3D Tablets? You can’t be serious!

Ben Harvell is a freelance writer and former editor of iCreate magazine. He now writes for a wide range of international technology magazines and websites including Macworld and Mac Format. He has written several books on consumer technology and blogs at www.benharvell.com. Ben covered the launch of the iPhone in 2007 and has been closely associated with the device and it’s rivals ever since. He has commissioned his own apps and reviews App Store content on a regular basis. He’s also rather obsessed with Twitter.

If it’s not working for TVs who thought it would be a good idea to make a 3D tablet?!

3D is destined to go the way of Betamax, WebTV and Laserdisc. Or rather, 3D is AGAIN destined to go that way. We’ve tried this before, guys and it didn’t work then. From the looks of it, it’s not going to work this time either. There are certain rules in the consumer tech game and one of them should almost certainly be “don’t make anything that requires stupid glasses to use”. Regardless, TV and camcorder manufacturers are all getting involved with this reinvented technology buzz and now it seems tablet manufacturers want in on the party. How long before we see 3D microwaves and dishwashers I wonder?

While traditional 3D displays are soon to arrive in a tablet form factor, the “smart” marketers are now touting 3D devices that don’t require glasses to enjoy the 3D experience. Great, make an already dodgy technology even less effective.

Maybe I’m being hideously short sighted here but what exactly is the benefit of a 3D tablet? Are we likely to hear; “I downloaded an app and it was like it flew at me while it installed” or “Scrabble is simply not the same unless you’re playing it in 3D” from consumers soon? Okay, I know it would make for a great movie viewing experience but come on, you want developers to start coding for these relatively new platforms AND include 3D functionality as well? Let’s get serious.

Until the 3D TV becomes more than a novelty I really can’t see the point in pushing the technology to mobile devices so we can update spreadsheets as if they were hovering in front of us. Like so many tech memes, 3D is being slapped on to all sorts of devices in the vain hope that it will generate more interest and boost sales. I’m not being sucked in. Until we reach the stage where I can video conference from my iPhone through some kind of Star Wars-esque hologram projection I’m not buying into this 3D fad. There are plenty of things I enjoy in 3D with my own two eyes on a daily basis, I don’t need my tablet to try to replicate the experience of ACTUALLY LOOKING AT SOMETHING in the name of “cutting edge technology”.

Android App Development: Activity Life Cycle

The activity is the core of an android application. Each application can have one or more activities.

In this post we are going to explore the activity’s life cycle and understand the event handler of each stage through the activity’s life cycle.

Activities in the system are managed in an activity stack (Last in Last out). When a new activity is launched it becomes on the top of the stack. Any previous activity will be below it and won’t come to the top until the new one exists.

The application on the top of the stack has the highest priority from the operating system. While the activity that is not visible has lower priority even if the a running activity requires more memory, the system can shut down that activity to free memory.

Android runs each activity in a separate process each of which hosts a separate virtual machine. Android saves metadata (state) of each activity so that when a new activity launches so that it can come back to the activity when the user backtracks.

The activity can be in one of four states:

Active: the activity started, is running and is in the foreground.

Paused: the activity is running and visible but another activity (non full sized) is running on the top or a notification is displayed. The user can see the activity but can not interact with it. A paused activity is fully alive (maintains state and member information) but can be killed by the system in low memory situations.

Stopped: the activity is running but invisible because the user has launched another activity that comes to the foreground the activity is alive (maintains state and member information) but can be killed by the system in low memory situations.

Dead: either the activity is not started or it was in pause or stop state and was terminated by the system to free some memory or by asking the user to do so.

