaded from the following Web pages:

AirPort Utility 5.6 for Mac OS X Lion

AirPort Utility 6.0 for Mac OS X Lion


Questions? Comments? Have a fix? Post them below or e-mail us!
Be sure to check us out on Twitter and the CNET Mac forums.

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SQL Server 2012 Customers

/* Posted January 31st, 2012 at 3:38am [Comments: none]    */
/* Filed under SharePoint    */

The SQL Server team blog has posted recently about customers using SQL Server 2012 today. This post has five case studies of big customers who are on the early adopters programs for SQL Server, putting to use the new features of SQL Server 2012.

PowerDVD 12 wants to control all your media

/* Posted January 30th, 2012 at 9:38pm [Comments: none]    */
/* Filed under Web    */

(Credit:
CyberLink)

CyberLink, maker of some of the most popular multimedia software titles for Windows, today released a massive update to its PowerDVD line.

PowerDVD version 12 Ultra brings with it increased 3D support and improved playback controls. At the same time, it switches its game up by offering tools for organizing and managing all of your media. Now you can use your desktop PC as a server for all of your content (regardless of type), and with PowerDVD Mobile 4 for Ultra, browse and play that content from any of your supported
Android devices.

PowerDVD’s bread and butter has always been its movie playback capabilities, and with version 12 that hasn’t changed. The program can still play DVDs, Blu-ray discs, and an impressive number of video file formats quite well. But now, it adds playlists, the ability to zoom in on video, and some pretty nifty 2D to 3D conversion for Blu-ray discs (glasses required).

Beyond typical movie playback functions, PowerDVD 12 comes with dramatically improved syncing and streaming. Now PowerDVD can act as a media hub for all of your media content–videos, photos, and music–and can sync across your various PC’s and Android devices. Also, you can now push media content from PowerDVD to selected devices. This means that from your desktop, you can push a video out to play on your
Android tablet and vice versa.

What’s more, PowerDVD 12 now lets you view, share, and download photos from your Facebook and Flickr albums–something I haven’t seen in any other multimedia programs. And finally, it comes with built-in access to the 7digital Music Store, which confirms my belief that CyberLink is making a run to create the iTunes for Windows and Android users.

PowerDVD 12 Ultra displaying Facebook photo albums

(Credit:
CyberLink)

At this point, it seems like CyberLink PowerDVD is quickly outgrowing its name. Sure, DVD playback has been and still is its bread and butter, but the program is obviously creeping into other territory with its integrated social media features, streaming and syncing, and its partnership with the 7digital Music Store. Whether it’s true or not, I’m all for extra features without the extra cost, and that’s exactly what this iteration of PowerDVD offers up.

If you’re looking for a premium, all-in-one media player for Windows, I highly recommend checking out PowerDVD 12 Ultra (download). It’s available now for $99.95, with Pro and Standard editions available for $79.95 and $49.95, respectively. Meanwhile, PowerDVD Mobile 4 for Ultra (download) is available for free download now in the Android Market, but you must have a license key to use.

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GameJam Wollongong 2012

/* Posted January 30th, 2012 at 9:38pm [Comments: none]    */
/* Filed under Video Games    */

 

Indie Game Development takes time. It’s a process.  Like any other creative medium you look at what you can do and you then create, tinker and work on what you have. When you’re working on a game’s design every single piece from the art to the level design to the sound effects all need to be in place. But what do you do when you don’t have that time? You make your game anyway. Ben Salter wrote a great article earlier today and in it he said that he envies those who created the game in 48 hours and I could not agree more.

 

Yes, both as a symbol of speed-based creativity and a representation of how a Uni student works when you totally forgot it was due on Monday, GameJam’s are essentially people working around the clock with little sleep and a lot of caffeine, making games to ultimately be submitted and judged worldwide. I somehow got the easy job and decided to do what I do best and write about the experience…and send almost a thousand tweets during the entire forty-eight hour period.  Some of which I was sadly absent from at times.

