NOAA Hi-Def Radar review

NOAA Hi-Def RadarNOAA Hi-Def Radar is an iOS and Android app from WeatherSphere. It’s available now for $1.99 on the App Store and Google Play and carries no additional in-app purchases.

A lot of people don’t care about detailed reports and long-term forecasts when they’re curious about the weather. Sometimes, all someone wants to do is take a look at the radar, see what’s in their area, and know what’s coming their way. There are numerous perks of using the visual aid of a radar over written forecasts, and now mobile users are in for a treat with the detailed options available in WeatherSphere’s NOAA Hi-Def Radar.

When NOAA Hi-Def Radar is first opened, users are given a look of the U.S. From there, they can zoom in and out of any location they choose, though service cuts off outside North America. By default, the map shows off current rain and snow, along with severe storm and flood warnings. The radar displays the past hour of weather, allowing users to get a good idea on how storm fronts are moving. Users can pause the radar if they’d like, and they can view a static image of activity of any point in the past hour.

Users who want to monitor multiple cities or locations can easily set bookmarked locations by typing in an address or finding the location on the map. The may also comes with three different views: Road, Satellite, and Hybrid. The road map is what looks best for weather purposes, but the satellite and hybrid maps will be useful for users who want a more realistic look at a specific area. None of these views change the actual function of the radar, however. Those looking to add or remove features will have a ton of options available.NOAA Hi-Def Radar screenshot

There are a ton of customization options available in NOAA Hi-Def Radar, and it would take far too long to list them all. One of the most in-depth menus is the layers list. There are only a few layers turned on by default, such as the NOAA Base Radar and NOAA Warning Boxes. Users who desire more information can show features like cloud cover, recent lightning strikes, hurricane forecasts, and a drought map for the U.S. The expansive layers menu can also adjust the interval of the radar, allowing for a more precise or a broader look at recent weather patterns. Finally, users are also given the option to save and share screenshots of areas they want to show off to others on social media and email. (more…)

DeNA announces G.I. Joe: Battleground and Dungeons & Dragons Arena of War for iOS and Android

GI Joe Battleground Dungeons and Dragons Arena of WarJapanese mobile-social gaming mammoth DeNA today announced two more games — G.I. Joe: Battleground and Dungeons & Dragons Arena of War — from its existing partnership with toy and board game company Hasbro.

After landing a three-year licensing deal with Hasbro for the Transformers franchise, the first game from DeNA and Hasbro was Transforms Legends (originally announced as Transformers Battle) for iOS and Android, a card battle game developed ngmoco (review).

Starting with G.I. Joe: Battleground for iOS and Android, producer of the game David Phan describes the title to Inside Mobile Apps as an adventure RPG where players build a team with Joe heroes, Cobra villans, or both. Users are tasked with completing missions, collecting new members (in the form of cards with an action figure as the visual), and upgrading characters’ skills. Like other DeNA games before it, G.I. Joe features special missions, raid bosses, and player vs. player events, which have been extremely successful for other DeNA titles including card battler Blood Brothers.

“We have the opportunity to make the first mobile game for G.I. Joe not based on a movie, but based on the cartoon series and comic books,” Phan says.

Gameplay unfolds in an asynchronous manner, where combat is automated either in player vs. enemy or PvP (one-on-one only), relying on the statistics and skills from a user’s team of three or five characters to determine the outcome. (more…)

Inside Social Apps profile: DeNA’s Doug Scott

Doug Scott headshotEditor’s Note: Doug Scott is vice president of marketing and revenue at Japanese mobile-social gaming company DeNA. For a taste of what will be discussed at the “Platform Opportunities for Social Apps” session at Inside Network’s Inside Social Apps conference June 6 to 7, Doug answered a couple questions regarding the prospects of current mobile app platforms.

Inside Mobile Apps: Now that Google I/O just concluded, where do you see the Android platform for mobile development in the future?

Doug Scott: We have found Android to be a great development platform for several years now but the announcements at Google I/O take it to another level. By focusing on features to enhance gameplay and support game developers further, I look at this as a watershed moment for mobile gaming. This will certainly encourage more game developers to embrace Android and will allow developers of platforms such as Mobage to focus on even deeper, richer tools and communities for developers on top of these features. It is a testament to the power of gaming as the most engaging activity on these platforms.

IMA: Is there a difference between the iOS and Android platforms in terms of monetization for DeNA?

Scott: There can be differences between the platforms depending on the product but we have found that it’s possible to monetize extremely well on both Android and iOS. Without question, great businesses can be built on both platforms.

DeNA partners with Peter Molyneux’s 22cans for Godus

DeNA 22cans logosJapanese mobile-social gaming giant DeNA and 22cans today announced a partnership to publish Godus, a God game from game studio 22cans.

22cans, which is led by game industry veteran Peter Molyneux, chose to partner with the Tokyo-headquartered DeNA to distribute and market Godus when it launches for Android and iOS. No official release date was revealed. The game will also utilize DeNA’s mobile social-gaming platform for western territories, Japan and Korea.

