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Posts in category Apple / Mac / iOS

OmniGraffle Stencil for Amazon Web Services (AWS)

Oct17th
2012
avatar Written by Rob

So I got annoyed at the available AWS Stencils on Graffletopia. Like many other stencils they end up being an image embedded inside a shape. For the most part this is OK: the shapes scale reasonably nicely. There is some occasional stretching if you want to try a different aspect ratio, but it works.

The problem comes when you try to snap objects to it with magnets or edit the shapes in any way. You realise its just a square box with an image inside. You can’t remove elements, change colours or manipulate it in any way.

Additionally, the existing set didn’t have any labels so you would need to check regularly as to what they all were.

So I set out to see if I couldn’t create better shapes from the Amazon’s original vector icons.

My results are linked at the bottom and are going up on Graffletopia shortly.

To make this I used the following process:

  1. Download and unzip the EPS/SVG package available here.
  2. Using Terminal, change to the downloaded directory, and then to the subdirectory eps_v1.4.
  3. Convert the EPS files to PDF using pstopdf:
    Shell
    1
    2
    $ mkdir pdf
    $ for i in *.eps; do pstopdf "$i" -o "pdf/$i.pdf"; done
  4. The PDF files will now be available in the pdf subdirectory.
  5. In OmniGraffle, touch the cog at the top of the Stencil window and select New Stencil.
  6. Now, if you drag the converted PDF files to the OmniGraffle icon in your dock it will create a new graffle document (called Untitled) with the PDF contents converted to shapes.
  7. Don’t just drag the pdf files directly into your graffle documents, this will just add the PDF’s preview image (a PNG) to your document.

Note: I did try the Visio stencils first thinking that might be easier but OmniGraffle Pro 5.4.2 (v139.16) did not like them at all.

Anyway, the resulting stencils are available here. To use, extract the zip file and drag the AWS folder into Library/Application Support/The Omni Group/OmniGraffle/Stencils/.

-Rob

aws, omnigraffle

jubeat plus / jukebeat: An iOS Game Review

Oct17th
2012
avatar Written by Rob

Photo: Stéfan

Let’s get it out-of-the-way up front: I like arcades. So much so that I spent a good chunk of time in my not-so-recent (May 2012) trip to Japan in their arcades (Taito Stations, Game Stations, etc) throwing 100円 coins in pachinko, slots and UFO machines (or skill testers as they are more commonly referred to here). There is a huge variety of video games available in a Japanese arcade that you could easily blow your large chunks of your travel budget there, unlike the typical fare in the Australian equivalents.

But I digress; while there are many posts that could be written on the Japanese arcade, this one is about my favourite of them: Konami’s Jubeat machines (the Engrish on that site is great).

While I initially avoided them due to lack of familiarity I did eventually give them a go in Kyoto at an arcade on Kawaramachi-dori. And I was hooked, first go. It’s a simple concept, like Guitar Hero and its cohorts: tap the squares in time with the music.

Unlike Guitar Hero et al, Jubeat’s main screen is actually inside the squares themselves. A 4×4 grid of plastic squares contain the displays that prompt your interaction; the squares light up in sequence and you hit them at the appropriate time, in harmony with the music, to score points.

Anyway, while attempting to find an iOS game that might replicate the functionality of the original game I discovered that KONAMI had released the original game to the app store as jukebeat (Australian/US Store) or jubeat plus (Japanese iTunes Store link). Imagine my surprise! An opportunity to throw hours at the game that capitivated me in Japan without the need to feed the machine 100円 coins.

jubeat copious. Source: Wikimedia Commons

I installed the original Japanese version of the game (as that is the one I fell for, after all; but a Japanese iTunes account is required) but a few minutes with the jukebeat game from the Australian stores suggests they are the same, aside from the available music. The game itself is free. Konami charges for additional music tracks available via in-app purchase, should you wish to progress beyond the three bundled songs.

