Archive for the ‘iPhone’ tag
GDC 2012: Tony Hawk on ‘Tony Hawk’s Pro Skater 2′ for iPhone
We were lucky enough to piggy back on the back of the tiny press event at GDC for Tony Hawk’s Pro Skater HD, which is this really fabulous remake with a conglomeration of content from the first two Tony Hawk Pro Skater games set to be released sometime this summer as a downloadable title for both the Xbox 360 and PS3. Jared and I are massive fans of both Tony Hawk and the Tony Hawk series of games, so we totally fanned out. How hard did we fan out? This hard:
We had a great chat with Tony, and learned that it was actually him that pushed through the iOS port of Tony Hawk’s Pro Skater 2 [$1.99] after seeing the original fan video we posted which turned out to be totally real. He’s really excited to potentially see the rest of the Tony Hawk series on iOS devices, but openly admits that at the end of the day it all comes down to Activision. With the success Sega saw with the similar fan-made Sonic CD [$4.99] we’re hoping Activision wakes up and smells the coffee sooner or later that there’s a whole group of gamers out there hungry for these classic THPS games on our iPhones.
And if Tony Hawk’s Pro Skater HD ever got ported? Jared and I would be in heaven.
[]
GDC 2012: Hands-On With ‘Crash Cam’
We’ve seen a lot of endless runners at this year’s GDC, but none so far have iterated on the Jetpack Joyride model as well as ’s Crash Cam. In the title, you control an overeager director as he hurdles through several Hollywood-themed levels, including a backlot. A power meter on his camera stand functions as a time mechanic. As you play, it steadily drains. To refill it, you’ll need to collect orbs scattered about.
The thing that caught our eye is the game’s reverse power-up. Grabbing one switches the director’s direction from the traditional left-to-right setup to right-to-left. It’s a small tweak, but it really gives the game a new-look kind of pacing. Crash Cam will also feature a full compliment of goals and perks, as well as accessories.
The build you’re seeing above in the screens is a work in progress. Crash Cam isn’t expected to launch on iPhone and iPad for another two-to-three months.
[]
A Brief Hands-On with the New Third Generation iPad
Apple’s iPad Media Event recently drew to a close and TouchArcade was fortunate enough to have been sitting ring-side to watch the iOS phenomenon further unfold.
During today’s event, Apple CEO Tim Cook took the stage to announce, first and foremost, the third generation (which is known as, simply, “iPad”) as well as related iOS apps and a new and improved third generation Apple TV.
It turns out that the rumors leading up to the new iPad’s unveiling were true; the new unit sports an improved Retina display with four times the number of pixels as the earlier iPads. The new screen has a resolution of 2048×1536 pixels and features notably improved color saturation as compared to the earlier devices. In order to push so many pixels around the screen, Apple has utilized their new A5X processor, a more powerful unit than the earlier A5, that features a quad-core GPU, bringing twice the number of graphics cores of the iPad 2 to bear on pixel- and polygon-pushing tasks. Given these specs, the A5X GPU configuration should be virtually identical to that of the Sony PSVita. Presumably the A5X features two CPU-cores, as did the A5 before it.
During the event, Cook brought several guest speakers on stage from various software studios, including Namco Game Design Director James Shelton and Epic Games President Mike Capps. Shelton demonstrated Namco’s upcoming aerial combat game Sky Gamblers: Air Supremacy, while Capps took the audience on a tour of Epic’s upcoming Infinity Blade: Dungeons. Both titles were an impressive demonstration of gaming on the new, twice-the-resolution Retina display of the new iPad. (Well, as much as they could be on a studio projector with a lower resolution than the new iPad, itself!)
After the main event, attendees were given the opportunity for a hands-on with the new iPad and to chat with several high-level figures, including senior VP of Worldwide Marketing Phil Schiller, about the latest iOS device.