The following figure shows the states of the activity and the methods that handle each state

The sequence is as follows:

  • The activity starts, passes through onCreate(), onStart() the activity is still not visible to the user, onResume() then it comes to the foreground and becomes fully running.
  • If another activity launches or a notification appears the activity passes through the onPause() method. Then there would be two scenarios:
    1.if the system decides to kill your activity due to low memory the activity starts the cycle again from onCreate() method with Bundle savedInstanceState parameter that holds data about the previous state of the activity.
    2.If the user resumes the activity by closing the new activity or the notification the activity cycle continues from the onResume() method
  • When the user is about to close the activity the activity calls onStop() method then onDestroy() method when the system destroys the activity.
    But if another activity runs while the current one is was not shut, the activity calles onStop() method and if it is not killed by the system it will call onRestart() method then onStart() mehod and continues the cycle.
  • onCreate(): will be invoked in three cases:
    – the activity runs for the first time and it will be invoked with null Bundle savedInstanceState parameter.
    – the activity has been running then stopped by the user or destroyed by the system then it would be invoked with Bundle savedInstanceState that holds the previous state of the activity.
    – the activity is running and you set the device to different resources like Portrait vs landscape, then the activity will be recreated.in this method you will create the user interface, bind data to controls and register the event handlers for the controls. Then it is followed by onStart() method.
  • onStart(): will be invoked when the activity is first launched or brought back to the foreground
    it would be followed by onResume() if the activity continues and comes to foreground, or by onStop() if the activity is killed.
  • onRestart(): is invoked in case the activity has been stopped and is about to be run again. Always followed by onStart() mehod.
  • onResume(); invoked when the activity is about to come to the foreground and is on the top of the activity stack. It is the place where you can refresh the controls if the activity is using a service that displays some feeds or news. Always followed by onPause() method.
  • onPause(): is invoked when another activity launches while the current activity is launched or when the system decides to kill the activity. In this method you have to cancel everything you did in onResume() method like Stopping threads, stopping animations or clearing usage of resources(eg the camera).This method is followed by onResume() if the activity returns back to front or by onStop() if the activity is to be invisible.
  • onStop(): is invoked when a new activity is about to come over the current one or the current one is to be destroyed. Always followed by onResume() if the activity comes back or onDestroy() if the activity is to be killed.
  • onDestroy():is invoked when the activity is shutting down because the activity called finish() [terminated the activity] or because the system needs memory so it decided to kill the activity.

Killable methods:

There are methods that are “killable” meaning that after theses methods return, the process hosting them can kill the activity without executing any further code (due to lack of memory)

These methods are onPause(), onStop() and onDestroy()

here’s the declaration of the life cycle methods:

    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
    }

    @Override
    protected void onStart() {
    }

    @Override
    protected void onPause() {
    	super.onPause();
    }
    @Override
    protected void onResume() {
    	super.onResume();
    }
    @Override
    protected void onRestart() {
    	super.onRestart();
    }
    @Override
    protected void onStop() {
    	super.onStop();
    }
    @Override
    protected void onDestroy() {
    	super.onDestroy();
    }

Summary:

  • The entire activity life cycle is between the onCreate() where you construct the UI and aquire resources and onDestroy() method where you release all resources.
  • The visible life time of the activity is between onStart() and onStop(). Between the activity is visible to the user although he may be unable to interact with it. Between the two methods you persist the state of the activity so that if another one comes to the foreground then comes back to the original activity you find the state persisted.
  • The foreground lifetime is between the onResume() and onPause(). During this time the activity is fully interactive with the user. The activity can go through the resume and pause states many times (if the device sleeps or a new activity launches) .

Tutorial: Finding Memory Leaks With The Allocations Instrument And Heapshot Analysis

Memory leaks can be a major hassle, and I’ve mentioned some Objective-C memory management in the past, and a great beginners tutorial how to avoid memory leaks in iOS apps.

Today I found a great guide on how to use Xcode’s excellent allocations instrument tool — specifically on how to use heapshots to pinpoint any memory leaks within your apps.  This guide goes through everything in a step-by-step manner on how to find the leaks, and details the elimination of a specific problem.

The technique in this tutorial is very useful if you just can’t trace the problem by using the static analysis “Build And Analyze” option in Xcode.

You can find the tutorial on bbum’s weblog at:
Using Heapshot Analysis to Find A Memory Leak

If you’ve got a leak that you just can’t get a hold of this is some great info.

