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June 28th, 2020, 15:30 Posted By: wraggster
PPSSPP v1.10 is released. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.
PPSSPP v1.10 Changelog:
Graphics and compatibility fixes (#12800, #12670, #12635, #12857, #12941, #11898, #12695, more)
Assorted minor performance improvements, game load speedup (#12462, #12652)
Screen inset (notch) support on Android (#12779)
Analog stick support for menu navigation (#12685)
Fixed audio glitches in SDL builds (#12916, #12920)
Support more languages in in-game dialogs (#12702). Croatian language added to PPSSPP.
Simple multiplayer chat (#12667)
More advanced postprocessing (multipass, parameters) (#12905, #12901)
Add PPSSPP-specific CWCheat (#12816, #12912)
Reintroduce Cardboard VR, allow more resolutions (#12449, #8714)
Fix some crashes (#12908, #12876)
Ghost in the Shell graphics fixed (JIT inaccuracy with inf*0) (#12519)
Mac build now supports Vulkan on top of MoltenVK (#12583)
Raspberry Pi 4 EGL crash fixed (#12474)
VSync now supported on all backends, frame duplication option added for 30 Hz games (#12659, #12602)
Camera supported on Windows, Linux and Mac (still no microphone though) (#12572, #12580, #12607)
Darkstalkers fixed and working through software rendering. SW rendering fixed on GLES 2.0 (#12443, #12898)
Hot Shots Golf slowdown and flicker on Vulkan fixed (#12873, #12746)
Pangya Golf crashes and hangs fixed (#12718)
Allow rebinding of right touch screen analog (#12486)
Add option to prevent mipmaps from being dumped (#12818)
Tilt control now have a base radius to help with deadzone (#12756)
Mappable auto rotating analog stick to pass some game checks (#12749)
Touch control position can now be snapped to a grid (#12517)
HiDPI retina display support (#12552)
Rapid-fire on touch control (#12601)
Toggle mute button (#12643)
Add option to resize game icons and more (#12646, #12637)
Frames in-flight now configurable to reduce input lag at the cost of speed (#12660)
Add toggle mode to combo button (#12623)
SDL mouse support, Qt menu upgrades (#12612, #12817)
Real support for chinese patched version of Hatsune Miku Project Diva Extend (#13007)
Some minor kernel module support (#13028, #12225, #13026, #13004, #13038, #13023)
Fixed fullscreen toggling with Vulkan in SDL builds (#11974)
https://play.google.com/store/apps/d....ppsspp.ppsspp
http://www.ppsspp.org/index.html
http://www.emucr.com/2020/06/ppsspp-v110.html
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June 28th, 2020, 11:09 Posted By: wraggster
PUBG Mobile made over $226 million in revenue last month, up 41% year-over-year and making it the top mobile game worldwide by revenue for the month.
According to Sensor Tower, it was followed by Honor of Kings, which made over $226 million -- up 42% year-over-year.
95% of Honor of Kings' revenue and 53% of PUBG Mobile's revenue came from China.
The top five mobile games -- which also included Roblox, Monster Strike, and Coin Master -- all held their positions from the previous month in terms of revenue.
Appearing in the top 10 for the first time at No.6 was Three Kingdoms Strategic, a title from Alibaba that brought in $85.4 million last month and is nearing the $500 million mark for lifetime revenue while only available in China.
https://www.gamesindustry.biz/articl...million-in-may
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June 28th, 2020, 11:01 Posted By: wraggster
Niantic has announced it will be offering 1,000 small and locally-owned businesses a year of free promotion in Pokemon Go as in-game locations through a new Local Business Recovery Initiative.
The offer extends to businesses in the US, Japan, Great Britain, Canada, and Mexico, with businesses selected appearing in the game as a PokeStop or Gym.
To be included, businesses must be nominated by players during a period beginning today and ending July 31 -- with each player being able to submit one location.
"We're looking for a diverse set of local, family-owned shops that ideally have under ten employees or just a few locations," said Niantic civic and social impact senior manager Yennie Solheim.
https://www.gamesindustry.biz/articl...ree-for-a-year
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June 28th, 2020, 10:57 Posted By: wraggster
A class action lawsuit has been brought against Apple over alleged "predatory practices" regarding loot boxes on the App Store.
Filed with the US District Court of Northern California, the lawsuit levels claims against Apple of unlawful and unfair business practices, unfair and deceptive acts and practices, and unfair enrichment.