Upon picking up the new device for the first time, the thing that strikes you right away is, unsurprisingly, the clarity of the screen. Indeed, the experience of using the new iPad is much the same as using an iPhone with Retina display as compared to an earlier iPhone or iPod touch. It’s striking, and in the best of ways. The jump in resolution, I noticed, was most visible in bringing up web pages in Mobile Safari, where content had the clarity of pages in a magazine. To me, the new iPad feels physically identical to the iPad 2, as far as weight and size.
I spent a short period of time with Air Supremacy and, there, saw high framerates with numerous aerial enemies on-screen, rendered quite a bit more sharply than I am accustomed to from an iPad game. I think that Infinity Blade: Dungeon might actually be a better demonstration of the design intricacy and minute detail that the screen can deliver, but I did not see that title, in person, unfortunately.
The device unveiled today brings unprecedented video fidelity to what was already one of the best gaming platforms out there — the iPad. It’s four times the pixels, with twice the graphics power of the iPad 2. All of us here at TouchArcade are anxious to see what developers have in store for Apple’s new flagship iOS device.
[]
GDC 2012: ‘Project Belle’ Looks Great
This afternoon, rolled by TouchArcade HQ in San Francisco to show off its super hip upcoming iPad and iPhone side-scroller, Project Belle. Mechanically, it appears to be a fairly traditional shooter-style take on the genre. Players control a funny bear thing with four arms, each of which is equipped with a gun, and they unload those guns on a variety of cutesy, though dangerous, enemy robots. Interestingly, Belle also incorporates cave flying levels, as well as rail cart excursions.
What caught our all-seeing eye specifically is its moment-to-moment flow. Belle is controlled exclusively via swipe gestures, which keeps the shooting, jumping, and bouncing action rolling at a steady clip. Gorgeous art compliments this, as you’ll see from the screens just below:
Project Belle is expected to launch a little later this month as a $.99 Universal app. It’ll have free-to-play elements, too. In the game, you’ll be able to obtain a variety of different weapons, each of which will require in-game credits to upgrade. At launch, users will be able to buy these credits with actual cash.
[]
Developer PSA: Unity’s Mobile Add-On Licenses Free Until April 8th
As if there wasn’t already enough reasons out there to love the game engine, and its whole development environment, try this on for size: Until April 8th, the add-on licenses to build iOS and Android games using Unity are totally free.
The main Unity tool kit has always been free, but limited to exporting your games to the PC. If you want to get rid of the Unity splash screens and pick up some additional advanced features in the process, the Unity Pro license runs $1,500. Regardless of whether or not you used the Pro version or the free version, exporting to an iOS (or Android) game was a $400 add-on.
If you even have a vague interest of dabbling in building a mobile game, this is an offer you need to take advantage of. It’s not every day you can save $800 on software. and secure your license while you can.
[]
GDC 2012: A Host of Titles on the Way from BulkyPix
Today at GDC 2012 we sat down with the folks from BulkyPix to have a look at a host of new titles they will soon be releasing, both internally developed and those from outside development groups.
The SandBox
The SandBox, which BukyPix co-produced with , is a charming little pixellated 2D world-creation game — and, by world, I mean the space inside of a literal sandbox. The player starts out with the four basic elements and combines them in an on-screen sandbox to create vastly more elements — 40 or so — and, with those, worlds limited by the player’s own imagination (and the bounds of the iPhone or iPad screen).
There is both a story mode with ~30 levels (which serve as a kind of tutorial) as well as a free play mode, which is where the real creation can take place. Once a world has been created, it can be shared with others online, through the game. Players who download others’ levels can then have fun, oh, inserting TNT and other nice little items into them and watching the fireworks unfold. New element packs can be purchased with mana, the game’s virtual currency, which can be accumulated with skilled play or purchased for cash through the app.
The SandBox is being discussed in in our forums and will be released as a freemium universal app in May.
Lightopus
“When the Gloom came, we were unprepared. They took away everything, including our homes and our young ones, the bulbies. They took away our light. Now the time has come to take back what’s ours. Go, Lightopus. You are the last of our kind. Go into the Abyss, save the bulbies and bring back the Light!”