[via Ablepear Software]

©2011 iPhone, iOS 4, iPad SDK Development Tutorial and Programming Tips. All Rights Reserved.

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Tutorial: Building An RSS Reader

RSS reader type apps are all over the app store, from sophisticated multi feed readers to simple apps that display nothing more than a blog feed.  I’ve been asked more than once about making this sort of app and an excellent tutorial on creating an RSS reader has been created by Ray Wenderlich.

What makes this a really good tutorial is that Ray really helps you to understand exactly what he’s doing, and uses some excellent open source libraries in the process that you can use in many different types of projects.

Specifically, the tutorial covers how to retrieve the actual feed, how to parse and interpret the XML data, how to do that in the background so your app doesn’t freeze up while updating, and how to perform real-time animated UI updates so that the user knows that the feeds have updated.

The tutorial can be found at:
How To Make A Simple RSS Reader iPhone App Tutorial

Definitely another high quality tutorial from Ray.

©2011 iPhone, iOS 4, iPad SDK Development Tutorial and Programming Tips. All Rights Reserved.

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Glyph Designer Font Creation Tool Released With Cocos2D Support

There are some free font tools available that support Cocos2D, but they really don’t hold up.  Either you’re using a tool that only runs in Windows, or is just a bare bones tool in Java.  The guys at 71 Squared, creators of the excellent iPhone game tutorials with video listed on this site, and the Learn iOS Game Programming book have put together something a notch above.

The tool that features the ability to import fonts, extensive font customization options, a beautiful easy to use interface, and  easy integration with Cocos2D.

They’ve put together an extremely detailed video demonstrating the tool:

Knowing the quality of everything they’ve put out so far this definitely looks like it’s worth checking out. Price is $29.

Check it out: Glyph Designer

Read More: iPhone Dev News

©2011 iPhone, iOS 4, iPad SDK Development Tutorial and Programming Tips. All Rights Reserved.

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Quick Update: Confirmed Pricing Details From Garage Games – Move To New Server

A few days ago I posted about the price drop in Garage Games iTorque engine, and mentioned that I was unsure whether you were also required to purchase the Torque2D engine.  I received a couple of e-mails asking if I received a response about this.  Garage Games just answered me with a statement that iTorque is now a completely separate product and you no longer need to purchase Torque2D.

I have updated the commercial iPhone game engine comparison to reflect this.

So if you’ve been looking at iTorque the price is now $99 with full source, and you don’t need to buy any other products.  Be sure to check out this thread if you’re looking to purchase as it has some interesting info from owners/users of the product.  Looks like they have been anxiously awaiting an update.

In other news — I am moving Maniacdev.com over to a new server as the site has been banging up against it’s resource limits on the current host.  So if you see any funky things happening the site hasn’t gone anywhere and will be back.

Read More: iPhone Dev News

©2011 iPhone, iOS 4, iPad SDK Development Tutorial and Programming Tips. All Rights Reserved.

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Open Source And Commercial iOS Game Engine Listings Updated

For those searching for a game engine I have provided a number of updates to the commercial iOS game engine listing, and the open source iOS game engine listing. I’ve maintained these listings for some time now, and have now updated both of these listings.  In the future I’ll be updating these listings more often, when I created these resources I never knew they would become so popular.

Included in the updates are additions of the Galaxy, Haxe, Flixel open source engines.  Moving of Sio2 from the open source engine listing.  Adding airplay the Unreal Development Kit (UDK), the Corona SDK, GLBasic, and Flash CS5 to the commercial listings.  Finally, the prices of the Commercial Game Engines were updated.

Here’s a summary of what’s been included in this update to the open source iPhone and iPad game engines listing:

  • Added the Galaxy game engine, Haxe, and Flixel to the open source listings
  • Moved the Sio2Engine from the open source listing as it is no longer open source
  • Added Airplay, the Unreal Development Kit, GLBasic, the Corona SDK, and Flash CS5 to the listings
  • Updated the base prices

So if you’re looking for a game engine be sure to check out the open source game engines, and the commercial game engines available for iOS devices.