"Through the games it sells and offers for free to consumers through its AppStore, Apple engages in predatory practices enticing consumers, including children to engage in gambling and similar addictive conduct in violation of this and other laws designed to protect consumers and to prohibit such practices," reads the filing.
There is currently no legal or academic consensus in the US on whether loot boxes constitute gambling, but several governmental and academic bodies around the world have argued that loot boxes should fall under local gambling legislation, or is linked to problem gambling..
Much of the lawsuit argument however hinges on the definition of gambling outlined by the California Penal Code, which states that an illegal gambling device has three features: it is a machine, aperture, or device; something of value is given to play; and the player may receive something of value by element of chance.
https://www.gamesindustry.biz/articl...ver-loot-boxes
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June 28th, 2020, 10:49 Posted By: wraggster
Apple will allow developers to challenge its decisions over App Store guidelines, giving creators a better platform to make the case for their mobile games.
The changes to Apple's app review process were revealed at the company's annual WWDC event, which is being held online this year due to the COVID-19 pandemic.
In a blog post detailing its many announcements, Apple said that the new system would be implemented this summer.
"Developers will not only be able to appeal decisions about whether an app violates a given guideline of the App Store Review Guidelines, but will also have a mechanism to challenge the guideline itself," the company said.
The guidelines for Apple's App Store have long been contentious among developers of all sizes. Recently, the Facebook Gaming app was rejected for a reported fifth time due to its "store-like" presentation, while the Steam Link app was initially rejected in 2018 due to "business conflicts."
Apple's guidelines have also been criticised for the restrictions they place on creativity, and the difficulty for developers to usefully understand what will be rejected.
Games like Molleindustria's Phone Story and Auroch Digital's Endgame Syria were rejected apparently due to subject matter related to real-world conflicts and human rights abuses.
https://www.gamesindustry.biz/articl...iew-guidelines
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June 28th, 2020, 10:44 Posted By: wraggster
Call of Duty: Mobile has passed 250 million downloads after eight months on the market, according to new estimates from Sensor Tower.
That figure includes all international versions of the game, which was a collaboration between Tencent and Activision Blizzard, across both the App Store and Google Play.
Call of Duty: Mobile launched on October 1, 2019, and since then it has been downloaded 250 million times, and taken $327 million in revenue.
According to Sensor Tower, the game has seen an increase in revenue since February -- a similar timeline to the global spread of COVID-19. The peak in 2020 was $53 million in May, the game's second most lucrative month since its October launch.
https://www.gamesindustry.biz/articl...r-eight-months
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June 28th, 2020, 10:43 Posted By: wraggster
There are at least 17 Trojan apps disguised as games available on the Google Play store, according to digital security firm Avast.
The apps are part of the HiddenAds family, a Trojan disguised as a safe and useful application that instead serves intrusive ads outside the app.
Avast previously identified and reported 47 of these gaming apps to Google, which have been downloaded over 15 million times collectively.
https://www.gamesindustry.biz/articl...on-google-play
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May 28th, 2020, 21:41 Posted By: wraggster
Ever wanted to play Nintendo 3DS games on your Android device? Well, the Citra development team has just made your dreams reality, with their brand new release of Citra Android. The hard work from many different developers, including ones who have previously worked on Dolphin and Yuzu, has culminated in a beta version of the official build of Citra that you can grab from the Google Play Store for free. Running Citra on your phone or tablet will require, at minimum, Android 8 Oreo and support for OpenGL ES 3.2. Having a snapdragon 835 chip is recommended in order to get the best performance possible, but isn't mandatory. The Android version of the emulator even has features such as microphone support, camera support for scanning QR codes, and was shown running Pokemon Omega Ruby and Alpha Sapphire, Super Smash Bros. for Nintendo 3DS, Mario Kart 7, Animal Crossing: New Leaf, Fire Emblem: Fates, and more, in addition to certain Virtual Console titles.
What Works and What Doesn’t?
The app is still in beta. So, while we have tried to squash the bugs we’ve come across, you may still run into the occasional glitch. If you run into any major problems, please report them to us on our Discord server or forum and we will try to organise them.
The app requires a minimum of 64-bit Android 8 (Oreo), and OpenGL ES 3.2 support. These are relatively high requirements; however, they allow us to ensure that every device that can run Citra will have a reasonably good experience. As for hardware, we recommend a device with a Snapdragon 835 or better. Your experience may vary greatly depending on the quality of your device’s GPU drivers.