Thus is the story of Lightopus, a game which challenges the player to steer a strange creature through an aquatic abyss on a mission to save the tiny bulbies in the face of an increasingly menacing enemy horde. The visuals and accompanying ambient audio are similarly eerie and deliver an ambience reminiscent of the PS3 title Flow.
Lightopus is expected to go live on Thursday of this week as a universal game at the price of $2.99.
Kung Fu Rabbit
Internally developed at BulkyPix, is a cartoonish platformer that puts you and your on-screen rabbit on a quest for carrots. Carrots are the game’s virtual currency, and the more you grab, the more game perks you have access to, such as the ability to skin out the levels to entirely change their look. While carrots can be accumulated by standard play, they can also be purchased in-app for cash.
Kung Fu Rabbit brings the standard mix of platformer features — the ability to jump off of walls, enemies that can be crush with a jump (Mario style), and substances to avoid (a tarry goo and the like). The game is a universal app that features iCade support and is set to arrive on March 15 for $0.99.
Saving Private Sheep 2
Like its App Store forerunner which we enjoyed, Saving Private Sheep 2 is set to bring a silly / fun play experience to the iOS screen. The game’s challenge is one of trajectory, much like that of Angry Birds.

As it turns out, a wolf has eaten some sheep pals and it’s up to your sheep (and uneaten friends) to aim precisely and toss a (poor, little) hedgehog through various structural arrangements in order to whack the wolf and free the sheep that were recently a meal.
The game features a level creation tool that allows users to create their own set of obstacles to augment the 60 built-in levels and upload them for others to play. The catch, however, is that the player must be able to win their own level before they go online. Levels placed online can be ranked by other users, to create a curated set of challenges.
Aby Escape
In the area of 3D run-and-jumps, BulkyPix demonstrated Aby Escape, a title co-produced with Spanish game studio Pixel Ratio. The game puts you over the shoulder of a purple raccoon that has managed to piss off a bunch of locals who got into hot pursuit of the pesky varmint that is you. In a bid to escape with your hide intact, you must run, jump, duck, dodge, and slide your way to freedom, collecting coins on the way, in a fashion with which Temple Run fans will be quite familiar.
Aby Escape features a story mode with three different settings — a forest park, a city, and Route 66.5 — at 10 levels each, as well as an unlimited running play mode. Little in-game objectives surface during gameplay to mix things up in a manner similar to that of Tiny Wings. The game can be expanded with power-ups and environment enhancements using coins collected or purchased in-app.
Aby Escape will land as a universal freemium title, sometime in May.
Hidden Runaway
Building on the long-running Runaway point-and-click adventure series from , Hidden Runaway for iOS, which BulkyPix co-produced with Péndulo, brings a Monkey Island-like mystery to iOS. The game features a hidden object adventure dynamic, wrapped in a thick backstory, peppered with 12 different mini games.
The title will launch for iOS in May and will also be making its way to OS X and Windows PCs.
Yesterday
Another point-and-click adventure from Péndulo, co-produced by BulkyPix is Yesterday. This one is also a Monkey Island sort of game, and places you in the role of a depraved serial killer who must try and piece together just what happened over the last 24 hours. Unsurprisingly, it’s a very dark title, exuding an eerie ambience.
Yesterday, which offers around nine hours of play time, will arrive in the App Store in May and will arrive on the Mac and PC sometime beforehand. Price on this one is undecided as yet.
Gnu Revenge
Developed by Vaze and publishde by BulkyPix, Gnu Revenge is a cartoonish planetary gravity game that drops you into a universe of long-running galactic conflict between the gnus and the crocodiles. You, on the side of the gnus, must fire gnus from orbiting cannons with utmost precision in order to rescue your imprisoned ungulate brethren and knock out your despicable crocodile enemies.
Gnu Revenge is a universal title that will arrive at the end of March at a price of $0.99.