“We have huge respect for DeNA’s successes in mobile gaming,” said Peter Molyneux, founder of 22cans, in a statement. “By fusing their expertise and experience with our passion and dedication, we are going to make Godus a truly groundbreaking reinvention of the god game genre. As a global leader in developing and publishing mobile games, DeNA is the ideal partner for us to collaborate with on the launch of Godus. Their breadth of expertise working with second and third-party game developers is invaluable as we prepare for the release of Godus on mobile devices.”

Godus is God game in the same vein as Black and White, where in it the user is a God, able to wield divine powers over their devoted followers. The game starts off at the beginning of civilization, and as the user advances, the people in the game will grant the user belief. With this belief, users can create entire lands and shape them in their own vision. Also, there are other worlds and rival Gods to face and challenge via multiplayer. As a God, a user can unleash earthquakes, volcanoes, or tondos upon opponents, as well as deploy armies of their followers into battle.

“One of my first jobs in the video game industry was working on the quality assurance team for Peter’s Populous 2,” said Clive Downie, CEO of DeNAWest, in a statement. “That title and its predecessor set the tone for a whole new generation of games. Fast forward to 2013, and it’s an honor to have the opportunity to work with Peter again on the launch of Godus. Our team is looking forward to working with 22cans on a game that we know will set a new standard for the mobile generation.”

Hangouts review

hangoutsHangouts is an Android and iOS app from Google. It’s now available on Google Play and the App Store and carries no additional in-app purchases.

Google’s new Hangouts app is the next evolution of their Talk app. When first downloading Hangouts, Google informs the user that this new program will replace Talk. Users who frequently use Talk may be a bit hesitant to make the switch, but once they download and start using Hangouts, it becomes obvious that it is more than just a new version of Talk. Instead, Hangouts combines the simplicity of Talk with the level of interaction Google has been growing within Google+ Hangouts.

When first opening Hangouts, users may be prompted to sign in if they are not already. Once they have logged on, users are greeted to a screen that shows off their most frequently contacted friends on Google+, along with their entire list of contacts (both from Google+ and imported from mobile devices). Users can interact with any of their contacts by pressing their name on the list, or by using the search bar. The search bar can find current contacts via name, email, or number, and can add new contacts in the same way. Users can also connect with entire circles at once, but are not able to edit circles directly from the Hangouts app.

hangouts1Once contacts and circles are selected, users are given two options: “Message” and “video call.” Messaging works just like Google Talk’s instant messaging. Two Google users can send text-based messages to each other over the Hangouts app and in a web browser. Communication between the app and browsers is nearly flawless. The only noticeable issue with messaging is how the emoticons in Hangouts will often not load for users in a web browser. Most users won’t find this to be a problem, but those who rely on heavy use of emoticons may be somewhat disappointed. (more…)

Google I/O: Here’s how to make money on Google Play; IAP revenues up 700 percent Y-o-Y

android-logo-250-250At a Google I/O session today covering monetization in Google Play, Ibrahim Elbouchikhi, Google Play product manager for commerce and monetization, revealed that in-app revenues increased 700 percent year-over-year from May 2012 to April 2013.

Elbouchikhi also says since launching the ability to monetize through subscriptions a year ago, revenue has doubled each quarter. He notes internet radio service Pandora as a perfect example of a top grossing app which monetizes its users via a subscription model.

Android for tablets is starting to show some growth now, Elbouchikhi reveals. In the past 12 months, Google was seeing a 1.7 times higher purchase rate of apps on tablets compared to apps on smartphones. “The additional cost of optimizing your apps for tablets is well worthwhile,” he says. Additionally, there’s a 2.2 times higher purchase rate on recent platform versions compared to prior ones. “Take advantage of the latest features, whether its Google+ sign-in or all the latest APIs released at I/O this week.” On top of all this growth, average revenue per user (ARPU) is 2.5 times greater year-over-year.

Below is a chart, showing that higher-rated apps in Google Play monetize better:App ratings monetization

Google hasn’t been slowing down at all when it comes to adding and optimizing forms of payment. In July 2012, Google introduced the Google Play gift cards at retail. Google also launched promotional campaigns for Google Play credit by partnering with pre-paid phone providers, offering a $50 Google Play credit if a user purchases a particular pre-paid phone, for example. Carrier billing, one of the most lucrative forms of monetization in various parts of the world, is now available to 50 percent of Google Play’s daily active users. Google also optimized the purchase flow, making it more contextual, faster and simpler. According to Elbouchikhi, Google has dropped latency by 35 percent when users make purchases. Looking forward, Elbouchikhi says Google will invest more in expanding Google Play gift cards to more markets as well as carrier billing. (more…)

Google discloses how search for Google Play works for the first time; 12 percent of DAU search for apps daily

google-play-logoAt Google I/O today in San Francisco, head of search and discovery for Google Play Ankit Jain detailed how developers can get their apps discovered through search and other mechanisms on the Google Play app store.

“We’ve never discussed our search for Google Play until today,” Jain said.