Source
Google Play Store Download
https://gbatemp.net/threads/citra-em...elease.565779/
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May 28th, 2020, 21:22 Posted By: wraggster
The weekly average download figures for mobile games hit a record 1.2 billion in March as more people turn to gaming for entertainment amid the COVID-19 lockdown.
That's according to a report from market intelligence firm App Annie, which found that users downloaded 35% more games in March compared to January.
Games continue to dominate the mobile app stores, accounting for 70% of user spending on both iOS and Android. Globally, consumer spending increased on both formats by 1.7% year-on-year.
Mobile also remains the leading segment of the games industry, and is projected to become 2.8 times larger than PC gaming, and 3.1 times larger than consoles in 2020.
Despite this, games accounted for just 40% of total downloads on Google Play and the App Store.
Tencent published Game for Peace -- the Chinese release of PUBG Mobile -- was the top-grossing game on iOS in Q1, followed by another Tencent juggernaut with Honor of Kings.
https://www.gamesindustry.biz/articl...id-19-lockdown
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May 26th, 2020, 21:44 Posted By: wraggster
Fortnite's mobile version has reached over $1 billion in lifetime player spending across iOS and Google Play, according to a new report by Sensor Tower.
It's worth noting that up until last month, Fortnite has only been available either through the App Store on iOS, or through Epic Games directly on Android, meaning that Sensor Tower's estimates do not account for spending in the game through Epic's launcher -- only through the two storefronts.
However, with the game's recent launch on Google Play plus an increase in overall game time due to COVID-19 stay-at-home orders, spending across both store reached $44.3 million in April, up from $23.3 million on the App Store alone in March and $35.4 million on the App Store in April of 2019.
In fact, Fortnite has crossed the $1 billion in spending threshold on the App Store alone, even without the months-worth of spending that's taken place on Google Play -- estimated to be about $937,000.
https://www.gamesindustry.biz/articl...pp-store-alone
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May 11th, 2020, 16:33 Posted By: wraggster
As the games industry begins to see the financial impacts -- for better or worse -- of COVID-19, the ways in which the pandemic affects the different segments of the industry are coming to light.
According to Newzoo's latest 2020 Global Games Market update, the industry will reach revenues of $159 billion -- up 9% year-over-year -- in 2020, largely driven by both next-gen consoles and the effects of COVID-19.
Because the pandemic is keeping people inside, all types of games are seeing surges in engagement, though none quite so much as mobile. Newzoo predicts that mobile revenues will reach $77.2 billion in 2020, up 13% year-over-year as they see a bigger bolster from stay-at-home orders than either PC or console gaming.
That's because, Newzoo continues, mobile games have a low barrier to entry, can serve as an alternative to PC gaming cafes, and development of them is less complex -- making them less likely to suffer delays.
The analytics firm predicts there will be 2.6 billion mobile gamers in 2020, though only 38% will actually be paying for their games, and it expects a noticeable mobile exodus once COVID-19 restrictions lift due to the low barrier of both entry and exit.
Console gaming, meanwhile, is expected to grow almost 7% year-over-year to $45.2 billion, with over 729 million total players in 2020.
Newzoo expects both engagement and revenues will grow, but development impacts of COVID-19 resulting in game delays and scope scale-downs will prevent console gaming from seeing the same gains as mobile.
https://www.gamesindustry.biz/articl...-from-covid-19
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April 27th, 2020, 22:23 Posted By: wraggster
Epic Games' decision to relent and finally put Fortnite on Google Play -- almost two years since announcing that it wouldn't be doing so with a pretty blunt statement on Google's revenue share from CEO Tim Sweeney -- has been reported in most places as succumbing to the inevitable. That's not an unfair characterisation.
The decision to bypass Google's app store on the company's own Android platform always seemed enormously unlikely to succeed, both in terms of damaging Fortnite's own performance (which it must have done, otherwise this U-turn wouldn't be happening) and in terms of Google itself being largely unconcerned by the whole affair (which, again, seems to be the case). That it's taken this long for the decision to be reversed does indeed speak to stubbornness as much as anything else.