[]
GDC 2012: ‘One And One Story’ Hitting iOS Soon
Mattia Traverso’s soon to be IGF award-winning student project, , is set to hit iPad and iPhone within the next four or so weeks. Traverso gave a short demo earlier this morning, and we couldn’t be happier with his progress on the project and the implementation of its touch control scheme.
The elevator pitch would go something like this: One and One Story is an experiential side-scrolling puzzle with a Limbo look and Braid-like brain twisters. It’s minimalist and moody, but also strangely, warming. The premise revolves around the relationship between a shadowy boy and a girl and it explores the themes of this relationship mechanically and structurally. Each chapter riffs on different aspects of this relationship, including periods of loss and love.
For example, in the loss levels, the boy losses his ability to jump. In the love levels, players have to control both characters and have them meet in the middle of a puzzle. Chapters are bookended with tiny bits and pieces of narrative, each vague enough to allow the user to draw his or her own conclusion.
To get a better sense of this mechanically, . The iPad and iPhone builds will incorporate, possibly, a bonus mode, a refined look, a new song, and levels playable by two people simultaneously. Multiplayer is specifically something that Traverso wants to focus on.
It’s important to note that these screens aren’t final. Traverso is thinking that he might change up the characters’ looks, as well as iterate on the backgrounds. We’ll be keeping in touch moving forward, so expect more soon.
[]
GDC 2012: A Look at Clever Arcade Puzzler ‘Twin Spin’
My last meeting of day on Monday, here at GDC 2012, turned out to be a real treat. Alex Houdent of , a studio formed in 2000 that develops primarily Flash-based games, let me spend some time with his upcoming iPhone arcade puzzler Twin Spin.
In Twin Spin, you control two little smiley blobs (one red, one yellow) connected on a line. Your goal is to move your pair of blobs around the checkered playfield, bumping target balloons, stepping on target spots, negotiating platforms that slide and spin, skidding on ice, dodging spike balls, and contending with various other trials and tribulations. The real trick of the game, however, is moving your smiling duo around. While one blob is firmly planted on the ground, the other orbits about it. A single tap swaps things out, and the other blob takes to orbiting. In this fashion, you can move (stagger, really) about the play area — or try; it’s a pretty tricky thing to get a handle on.
Twin Spin sounds simple, and looks it, too, but trying to time things perfectly and negotiate the hazards to get across the board to pop the right balloons (some of them are color-coded to require a whack from a particular one of your twins) gets madding, and fast.
The one-tap control mechanic, requiring precise timing and a fast reflex to keep out of trouble, makes for a unique and fun game experience I’ve not encountered before, and one that works perfectly for short, one-handed play sessions on the go. I think I played through 20 levels of Twin Spin before I let Alex get on with his presentation. There’s definitely goodness on the way, here.
Twin Spin for the iPhone has been submitted to Apple and should be landing shortly. An iPad version (or a universal update) will follow.
[]
Zombies, Run! Is An Undead App With A Soul
I love it when a logo explains it all.
You put on your shoes, and turn on the app. In the background, you hear the throaty hum of an engine and the voice of a pilot speaking into her comm. As you walk out the door, she tells you that you’re on a mission. She doesn’t know what kind, and she doesn’t seem to care, either. Your target is Abel Township, one of the last two remaining strongholds within 100 miles of this area. This is weeks, maybe years after a zombie d-day. Right as you hit outdoors and start an honest jog, the story takes a turn. A missile slams into the helicopter. You hear the crunch of metal, warning beacons, and gears grinding.
You’re three miles out of Abel, and maybe a quarter of a mile out on your run. You’re told to jump, so you do. And then you hear the groans of the undead.
Horror and athletics don’t usually mix, but with a heaping of pure passion, these two things can gel just as well as sweat and iron. Zombies, Run, is an exciting fitness app from London-based studio Six to Start. Its goal is to tell you the story of a fractured world as you jog, and put you firmly in the thick of it. You participate as a silent and athletically gifted protagonist that the survivors of Abel dub “Runner 5.” Runners have a single job: run — run to find new materials, or pick up packages, or trade with others. Each mission in the game presents a new piece of scripted story. Each segment is broken into chunks that are cleverly bookended by your own workout playlists.