 

Whether you’re in a team of eight, four, two, one or something that isn’t even remotely binary. The Global Game Jam which happened over the past forty-eight hours is one of the most tiring, exciting and interesting looks into game design, creation and development I’ve ever seen. The teams working the entire time with nothing but creativity and working from one image.

 

ouroboros

 

The ever-eating snake, Ouroboros. A frightening mythological image of gluttony in an infinite loop or the inspiration for over 1500 games worldwide? The theme is often just a word, but this year it was this classical image which a lot of people took in many different ways. In previous years the theme was often just announced as a word. In 2010 the word was deception and last year it was extinction.

 

The themes are not intentionally depressing as one may think on initial inspection, but the image of Ouroboros, sparked a million ideas and this is where day one truly began. To put it in comparison with other global creative events, novelists have NaNoWriMo.  Poets have NaPoWriMo and game teams have Game Jams. It’s just shorter, tighter and a lot more well-documented. This is a 48 hour period of unbridled creativity in a team. Communication is key and after the keynote talks which included Jon Romero (Doom) and Will Wright (The Sims) creation was underway!

 

These men of inspiration talked about game creation and design and it was truly amazing seeing them helping out the future of game development. Strong designers who have made games in the past, scraping things at the eleventh hour, first-time developers who burn through the night code and design some of the coolest looking things I’ve seen. White-boards filled with dried text that shimmers in the morning sunlight while others curse and wish not to look at anything that isn’t a warm, comforting digital glow. I should also mention that the work of Rebecca Fernandez from Convict Interacive must go with large amounts of applause.  To set all of this up and to get the GameJam going was intense, but I’m getting ahead of myself. I think I need to start at the beginning.

 

gamejamdayone-5

 

Day One

I had just arrived a short time after the keynote talks and people were already in teams and ready to make some games. To set the scene there were two large rooms, screens being projected on a gigantic countdown and a constantly running livestream of international jammers. A whiteboard in the second room at the back, white board to the side in the first room and then me in the first room sitting in a corner consistently writing and tweeting my night away. We all started at 5pm and we all had two days to go before we could all properly rest.

 

The first team I saw get under way in the first room was a team closest to the door who had taken up the whiteboard and several pieces of butcher paper to scrawl incessantly on. Words had started to fly about the topic, several tabs open on their computers looking into what Ourboros really meant. I should also point out that all the computers that were being worked on were all personal laptops and PC’s brought from home, dorm rooms and borrowed from friends and relatives. No Uni computers, no sponsorships, all their own work, on their own personal computers.

 

gamejamdayone-1

 

The first team, who would later be known as Tangle, were all just random people, excluding two friends, who had just come to the GameJam in hopes of making a game. There were two coders, a sound designer, an artist, who would eventually all come together to make the game Growth in GameMaker, but we’ll get to them later.

 

The topic of Ouroboros had so much interpretation. In the corner closest to mine a strong and well-formed team known as Black Wolf Games, a team of five, had taken a quite literal approach with their game and started forming ideas for something which would eventually be known as Snake Eater. They had actually disappeared for some time to different parts of the University’s building, a three story, beautifully designed section of the University with a big open air section in the middle with couches and tables. Those couches would later be a great comfort to the more tired developers during the 40-plus hours remaining.

 

gamejamdayone-11

 

In the second room I saw a two-man team, one of them with a Chewbacca Bobble-Head blue-tacked to his monitor. A strong figure with a  big head that stood out in the sea of monitors and computer towers. This was Jarrad and Scott who would eventually make the game Toob Racer. Their first concepts I saw was a very large ring made in Maya. A constantly looping tube of many colours and a design that would make anyone with an obsession of Onion Rings smile greatly. 

 

Jarrad and Scott began to both work on the concept and the designs for what they were going to do. Their project didn’t have a name or anything critical at this point but they had the tube and it was a part of the process and that’s all that mattered. Headphones blaring metal and Chewie standing tall, Jarrad had a great sense of humour and a love for death metal, which while the game seemed simple, Jarad’s interests seem to exceed what he wanted to do in the 48 hours. I can definitely see something amazing coming from these two one day, but right now I wasn’t sure. Maybe Chewie knew better than I did.