©2011 iPhone, iOS 4, iPad SDK Development Tutorial and Programming Tips. All Rights Reserved.

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Global Game Jam This Weekend – Get A $499 iOS Game Dev Tool Free

Just found out about a pretty cool “prize” for an event that is happening this weekend known as the Global Game Jam. The goal of the even is to come together and develop a game from beginning to end within 48 hours. There are sites for the game jam all over the world.

What’s really cool is that you can pick up a valuable membership for an iOS game dev tool free — as one of the sponsors of the event is GameSalad — a popular iOS and Mac drag’n’drop game creator (mentioned on our commercial iPhone and iPad game engine page). The deal is if you make a game this weekend using GameSalad then every member of your team will get a $499 Pro membership to GameSalad.

While GameSalad allows you to publish to iOS free of charge now (assuming you have an Apple Developer account)  the pro membership allows you to do do some nifty and valuable things like place iAds, and promotional links in your games. So if you can get a team together you can get this popular game dev tool free.

More info can be found on the GameSalad blog here:
Global Game Jam 2011: Submit with GameSalad, Get a Pro Membership

You can find out more about the Global Game Jam on their webpage here.  They’ve got locations all over the place, many locations look like they’re free to go to too.

Read More: iPhone Dev News

©2011 iPhone, iOS 4, iPad SDK Development Tutorial and Programming Tips. All Rights Reserved.

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Tutorial: Cocos2D Angry Birds Like Physics Game Example

An excellent tutorial has been created demonstrating how to create an Angry Birds type game utilizing Cocos2D and the Chipmunk physics engine (with the SpaceManager Objective-C Chipmunk wrapper).

The tutorial demonstrates how to create a grenade shooting game with extremely accurate physics, and could definitely give you a nice head start on creating your own game with physics. This is a suprisingly in depth tutorial covering not only the game play, but how to save and load the entire game state, perform explosions with the Chipmunk physics engine, and how to support the retina display.

Here’s a video of the tutorial in action:

The tutorial along with the source code can be found here:
SpaceManager Game Example

The actual source code has a lot more added to it than the tutorial and is definitely worth the download.

Read More: Cocos2d Examples And Tutorials

©2011 iPhone, iOS 4, iPad SDK Development Tutorial and Programming Tips. All Rights Reserved.

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TestFlight Beta Testing Service Review

Recently I mentioned an excellent presentation on hosting a beta test for iOS apps, and before that mentioned the excellent beta builder tool.

Earlier today I saw a review of what appears to be an excellent service, free for developers to use in beta testing their apps that hosts the beta files for you, and all you need to do is drag your app onto the website (literally) and e-mail those who will be testing your app — they also provide a great interface for, among other things, adding team members.

A full review of the service can be found on JF Martin’s site at:
TestFlightApp: a complete review

You can go sign up for TestFlightApp yourself and try it out at:
TestFlightApp.Com

I look forward to using their service, it is really great of them to provide it free for developers.

©2011 iPhone, iOS 4, iPad SDK Development Tutorial and Programming Tips. All Rights Reserved.

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Cocos2D And GameKit Multiplayer Gameplay Example

Gamekit has remained as one of the more searched for terms on this site for some time. Some examples have been provided such as in the previously mentioned Game Kit tutorial.

Steffen Itterheim, author of Learn iPhone and iPad Cocos2D Game Development has written an excellent tutorial showing Game Kit in operation with Cocos2D open source iphone game engine. Full source code of the project is provided for download. When run the example transfers the movements from one device onto all others connected on game kit in real time.

You can find the example on Steffen’s Website at:
Game Kit Data Send/Receive Demo Project

Very useful for anyone looking to create a real-time multiplayer game with Cocos2D.

Read More: Cocos2D Examples And Tutorials

©2011 iPhone, iOS 4, iPad SDK Development Tutorial and Programming Tips. All Rights Reserved.

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Price Of Garage Games 2D iTGB Game Engine Discounted Dramatically

In case you haven’t heard, Garage Games, a company that has been a leader in the indie game development community has been having financial trouble and was recently acquired.