The stylish Zombies, Run! poster that was given to its backers on Kickstarter.
The effect is sort of like what would happen if Stephen King’s The Mist 3-D ever melded with Nike Plus. The narrators, who hiss into different sides of your earbuds as you run, provide a rough context as to where you are and what you need to do. They bump out pieces of story intermittently, as you picture wandering through the bowels of a messed up hospital or explore an air drop outside of Abel base. After each mission, the app turns into something similar to Fallout’s radio stations; it plays your music alongside radio-style commentary and news from two Abel survivors.
There’s a much more mechanical game part to Zombies, Run, too. As you run, you’ll pick up items that can be used to boost Abel Township’s hospital, food stores, communication station, armory, residential areas, or recreational facilities. It’s a simple mechanic, but it feels like a treat after an awesome run.
Sometimes, you’ll hear the groans of the undead in your ear and have to run faster in the real world to get away from the game’s zombies. This specific part of the experience is its interval training, which is an important element that sets this apart. Most fitness games are horrible at getting you to new heights. Even the good ones like EA Active are bad at this. Band exercises have limitations, and running in place isn’t going to get your bigger or stronger or faster. Pushing yourself safely with intervals in a real world scenario is an important component to any kind of serious training, and Zombies, Run has that.
That’s a great element, but what I really think makes Zombies, Run work, and work so well, is its soul. The studio has one experienced runner with a history of using fitness apps and a staff filled with people who dig and understand proper storytelling. They want to deliver something special. As an organization, Six to Start seems like the perfect fit for this kind of app.
The Origin
Adrian Hon is one of the brains behind Zombies, Run. He’s the runner of the office. He tells me that he’s wanted a better kind of running game since the iPhone made its debut. He’s used a lot running apps, like Nike Plus and Runkeeper, as well as a couple of more visual-oriented apps. The problem he sees with these apps is legion. Running while looking at a screen is dangerous, stopping to see your progress is counterproductive, GPS can send you to bad places, and there’s not an element of fun.
Hon says he used to hate running when he was younger. He, literally, “Couldn’t think of a worse thing to do.” This all changed when he discovered Garmin GPS, which added an element of fun to the mix. Because of this app, he still runs, although its more of a seasonal thing because no-one likes getting out on ice.
There's a Zombies, Run store that sells these.
“One of the things I really liked about the Garmin was the ‘ghost mode,’ where you could race against yourself.” Hon says. “It made me think there was quite a lot that could be done with fitness games. And I think that physical activity — and of course, sports — is inherently fun and good, so it really shouldn’t be that hard to make a game out of them.” He laments what studios are doing now with their fitness games.
“However, developers have been more focused on the more reliably profitable, yet massively competitive, genres of casual games lately. And more experimental folk find it more difficult to combine tech and physical interaction in a way that doesn’t make you want to shoot yourself when you try to play.”
Zombies, Run was the answer to Hon’s issues with fitness apps and a riff on Ghost mode. It’s a viable one, too, because it treats your phone as if it were an iPod Nano. It only spits out audio when you select a mission, and it never asks you to take a gander at it while you exercise. Aside from random zombie horde events, it also lets you decide when you want to push yourself. A lot of fitness games, if they’re not taxing, they’re just screaming at you. It can be a really counterproductive factor in a workout. It’s easier to get hurt this way. Zombies, Run allows you to take care of your body while also torturing your mind.
Zombies, Run was a project that floated around in Hon’s head since his Garmin days. He and Six To Start had a lot of ideas bouncing around, but they settled on this one, as it artfully combines super simple play alongside an actual story. The narrative is something Hon obviously enjoys, too. “It’s a shame that so few developers have made more than a token effort to put proper stories in their games,” Hon says. “I understand that Triple Town and Bejeweled don’t need stories, but then again, I quite liked Puzzle Quest, so there’s a lot of room in mobile for innovation, but we’re still seeing the same old stuff, even from indie developers.”