 

gamejamdayone-4

 

Actually Chewie became a little mascot for the jam as it was stolen, returned, stolen again, put on the Facebook page of some and eventually returned. He was representation for the big-headed ideas but strong actions that these guys were about to undertake…well for me anyway. I’m sure LucasFilm would say otherwise.

 

Also in the second room was a group of four in the corner, all working on a single table and a filling a whiteboard with hundreds of ideas. Text scribbled all over the place with keywords and already scrapped ideas rubbed out by their hands as the marks on their hands proved. Their work on the game had come from a very strong image and eventually the title Ouroboros would solidify where they wanted to go. 

 

Plans were already being drawn up to make the game in Unity 3D. One of the members sneezed slightly while crafting a large circle and explaining how the snake would turn in the game and already there was something forming. Another team member grabbed the marker and began to make more lines and eventually started working on the idea of setting up blocks in a world that would eventually have the snake catching up to itself.

 

gamejamdayone-9

 

I decided to take a small break and go wandering through the hallways of the three story facility when I came across another team working on a whiteboard in the hall. The words “Arcade”, “space” and what looked like “infinity” was splashed on a white board and all of them were discussing old games such as Galaga and Space Invaders before finally agreeing together in their team of five that they should work on it a bit more.

 

Upon returning some time later, I had met up with a friend of mine, Howard, who was waiting on his brother Matt and after a short discussion I was told he needed some time to think about the game he wanted to work on and both of us being writers I understood that having someone jabber on only hinders the creative process. 

 

The game ideas, teamwork and creativity I saw on day one were a mesh of time-constraint but also how quickly people can work together when they have a deadline or time limit. The night of day one had an amazing feast where everyone got to know one another over a dinner of greasy food, soft drink and a respect for everyone’s talents. 

 

gamejamdayone-2

 

I left just shy of midnight to return for a fairly undeserved rest, I was considering the hard work that was taking place around me and was astounded that these guys had forty hours left. I had spoke to another two teams, the guys from Doppler Interactive and LimeRocket both of whom had spent most of the time crafting graphics and working on ideas. The one-man, one-woman team of Doppler Interactive was quite strict on being talked to.  The guy of the group, Josh was quite in a zone and refused to talk on camera, which I completely understood. His teammate Jess filled me in on the project as she brushed water colours on a digital canvas. They hadn’t really specified what they were making but I could see a large monocled man walking down a big road and that was good enough for me.

 

The real process with GameJam is progress. Working towards something and being set on it is incredibly difficult, especially in just 48 hours. The hardest part I think is locking down an idea as a team. A set of rules, a style, gameplay and what the game is meant to mean is fine if you’re just a one person dev team, but when you’re working together, you need to make sure everyone’s voice is heard or one or two people will probably find the work futile, even when you’re all working towards the same goal: making a game.

 

gamejamdaythree-4

 

My first seven hours whet my appetite for what would come in the remaining day and a half. I slept, not soundly, but with anticipation on what would happen on day two…

 

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Fix WordPress 3.3.1 Fatal Error: Call to undefined function is_rtl()

/* Posted January 30th, 2012 at 9:38pm [Comments: none]    */
/* Filed under General    */

If you recently upgraded to WordPress 3.3.1 like me, you may notice that you may be getting this error message below:

Fatal error: Call to undefined function is_rtl() in /home/user/public_html/wp-includes/general-template.php on line 2102

Or something similar. For me it was a pretty bad error: while the website loaded fine, I was unable to access the WordPress admin interface.

Though it seems like a problem with the WordPress core, after a bit of research I found others with the same problem and it all pointed to one plugin: Popup Domination. So if you have that plugin installed, either rename the folder or just delete it altogether and wait for an update. After deleting the folder popup-domination in my wp-content/plugins folder the problem went away.

Recap

If you encounter this error after upgrading WordPress to 3.3.1:
Fatal error: Call to undefined function is_rtl() in /home/user/public_html/wp-includes/general-template.php on line 2102

Delete or rename your popup-domination plugin folder to deactivate it.