Epic's lengthy refusal to use the Google Play store, however, hasn't happened in isolation. It's emblematic of a much broader bugbear which the developer has with the business model of digital distribution generally -- specifically, the 30% cut which has become the industry standard for digital distribution platforms. On consoles and on iOS, Epic has had no option but to go along with the policies of the platform holders -- albeit under protest -- but on the two platforms where the company could do something different, namely PC and Android, it has taken a stand against this aspect of the business.
https://www.gamesindustry.biz/articl...takes-a-tumble
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April 22nd, 2020, 15:04 Posted By: wraggster
Epic Games, the creators of the battle royale sensation Fortnite, have been pretty averse to releasing their hit multiplayer game on Google Play. Citing Google's 30% cut as a deterrent, the company made their game accessible as a third-party software downloadable outside of Google's app store. Epic CEO Tim Sweeney commented that “30 percent is disproportionate to the cost of the services these stores perform, such as payment processing, download bandwidth, and customer service.” Epic even went as far as to request for an exemption to the 30% cut in December; a request that was unsuccessful.
However, operating as a side-loaded app might not be the optimal decision as it leaves out a significant chunk of potential users and Android flags third-party apps as a potential security risk. Epic Games released a statement about revising their decision:
After 18 months of operating Fortnite on Android outside of the Google Play Store, we’ve come to a basic realization. Google puts software downloadable outside of Google Play at a disadvantage, through technical and business measures such as scary, repetitive security pop-ups for downloaded and updated software, restrictive manufacturer and carrier agreements and dealings, Google public relations characterizing third party software sources as malware, and new efforts such as Google Play Protect to outright block software obtained outside the Google Play store.
Click to expand...
Fortnite is now available as a free-to-play title downloadable from the Google Play store. Find the link below!
Google Play Download Link
SOURCE
https://gbatemp.net/threads/fortnite...e-play.563130/
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April 21st, 2020, 22:20 Posted By: wraggster
Apple has announced a significant expansion for its mobile store and related services, including 20 new markets for its games subscription.
The App Store and Apple Arcade have launched in various nations, mostly across Africa and Europe, but with additional new regions in Asia-Pacific and the Middle East.
The expansion brings the number of countries with access to the App Store up to 175, with Apple claiming that half a billion people already access it on a weekly basis.
Apple Arcade is the company's mobile games subscription service that launched last year, and currently offers subscribers more than 100 games.
https://www.gamesindustry.biz/articl...-new-countries
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April 19th, 2020, 23:11 Posted By: wraggster
Marketing intelligence firm Sensor Tower is on the record as being bullish about mobile gaming's prospects during the pandemic, and today it released some information backing up those calls in the short-term.
According to a Sensor Tower blog post, mobile gaming metrics across Europe were up significantly during March, when much of the continent was locked down due to COVID-19.
Sensor Tower said March was the best-ever month for game downloads, with new installs across Europe up 19% over February and closing in on 1.2 billion.
User spending was also up for the month, but not quite as much. Sensor Tower said Europeans spent $740 million on mobile games in March, up 12% month-over-month.
It wasn't just games that were breaking records last month. Sensor Tower said it was the best month ever for downloads and user spending across every app category.
https://www.gamesindustry.biz/articl...-than-spending
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April 2nd, 2020, 14:21 Posted By: wraggster
Apple has more than doubled its previously announced donation to efforts fighting the coronavirus in China.
Reuters reports the company has now donated over 50 million yuan ($7 million) to the various initiatives and organisations helping to tackle the impact of COVID-19 in the region.
Apple previously donated 20 million yuan ($2.82 million) to the China Foundation for Poverty Alleviation, focused on supporting six hospitals in Hubei Province, the epicentre for COVID-19.
The rest will be donated to longer-term public health recovery efforts, according to an announcement by CEO Tim Cook via Chinese platform Weibo.
https://www.gamesindustry.biz/articl...relief-efforts
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March 31st, 2020, 19:18 Posted By: wraggster
Gaming appears to have received a short-term boost due to the global pandemic. App monetization and ad firm ironSource offered the latest indication of that this week, reporting that its company has seen increases in people playing games since countries started implementing social distancing policies and going into lock down.
First and foremost, ironSource saw a jump in weekday daily average users (DAU) across the board. (Weekend numbers also rose, but not as significantly.) In the US, the weekday DAU was up 13% since March 13. In South Korea the jump was 23% since February 20, and in Italy DAU was up 15% since the country began lock down.
https://www.gamesindustry.biz/articl...ays-ironsource
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