This is the first promotional image for the game on the App Store.
Six to Start is all about story. If it isn’t obvious from the fact that it created an audio-based running game about the end of the world, check .
“We are next-gen storytellers,” the studio proudly states. “Great storytelling and great gameplay is at the heart of what we do. Storytelling is a huge part of the world’s culture, and great stories have always had the ability to move and excite us, whatever the medium. Play means a lot to us, too. We draw inspiration from video games, boardgames, casual games and playful applications and services.”
Six To Start believes that through play, people can learn and discover new experiences. When story and play are combined, it gives Six to Start “the opportunity to deeply engage with our audience get them to do new things — as a large single group or individually.” It’s getting me to run away from zombies, and think about the world they exist in as I kill my body, so this place is obviously doing something right.
Six To Start and Hon’s baby became 3,464 people’s baby, too. Zombies, Run . The team put up the game’s idea, asked for $12,500 and then received over $70,000 in return. The project was funded in six days alone. Backers received all sorts of neat prizes, including their names in the game’s credits, a poster, or the chance to name something in the game after themselves.
Hon has prior experience with Kickstarter, so it wasn’t a big moment when the idea of putting Zombies, Run on the popular crowd-funding service came to him. However, the decision was also a great way to vet the game’s core idea. “Plus, we thought that the public would be easier to convince Zombies, Run was a good idea than the usual gatekeepers.”
Everyday I Hear Zombies Moan
I usually stick to high-impact weight lifting. I don’t run because I’m afraid that I’ll lose my precious muscle mass. Call it a tic. The truly awesome thing about this app is that it is capable of embracing your routine, no matter how weird it is. I normally use the elliptical for my needs, for example, and I can use Zombies, Run. All I have to do is turn off the GPS features and turn on its experimental accelerometer functionality and I can play just like a runner might. Conversely, I can also just chill with it, and listen to the story, although this method isn’t preferable.
I’m taking Zombies, Run into the gym every day. That’s huge because it’s proving to be a tool. On my calf and thigh days, it’s pushing me, reminding me not to fall into casual or relaxed grooves. I need that because I’m usually only interested in sweating if I’m lifting something spectacularly heavy.
I guess games end up changing a lot when the budget suddenly skyrockets.
Plus, the story is tremendously well told. This isn’t a blown-up, bombastic tale of a few survivors just making do. There’s subtlety to its characters and its world, and just like The Walking Dead, there are moments of intense action, bookended by periods of drama and character building. Zombies, Run wants to actually tell you a story. It isn’t afraid to do so, and that comes across, even if you might be slightly too tired to care in sections. I never feel like an idiot while listening to it, either. It’s told with a straight face and with enough touch to make it feel like an honest story, and not just some weird nerd fantasy running app. There’s interesting stuff tucked into each mission — stuff you want to tune in order to learn more about the world Six to Start is building.
Also, of note, this isn’t a trainer. It doesn’t scream at you. It might nudge you with the zombie horde attacks, but the app doesn’t get in your face. It let’s you do your own thing in your own way. It was designed specifically to do this.
“We want to enhance people’s lives by making their workouts fun, not turn into nagging machines,” says Naomi Alderman, the writer of Zombies, Run. Mission accomplished, I think.
Zombies, Run is available now on the App Store for $7.99. An Android version is coming down the pipes, too. Currently, the game has a total of 20 missions. More missions are slated to come down the line as IAP. Check it out if it even vaguely interests you. I think you’ll be surprised by its purity — and its scares.
[]
‘Reflection’ Lets You AirPlay Stream Your iOS Device to Your Mac
One of Apple’s more “magical” features in the past year is AirPlay, which allows you to stream the screen from your iPhone 4S or iPad 2 wirelessly to an Apple TV and right onto your HDTV. Soon, the new OS X Mountain Lion will allow you to do the same thing with your Mac, beaming whatever is on its screen to your TV wirelessly. In terms of gaming, AirPlay offers an additional avenue for playing iOS games – wirelessly on the living room TV – and some titles like Real Racing 2 HD have taken it a step further and offer a custom interface or additional features for playing the game that way.