This normally wouldn’t be something that I would write about on this site, but I noticed that they (at least temporarily) have dropped the price of their iTGB game engine (now renamed iTorque 2D) dramatically. So this could be something you may want to consider if you are looking for an easy to use 2D game engine.

The price has dropped from $500 (plus $250 for required Torque Game Builder — now known as Torque2D) to $99 (the requirement for iTGB or Torque2D has been dropped from the page — I am investigating whether or not it is still required) for a savings of about $400-$650. Full source code is also included.

You can find the engine on their site here.

This may be something you will want to take a look at if you have been looking to purchase a game creation tool.

Read More: iPhone Dev News

©2011 iPhone, iOS 4, iPad SDK Development Tutorial and Programming Tips. All Rights Reserved.

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Quick Look: NoteMinder

Quick Look posts are paid submissions offering only a brief overview of an app. Vote in the polls below if you think this app is worth an in-depth AppStorm review!

In this Quick Look, we’re highlighting NoteMinder. The developer describes NoteMinder as follows:

When you use NoteMinder, recording any thought is as simple as “Shake to Record – Shake to Send”. Set up your email in the settings and send to your address every time, no fumbling to search for your own contact record. NoteMinder keeps a history of all reminders. In the new full version, it is ad free, Bluetooth ready and additional record button is unlocked.

Read on for more information and screenshots!

Screenshots

screenshot

NoteMinder

About the App

Here are the top five features you can expect to see in the latest version:

  • Simple NO touch operation
  • Background sending Cue: True multitasking
  • Sound notification to confirm actions
  • Bluetooth compatible (iPhone)
  • Automatically saves reminders for 30 days to 1 year

Requirements: iPhone iOS 4.2, iPad, iPod Touch
Price: $0.99
Developer: AlchemAid

Vote for a Review

Would you like to see us write a full review of NoteMinder? Have your say in our poll:

Would you like to see Fillrr reviewed in-depth on AppStorm?survey software

Quick Look posts are paid submissions offering only a brief overview of an app. Vote in the poll if you think this app is worth an in-depth AppStorm review! If you’re a developer and would like to have your app profiled, you can submit it here.

Astronut: Intergalactic Iconfactory Goodness

Looking for a new adventure to keep your iPhone or iPod Touch fun?  Look no further than Iconfactory’s Astronut.  While this game isn’t an absolute newcomer to the App Store, it’s such a fun and unique game that we couldn’t pass it up

Iconfactory has a long history of popular Mac and iOS apps, including IconBuilder, CandyBar, Ramp Champ, and more.  Astronut, their latest app, is a surprisingly fun arcade-style game that takes the genre to a whole new level.  In this game, you guide your astronut through a universe full of dangerous planets, aliens, and more by jumping from planet to planet.  Best of all, it’s free for the first 4 levels!  Let’s dive in and take a look at this game before you head over to the App Store to install it!

Jump Into Astronut

Ready to get started?  Once you’ve downloaded the free app, you can dive in and get started exploring the universe Iconfactory created.  The astronut icon on the initial launch screen is gorgeous, and the whole game is filled with similarly detailed graphical touches that make it a joy to play.

Welcome to Iconfactory's cosmic universe!

While Astronut is free, it only includes the first sector with 4 levels; the remaining 20 levels are available with a $1.99 in app upgrade.  But there’s no need to buy it immediately.

Tap Inner Ring to get started on the first levels.  Astronut is very simple to play.  Your goal is to hop from planet to planet up to the top of the game to complete a level.  Just tap the Jump button on the bottom right to jump, and press the left Boost button if you find your astronut drifting through space without enough inertia or gravity pull to get him to the next planet.

There's only one sector to select in the free version, but it includes 4 levels.

The simple gameplay quickly becomes more challenging with faster spinning planets, enemies, and more.  Some planets and other items, such as the black holes, let you land on them temporally, but they will kill you if you wait too long.  Actually, the black hole will start shrinking your astronut if you don’t jump away quick enough.  You’ll need to be creative in jumping at times, and it’s definitely a good practice to use inertia and spinning objects to get you where you need to be!

