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August 4th, 2018, 23:02 Posted By: wraggster
Yesterday, rising Apple stock lifted the company to close the market with a value of $1 trillion. It is the first publicly traded US company to reach the milestone.
Apple stock has flirted with the record for months now, but a promising Q3 earnings report put the stock price over the edge, closing at $207.39 per share with an outstanding total of 4,829,926,000 shares. The stock saw a peak during the day of $208.38 per share.
The company saw a record net revenue in Q3 of $53.3 billion primarily led by sales of the iPhone, which totaled 41.3 million units over the period. Apple exceeded analyst and guidance expectations, seeing 17% YOY growth. In light of these results, Apple stock climbed around 9% from Tuesday to Thursday, seeing a 2.9% increase Thursday to reach the record.
In a memo to employees regarding the milestone reported on by Reuters, Apple CEO Tim Cook said, "Financial returns are simply the result of Apple's innovation, putting our products and customers first, and always staying true to our values."
https://www.gamesindustry.biz/articl...-usd1-trillion
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August 4th, 2018, 23:03 Posted By: wraggster
Apple has terminated its App Store Affiliate Program, ending commissions earned by websites that linked to iOS and Mac apps and in-app content. Other content types, including music, movies, books, and TV will remain unaffected by the change.
The change was announced in a newsletter sent to members of the Affiliate Program, in which Apple stated that the conclusion of the program was the result of "the new App Store on both iOS and macOS and their increased methods of app discovery."
The Affiliate Program was used most notably by iOS app and game review sites, such as TouchArcade, AppShopper, and others. In a post on TouchArcade, editor-in-chief Eli Hodapp discussed the particulars of Touch Arcade's situation, a site that has covered iOS games since 2008. The Affiliate Program was one of the site's most consistent sources of revenue even as other sources dried up, Hodapp says, and the site was able to sustain itself even after commission rates were cut just over a year ago by reducing event attendance and freelancer numbers.
https://www.gamesindustry.biz/articl...oved-discovery
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August 17th, 2018, 17:53 Posted By: wraggster
Today, PUBG Corporation and Tencent announced that PUBG Mobile has reached over 100 million downloads internationally since its launch in March. This excludes downloads in China, Japan, and Korea.
In addition, the game surpassed 14 million daily active users at a point less than four months after launch. During the game's first week, it was the most-downloaded mobile game in over 100 different countries.
"We want to thank our committed development team at Lightspeed and Quantum Studios and especially thank the devoted players around the world that continue to inspire us with their passion and dedication," said the publishing team's general manager Vincent Wang. "We will continue to set the bar for mobile gaming and look to deliver even more great contents to our players later this year."
PUBG Mobile has also seen a revenue increase since the release of its Royale Pass, with Sensor Tower estimates seeing its revenue reach $30 million as of the end of July.
https://www.gamesindustry.biz/articl...lion-downloads
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August 21st, 2018, 23:04 Posted By: wraggster
The mobile games that users spend the most time playing are, predictably, the ones they spend the most money in. According to an Apptopia chart, Clash of Clans, My Talking Tom, Candy Crush Saga, and Fortnite were the top four mobile games by total session time during the months of May through July, across both iOS and Android.
https://www.gamesindustry.biz/articl...r-session-time
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August 22nd, 2018, 10:37 Posted By: wraggster
Fortnite's iOS revenue is at the same level as Supercell's Clash Royale after five months on the App Store, according to new data from Sensor Tower.
Epic's hugely popular battle royale game launched on iOS in mid-March, and earned $100 million in just 90 days.
Fortnite's iOS revenue has increased to $200 million in the time since, according to estimates from Sensor Tower, putting it on a par with Supercell's Clash Royale in a similar timeframe.
The game's biggest market on iOS, by far, is the United States, which accounts for 63 per cent of that $200 million. The next biggest iOS market is the UK, with just 5 per cent of the total.
For most releases, Sensor Tower uses combined estimates from both the App Store and Google Play, but that isn't possible for Fortnite. Earlier this month, Epic announced that it would be skipping the official storefront, opting instead to offer its own launcher for Android.
https://www.gamesindustry.biz/articl...h-clash-royale
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August 22nd, 2018, 10:54 Posted By: wraggster
Heres a good Playstation One Emulator for Android:
FPse for Android is the fastest and most compatible PSone/Playstation 1/PSX emulator for handheld devices. FPse is able to render PSone games in high resolution by using OpenGL which gives outstanding graphics!
Release notes:– Unset OpenSL ES by default because some devices don’t like it. Two ways to get low latency, change value from advanced settings and audio or set from audio menu. Depending if the device run well or now with OpenSL ES set. Changes and fix from previous version remains
via https://pdroms.de/android/fpse-v0-11...mu-for-android
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August 22nd, 2018, 20:10 Posted By: wraggster
OpenBOR (Open Beats of Rage) is an open source engine to play Beats of Rage. Beats of Rage is a freeware open source video game and modifiable game engine made by Senile Team and inspired by Sega’s classic Streets of Rage series. The term “modifiable” means that the program allows users to create their own content, and thus their own beat-’em-up game, which is then called a “mod”.
Changes:
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August 22nd, 2018, 22:11 Posted By: wraggster
Back in 2010, Apple released 3 devices with the Apple A4 SoC which are the iPad 1, iPod Touch 4 and iPhone 4. Quite curiously, they only gave 512MB RAM to the iPhone 4 and left the iPod Touch 4/iPad 1 with only 256MB RAM, which went on to cause performance issues later on for these devices. The iPad 1 was killed off with iOS 6 and the iPod Touch 4 was killed off with iOS 7 but the iPhone 4 stayed until iOS 7.1.2 even though it didn’t run it too well.
A couple of years ago, dual-booting versions of iOS on older 32-bit Apple devices became something quite easily achievable and of course, some people decided to try unsupported versions of iOS on their devices just for fun! Recently, a Twitter user called Raffaele tweeted his iPod Touch 4 running iOS 7 and that got me interested. Obviously, the reason why the iPod Touch 4 could run iOS 7 for the iPhone 4 is because their hardware is quite similar but it’s not quite as similar as some may think…
http://wololo.net/2018/07/21/ios-7-d...well-it-works/
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