While Apple has made it incredibly easy to beam the latest iOS devices to a television, and soon will be able to beam a Mac to a television, it’s strange that there’s not also the ability to stream an iOS device right onto a Mac. Someone else must have thought that was strange too, as there is now a new Mac app called that allows you to do just that. Streaming to a Mac using the Reflection app is just as simple as streaming to a television with an Apple TV. Just run the program on your Mac, and choose the AirPlay option on your iPhone 4S or iPad 2 and just like that it’s on your computer screen.
This sort of functionality has all types of useful applications, but the first thing on my mind was how well games would play using Reflection. For the most part it works pretty good, and it will largely depend on which game you’re playing whether you have a good experience or not. This is mostly due to the slight lag that is present when using Reflection, where your actions on your iOS device translate to your Mac just a tad off from real time. This tad can make a big difference in games that require precise and timely touches, and I shudder to think of playing something like Beat Sneak Bandit with that slight delay.
For lots of games that lag won’t matter though, and it is pretty cool playing iOS games on my MacBook Pro. Another thing I noticed is that the frame rate in Reflection isn’t as smooth as what’s on the actual device, but it isn’t terribly noticeable. Reflection also comes with the options to view the game in an iPhone or iPad frame, much like the simulator in the iOS SDK, or play in frameless or full screen modes. Reflection reacts accordingly when changing your device’s orientation, and you can lock it in either portrait or landscape if need be.
Reflection is a neat piece of technology, I can see it being incredibly useful to some. But for gaming it feels more like a novelty due to the sluggishness of the performance, but it’s still pretty neat and I think that performance will improve over time. If you own a Mac, you can grab a trial version of Reflection for free to test it out. It gives you just 10 minutes of time per day to mess around with it, but that’s enough to see how it works and decide if it’s something worth buying. If you do, the full version of Reflection will set you back $14.99 for a single license.
Product Website Link:
[]
- Page 13 of 199
- <
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
- 19
- 20
- 21
- 22
- 23
- 24
- 25
- 26
- 27
- 28
- 29
- 30
- 31
- 32
- 33
- 34
- 35
- 36
- 37
- 38
- 39
- 40
- 41
- 42
- 43
- 44
- 45
- 46
- 47
- 48
- 49
- 50
- 51
- 52
- 53
- 54
- 55
- 56
- 57
- 58
- 59
- 60
- 61
- 62
- 63
- 64
- 65
- 66
- 67
- 68
- 69
- 70
- 71
- 72
- 73
- 74
- 75
- 76
- 77
- 78
- 79
- 80
- 81
- 82
- 83
- 84
- 85
- 86
- 87
- 88
- 89
- 90
- 91
- 92
- 93
- 94
- 95
- 96
- 97
- 98
- 99
- 100
- 101
- 102
- 103
- 104
- 105
- 106
- 107
- 108
- 109
- 110
- 111
- 112
- 113
- 114
- 115
- 116
- 117
- 118
- 119
- 120
- 121
- 122
- 123
- 124
- 125
- 126
- 127
- 128
- 129
- 130
- 131
- 132
- 133
- 134
- 135
- 136
- 137
- 138
- 139
- 140
- 141
- 142
- 143
- 144
- 145
- 146
- 147
- 148
- 149
- 150
- 151
- 152
- 153
- 154
- 155
- 156
- 157
- 158
- 159
- 160
- 161
- 162
- 163
- 164
- 165
- 166
- 167
- 168
- 169
- 170
- 171
- 172
- 173
- 174
- 175
- 176
- 177
- 178
- 179
- 180
- 181
- 182
- 183
- 184
- 185
- 186
- 187
- 188
- 189
- 190
- 191
- 192
- 193
- 194
- 195
- 196
- 197
- 198
- 199
- >