You’ll lose health when you hit an enemy, and can collect pink health shards to boost your vitality.  You’ll also see blue shards that you can collect to access bonus missions.  With all the jumping and collecting, it’ll remind you of older arcade games like Mario.  The new touches and fluid interface, though, make it so much different that it almost feels like a new category of game, one that was designed specifically for iOS.

Planets and aliens and black holes, oh my!

If you collect all of the four blue star shards in a level, you’ll get to collect extra points in a bonus mission.  Here, instead of jumping between planets, you’ll need to tilt your device and guide your astronut in a rocket with your iPhone accelerometer.  This provides a fun break from planet hopping and avoiding enemies, dangerous planets, and more.  It’s also lets you grab some extra health shards to keep you playing longer on the next level.

The bonus missions are a great switch from planet jumping!

Conquering the Entire Universe

Eventually, though, all good things must come to an end.  Astronut only includes the first sector with 4 levels for free, so once you’ve finished them you’ll need to purchase the remaining 5 sectors with 20 more challenging levels with an in app upgrade.  The good thing is, the included free levels are great fun on their own, and if you really like Astronut, the upgrade is only $1.99.  If you choose to purchase it, seconds later you can be continuing on to the next level in the 2nd sector.

In app upgrades make purchasing more levels almost too easy…

Each sector has a different overall theme color, and one fun thing is that your Astronut home screen will change colors to match the level you’re currently playing.  You’ll discover new challenges such as disappearing planets, poisonous and spiky planets, pirate aliens that suck you off your planet, and more.  Each level has enough uniqueness to make it fun to keep playing, so even after you’ve conquered every sector you can still go back and rack up more achievements while still enjoying Astronut.

Hidden planets, spiky planets … you'll be grateful for peaceful earth soon!

Getting Help and Awards

Astronut does a great job at guiding you through the game with the first 4 levels, so you’ll likely figure everything out without looking at the help screen.  Iconfactory didn’t skimp on the help, however, so you still may find it fun to flip through their description of the game and the challenges it includes.  Just tap the Guide button on the Astronut main screen to access it.  You can also turn off the in-game music and sound effect here if you wish.

Find out all the inside info about the Astronut universe

Plus, it’s no fun playing games if you can’t show off your newfound skills to your friends.  Astronut lets you broadcast your high scores and achievements to Twitter or Facebook, and it can automatically add your scores to Game Center if you’ve created an account.  There’s over 3 dozen achievements in the game, more than enough to keep anyone occupied for way too long.

There's even a Fanboy achievement for looking at the About screen…

Conclusion

With its beautiful design and fluid gameplay, Astronut takes a linear arcade game type game to a whole new level.  It’s a simple yet challenging game that’s great for killing 5 minutes, but can easily engross you for an hour, too.

Iconfactory definitely has another winner on its hands with Astronut!  If you haven’t already tried it out, make sure to download the free version and try out the included levels at least.  It’s one of the more unique and fun games we’ve discovered in the App Store, and it’s refreshing to see such original games come out!

Leave Reality Behind with Inception – The App

Picture this: I just took a walk with my iPhone, but it was no ordinary stroll I assure you. If you would’ve seen me, headphones in, strutting along, you would’ve had only one possible conclusion for my behavior, that I had completely lost my freaking mind.

At certain points, I would stop and try to remain as still and quiet as possible. At other points I was moving fast while vigorously shaking my iPhone. There was even a time where you could’ve seen me yelling and clapping while blaring iTunes to try to create a noisy environment.

Now as I type this article, my keystrokes and mouse clicks echo wildly in my ears with the sounds of a raging storm, altering reality in a way unlike anything I’ve ever experienced.

Have I gone mad? What possible reason could a man have to engage in such ludicrous acts? The answer lies in an app from two of my absolute favorite people in Hollywood: Christopher Nolan and Hans Zimmer (along with Last.fm founder Michael Breidenbruecker).