Each track has three levels available: a Basic level for beginner and intermediate players, an Advanced level, and an Extreme level for those who consider themselves insane. Naturally the levels are arranged in order of difficultly from 1-10, with your typical Basic level running 1-5, Advanced 5-8 and Extreme 7-10.

Playing the game by yourself can be quite amusing, hit the Single button to start a song on your own and attempt to beat your own score. Your performance is ranked a Failure (D and below), or Clear (C, B, A, S, SS and SSS). Hitting every square at the right time during the song will net you a Full Combo.

The difficulty curve is quite decent, though some games of the same level vary in difficulty; presumably that comes down to your playing style. It is pretty simple to learn to play though, and quite hard to master.

The music choice is varied. Interestingly, a decent chunk of the Japanese music is available via in-app purchase in the Australian/US version but not vice-versa. The majority of the music available is stuff that KONAMI has created themselves – either as originals for the game (KONAMI or copious packs) or from other games they have created. There’s a few packs in there from pop/rock/oldies though so it mixes it up reasonably well.

Additionally, you can host and join games (much like the original jubeat machines which are networked) over the local network and bluetooth (I was unable to find anyone willing to subject themselves to humiliating defeat in a match against me); just pick your song and host a game. Likewise Game Centre is built in, its depressing looking at the leader boards though.

But the proof is in the pudding: I’ve spent about ~40 hours playing since I rediscovered it a few weeks back. It is rather addictive; the innocent thought “one more go” common among the pounding of the iOS device screen. Speaking of, I’ve found it easier to play on my iPad than my iPhone (Giraffe Phone or otherwise) as you can use full hands and many fingers to play. My iPad has so far survived several dozen drummings without being worse for wear; but gentle players need not hammer the screen at all, just press carefully.

My advice: give it a go. It’s great fun and can be quite addictive. And if you’re after a challenge on a real jubeat machine, the old Hollywood Karaoke building on Bourke St in the Melbourne CBD (next to Hungry Jacks) has an arcade with two Jubeat machines. Be ready to take a pocket of shiny gold coins though: $1 will buy you four songs.

-Rob

 

PS. For fun, here’s someone attempting one of the bundled songs (Japanese version) on Extreme:

App Review    iOS, iPad, iPhone, japan, jubeat

iOS 6 Maps: EVERYBODY PANIC!

Jun13th
2012
avatar Written by Rob

So I came across this post and call to action by Walk Score. READ MORE »

iOS 6: Observations, Thoughts and Predictions

Jun12th
2012
avatar Written by Rob

So today has been a busy day.

I awoke at 2:45 to plug my headphones into the iPod nano strapped to my wrist, flung on the radio and tuned into the MacTalk Podcast live coverage of the World Wide Developer Conference 2012 Keynote. For the uninitiated, the keynote is Apple’s main recurring release event and we have for the last several years been treated to new features and a look at upcoming operating systems from the folks in Cupertino.
READ MORE »

iOS, iPad, iPhone, WWDC

Flash a Common Way to Build Smartphone Apps?

May13th
2010
avatar Written by Rob

Yet another article from the mainstream media that believes Adobe’s PR drivel.

From Adobe’s row with Apple over Flash technology escalates:

But Flash is commonly used to build smartphone apps. As a result, developers commonly used automatic translation tools – some built by Adobe – to convert Flash code to run on Apple gadgets.

Who sees two problems with this one?

Problem the first: No smartphone platform supports the full Flash. Adobe have said that Android will support it later this year. This is the third time they’ve promised a release, we’ll see if this one slips too.

Problem the second: By Adobe’s admission there were maybe 100 apps in the App Store that were built in Flash and compiled into binaries compatible with the App Store guidelines. 100 apps from dozens of developers.

Contrast that with the 198,355 apps from 38,928 developers (from 148apps.biz). 0.05% hardly counts as common.

Sigh.
-bok

apple, flash, iphone os, mainstream media
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