Fanmade Zelda Trailer Channels Wind Waker

/* Posted January 30th, 2012 at 3:38pm [Comments: none]    */
/* Filed under Video Games    */

Animator Joel Furtado released a fake trailer Sunday showing off his gorgeous depiction of a potential new Zelda game.

Though “The Legend of Zelda: The Lost Oracle” will likely never be much more than a trailer, its Wind Waker-inspired visuals look like a watercolor painting brought to life, the type of game most Zelda fans would love to play.

Or, as one YouTube commenter writes: “I? KEEP THROWING MY MONEY AT THE MONITOR!! NOTHING IS HAPPENING!!”

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Yahoo cleaning house, kills a bunch of mobile apps

/* Posted January 30th, 2012 at 9:38am [Comments: none]    */
/* Filed under Web    */

Yahoo Meme for iPhone has been discontinued.

Yahoo Meme for iPhone has been discontinued.

(Credit:
Yahoo)

Online giant Yahoo has killed a host of mobile applications.

The company said on Friday that it has discontinued Yahoo Meme for the iPhone and iPad, Yahoo News for
Android, and Yahoo Finance for RIM’s BlackBerry operating system, among others. The company said that its decision was a response to the rapidly changing mobile market, and the fact that some of its applications just weren’t cutting it.

“Our plan is to keep moving, to keep innovating, and to continuously measure and scrutinize what’s working and what isn’t–so we can make room for great new products,” the company wrote in a blog post on Friday. “In that spirit, today we’re decommissioning several of our current mobile apps.”

Yahoo doesn’t plan to turn its back on mobile applications, though. The company said that this year, it will have a “mobile first” mindset, and plans to launch several new applications, “such as companion experiences for TV like IntoNow, new ways to experience personalized media like Livestand, and some of our most popular and useful mobile apps like Yahoo! Mail, Messenger, Sportacular, and Flickr.”

Yahoo has been going through a difficult period over the last several months. Since firing its former CEO Carol Bartz in September, the company’s board has been fielding buyout and investment bids from a host of companies. Earlier this month, Yahoo finally hired new CEO Scott Thompson. Now, it’s believed Yahoo is trying to unload its Asian assets to raise cash and turn away would-be investors.

Whether or not Thompson was behind the decision to discontinue Yahoo’s apps or if the move was put into motion before he entered the C-suite is unknown. However, after being hired, he did say that appealing to mobile users will be a key ingredient in his plans for Yahoo’s future.

“Mobile is a wave that is bigger than people even imagine it to be,” Thompson said earlier this month. “How people interact online has changed. Devices take all shapes and sizes. You’d better have a great experience on any device the customer has.”

Here’s the full list of applications Yahoo has discontinued:

  • Yahoo! Meme (iPad and
    iPhone)
  • Yahoo! Mim (iPad)
  • Yahoo! Answers (Android)
  • Yahoo! AppSpot (Android and iPhone)
  • Yahoo! Deals (iPhone)
  • Yahoo! Finance (BlackBerry)
  • Yahoo! Movies (Android)
  • Yahoo! News (Android)
  • Yahoo! Shopping (iPhone)
  • Yahoo! Sketch-a-Search (iPad and iPhone)

Dangerous Soul Calibur V Advert

/* Posted January 30th, 2012 at 3:38am [Comments: none]    */
/* Filed under Video Games    */

Remember this extremely naughty and revealing picture seen in a magazine advertising Soul Calibur V? Well if not (or even if so), here it is.

 

 

soul130big

 

It’s a busty close up of a scantily clad Ivy, for those afraid to click the link at work. Well, now someone has spotted another naughty advertisement, this time advertising the rear, in as just an upfront and careless fashion.

Is this enough to make you buy it? Most likely not, but no doubt there is at least one guy out there who’ll be running to the shop after seeing those pictures pop up in his magazine. Ivy has always dressed scantily, but these carefully drawn pictures really kick things up a notch. How much can they
get away with?

Anyway, sexy and cheap advertising aside, the highly anticipated game will be fighting it’s way into hands February 2nd.  Are you going to be picking it up?

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