I couldn’t help myself. I’ve joined the iPad 2 club and I have to say I’m enjoying it a lot so far.
I was sceptable for ages but then a couple of weeks ago I decided to visit an Apple Store and try one out and I was impressed with how browsing the web on touchscreen seemed to somehow bring the experience closer to me. I know that sounds corny (like some of the promotional advertisements) but it’s true. Last night was spent using the device to read some PDF’s in bed whilest listening to some classical music and I found the experience really enjoyable (so much so that I’m planning on boosting my classical collection now).
I’ve still got to pick a case for it (the smart covers don’t cover the back of the device so I’ve ruled them out) and I felt a little self-conscious using it on the tube, but otherwise I’ve few complaints.
Old (in internet years I guess) but great article on error handling in AS3.
So… where to begin?
I had high hopes for the Nintendo 3DS. To coin an Americanism, Nintendo have hit the ball out of the park for their past few hardware releases, so with all the hype surrounding the 3DS I was fully expecting my demo at Westfield shopping centre in London to be amazing.
It wasn’t.
The first thing I tried was the AR demo involving shooting 3D boxes generated from a card placed on a flat surface. This initial demo confirmed the fear I had well before heading towards the booth; that my eyes just wouldn’t be able to “get” the 3D. That’s my fault Nintendo not yours, but with apparently 12% of the population in the same boat as me it’s not an inconsequential number of individuals. Anyway, the AR demo was nice enough (I was still able to play it despite my eyes not appreciating the 3D effect) but was pretty uneventful.
Next came the biggie; *deep breath* Super Street Fighter IV: 3D Edition. I’m a massive Street Fighter fan and I sooooo wanted this to convince me of the 3DS’s worth. Again, while noticing there was a shift in the image, my eyes didn’t get the 3D in the game. No problem, as it looks nice enough without. However, the controls gave me cause for concern. The d-pad felt far too inset; too withdrawn into the main 3DS’s body to provide adequate tactile feedback. It might’ve been because I was playing a demo unit and therefore the d-pad had been gradually sunk due to wear and tear, but it didn’t fill me with confidence. Why couldn’t Nintendo have stuck a Gameboy Micro d-pad in there? To date I think the d-pad in Nintendo’s overlooked handheld has been one of the best d-pads I’ve ever used; couldn’t Nintendo have increased the size of this sucker and used it in the 3DS?
To quickly sum up my other grievances with the demo experience…
In summary, I’m sure the software will come in order to convince me to buy one but that certainly won’t be on launch date. In my mind the Nintendo 3DS looks/feels like a “slightly better DS” and as a result I don’t think the £220+ outlay on a console and game is justified. I might re-evaluate this if a killer title arives (Advance Wars 3DS please), but otherwise I’ll be happy to wait until the unit approaches the £100 mark as my vanilla Nintendo DS Lite does the job very well, thank you very much.
Flash Builder 4 Compiler arguments
ASDoc
TDD in Flash Builder 4
Creating a Flex Mojos Project from an Archetype
ASDoc documentation
How to build a simple Flex project using Maven
ApplicationDomain class
Communicating between SWFs and across domains
List of Flex Compiler Arguments across versions
How -omit-trace-statements Works… Or Does NOT…
Dispatching Custom Events
Passing Arguments with Events
RegExr
The Event Meta Tag in Actionscript 3 and Flex Builder
Singleton classes in AS3
On fatheed’s Flickr account there are a number of excellent gaming mash-ups. Liking the Chun-Li and Cammy one (purely as a Street Fighter fan of course).