Inception – The App

Once in a while, someone takes a look at a piece of technology that we see and interact with every day, and they think of something absolutely unconventional to do with it. Whoever first dreamed up augmented reality apps was just such a person. This now booming genre allows you to use your iPhone’s camera to immerse yourself into a visually altered version of what your eyes perceive.

The Inception app is the same kind of revolution, only this time with sound, not video. In fact, there’s very little to the app in a visual sense, hence the lackluster nature of the screenshots in this article. Instead, you’re taken on an auditory journey based on the fantastically immersive score of the movie Inception (head nod to composer Hans Zimmer).

How it Works

The Inception app is quite hard to describe to someone who has never experienced it. It makes very little use of the touchscreen and instead requires real-world actions on your part to trigger events.

screenshot

The app walks you through gameplay so you get the hang of it quickly.

When you open the app, you’ll see a few instructions that gradually get you started, so don’t worry about not understanding the concept right away. Eventually you are taken to an overhead map of a city. This map has portions that are highlighted in addition to those that are dark.

The visible portions of the map represent the “dreams” that you have currently unlocked and can now experience. Tapping on a space will “induce” the dream. Each dream is different, but all that I’ve experienced thus far mix various parts of the Inception soundtrack with a mixture of pre-fab sound effects and the audio from your own environment.

screenshot

Dreams aren’t much visually, the experience is all auditory

The sounds around you are pumped into your ears in a distorted fashion that is meant to imitate what you might experience in a dream. There’s an infinity mode that allows you to go on forever in a single dream, or you can opt to explore the rabbit hole a little further.

Going Deeper

If you’re familiar with the movie Inception, you know that it’s all about engaging in multiple levels of the dream world: dreams within dreams. The Inception app seeks to mimic this by allowing you to launch other dreams while inside of your current dream.

screenshot

Each dream has instructions for how to induce it

For instance, a sunny day triggers the “Sunshine Dream.” This dream takes the sounds from your sunny day and mixes them with the sound of rain and thunder (and of course, music from Inception). From here, if you shake your phone and move around, you can launch the “Action Dream,” which opens yet another distorted reality that can be enjoyed or used to trigger something deeper.

Unlocking Dreams

Tapping on dark sections of the dream map will pop up a description of the actions necessary to unlock that dream. This helps you progress through the game fairly easily rather than leaving you clueless. Many of the actions take a good amount of time though so don’t expect to breeze through the app in a few minutes or even a single sitting. As mentioned above, one dream can only be unlocked on a sunny day, another only after 11pm.

screenshot

Some dreams are harder to induce than others!

The dream that has most fans of the app enraged can only be unlocked by opening the app while you are in Africa. You read that right, unless you live in Africa, are planning a trip there soon or happen to have access to a private jet, you won’t be able to fully unlock every dream.

I personally don’t mind the developers including certain levels that can only be unlocked by major achievements such as traveling across the world. It adds to the novelty of the app and doesn’t really take away from the experience for those who will never get to Africa.

As a bonus, more dreams are promised soon, so even if you’ve unlocked all you can for the time being, you’ll be able to come back and have more mind-trip experiences later!

Worth a Download?

I can confidently say that most people who download the app won’t connect with the bizarre nature of the gameplay. If you prefer a good round of Sudoku or Checkers over something bizarre and new, don’t waste your time with the Inception app.

However, if you’re the kind of person who has an iPhone loaded with augmented reality apps, this could be right up your alley. Being an avid Hans Zimmer fan doesn’t hurt either, so go check out the soundtracks for Batman Begins, Inception, Gladiator and Pirates of the Caribbean if you’re unfamiliar with his body of work.

Fortunately, the app is free so you can go check it out now to see what you think!

Conclusion

To sum up, you’ll either find Inception – The App to be a delightfully original use of your iPhone’s technology or a complete waste of time. Personally, I found it to be the former. I hope that developers continue to push the limits of immersive technology and I think the iPhone is one of the most promising platforms for this type of venture.

Now, if you’ll excuse me, I just slipped into a new dream and must commence making crazy noises into the microphone.