Jain first explained major install sources for apps including browsing discovery features and search queries. Some browsing discovery features were charts (Editors’ picks, top free apps, etc.), personalized recommendations (a feature announced at Google I/O 2012), and related/cross-sell (“users also viewed” and “users also installed”). Jain then detailed two kinds of search queries — categorical and navigational. Categorical queries are broad search terms such as “free games,” “train schedules,” and “multiplayer games,” while navigational queries are exact search terms like “Angry Birds,” Hotel Tonight,” and “Beautylish.”

“For the average app, search actually makes up the vast majority of installs,” he added.

To follow up his statement, Jain reveals some Google Play search data for the first time. He said 12 percent of daily active users (DAU) search for apps daily, 50 percent of DAU search for apps weekly and Google sees six million unique phrases searched monthly. (more…)

Google I/O 2013: How to make magical Android apps

Android jelly BeanIn the final part of a three-leg series about Android development pro tips, Reto Meier, Android developer relations tech lead at Google, presented some tips for Android developers to make their apps “magical.” Meier wanted to answer the question “How do we build apps significantly enough to feel like magic?”

For his first tip, Meier says the easiest way for a developer to make an app magical is by looking at competitors.

“You can use your competitors as an eye for where you should be,” he says. But there’s a downfall when analyzing what competitors are doing. “Aiming for the past or where your competitors have been isn’t magic,” he adds.

Meier also says developers shouldn’t focus on the current breakdown of the Android operating system, which Google provides publicly at its developer dashboard.

“If you wait for Jelly Bean to hit 50 percent, you’re going to be behind,” he says. Meier adds that developers should build apps for users with the latest Android OS, especially.

An example of a magical moment is when two users hold their handsets together, tap the devices together, and initiate a multiplayer session in a game, similarly to the sharing capability in Samsung’s Galaxy S3 and newer handsets. “For regular people, this is the sort of stuff that creates magical experiences,” Meier says.

Meier provided some additional tips including not transmitting or storing contact details or location of users, supplying a privacy policy on Google Play and allowing users to delete stored data as well as not storing data that’s more than a few months old.

Meier continually drove the point home on designing a personalized app for everyone. To do that, a developer has to create context through tracking. A developer can implement tracking abilities in their apps such as location tracking, activity recognition (which can tell if a user is running, walking, cycling, etc.) and social tracking of a user’s Google+ profile. Utilizing a mobile device’s sensory abilities such as sight, sound, and touch, can create a rich sensory experience for the user that will feel magical.

King to launch Pet Rescue Saga on Mobile this summer; now has more than 70M DAU

New King logoThe London-based game studio behind Candy Crush Saga today announced that it’s launching Pet Rescue Saga on iOS and Android early this summer, while also revealing that it has more than 70 million daily active users (DAU) across all platforms — mobile, Facebook and web.

Pet Rescue Saga, which first launched on Facebook in October 2012, joins Candy Crush Saga and Bubble Witch Saga as the third mobile title from the U.K. company. Pet Rescue Saga is a match-3 puzzler in the same vein as the mega popular Candy Crush Saga. The title will launch with more than 72 levels, providing cross-platform gameplay across mobile and Facebook, meaning a user’s game state including their leaderboards, scores and progress remain synchronized. Cross-platform play has been a feature that has shown to be very successful for King’s mobile games so far. Pet Rescue Saga for mobile was developed by King’s Malmo studio.Pet Rescue Saga Facebook screenshot

King’s 70 DAU is significant because it topped Zynga’s 52 million DAU, which it announced during its latest earnings call. When comparing the companies, King is a private company with 450 employees, while on the other hand, Zynga is a public company with a much larger workforce. (more…)

New Android boss reveals future plans for Android, alludes to I/O plans

android-logo-250-250New Android boss Sundar Pichai gave his first interview to Wired today, revealing Google’s future plans for its Android operating system.

In March, Andy Rubin, the creator of Android, stepped down from his position as head of Android to pursue another role within Google. Pichai, who was the senior vice president of Chrome and Apps prior, was tapped as Rubin’s replacement. Pichai told Wired that the leadership change from Rubin to himself happened a couple weeks prior to Google’s official announcement.

People speculated that the move signaled an unification of Google’s two operating systems — its Android OS and Chrome OS. Pichai, who’s been at Google since 2004, reiterated to Wired that Android and Chrome will remain separate, but didn’t rule out a change in the long run.

“The picture may look different a year or two from from now, but in the short term, we have Android and we have Chrome, and we are not changing course,” he said.

Other highlights from his interview included Pichai’s excitement for alternative Android experiences via Facebook Home and Amazon Kindle Fire, Google’s positive relationship with Samsung (Pichai owns a Galaxy S4 handset) and his backing of HTML5 for app development.

For Android specifically, Pichai said payouts to developers on Google Play quadrupled in 2012. He also said Google is looking into changing its method when it comes to updating the Android OS, which is currently highly fragmented across many Android devices.

For Google’s I/O event later this week, Pichai said the conference will focus on “all kinds of things we’re doing for developers.” Keep it right here at Inside Mobile Apps for Google I/O coverage starting Wednesday.

Developers interested in learning more about mobile app development can register for our upcoming Inside Social Apps conference June 6 to 7 in San Francisco.

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