Friday, August 25, 2017

The smell of e books just got better

The smell of e books just got better


Smellofbook

 

Does your Kindle leave you feeling like there’s something missing from your reading experience?

Have you been avoiding e-books because they just don’t smell right?

If you’ve been hesitant to jump on the e-book bandwagon, you’re not alone. Book lovers everywhere have resisted digital books because they still don’t compare to the experience of reading a good old fashioned paper book.

But all of that is changing thanks to Smell of Books™, a revolutionary new aerosol e-book enhancer.

Now you can finally enjoy reading e-books without giving up the smell you love so much. With Smell of Books™ you can have the best of both worlds, the convenience of an e-book and the smell of your favorite paper book.

Smell of Books™ is compatible with a wide range of e-reading devices and e-book formats and is 100% DRM-compatible. Whether you read your e-books on a Kindle or an iPhone using Stanza, Smell of Books™ will bring back that real book smell you miss so much.

 

 

Pick the smell that’s right for you

Smell of Books™ is available in five designer aromas. There’s a Smell of Books™ scent for every type of book lover.

  • New Book Smell
  • Classic Musty Smell
  • Scent of Sensibility
  • Eau You Have Cats
  • Crunchy Bacon Scent

 

 

Compatibility List

Smell of Books™ has been tested to work with the following e-book formats:

  • Plain text files
  • Hypertext Markup Language (HTML)
  • Amazon Kindle (AZW) Format
  • Open Electronic Book Package Format
  • TomeRaider
  • DuroSport Text Markup Language (DTML)
  • Arghos Diffusion
  • Flip Books
  • NISO Z39.86 Format
  • FictionBook
  • Text Encoding Initiative
  • Plucker
  • CHM Format
  • Portable Document Format (PDF)
  • PostScript
  • DjVu
  • Microsoft LIT
  • eReader (formerly Palm Digital Media/Peanut Press)
  • Desktop Author
  • DNL Reader
  • Newton eBook
  • APABI
  • iPod Notes
  • Libris
  • Mobipocket
  • IDPF/EPUB
  • SSReader
  • Multimedia Books (Eveda)
  • Zen Markup Language (ZML)

Smell of Books™ has been tested to work with the following e-book reading devices:

  • Gemstar REB 1200 and GEB 2150
  • Gemstar REB 1100
  • Rocket Ebook
  • Handera H330
  • Franklin eBookMan
  • FLEPia
  • Kindle
  • Kindle 2
  • Kindle DX
  • PRS-700BC Reader Digital Book
  • Digital Reader 1000
  • Cybook Gen3
  • GeR2
  • Star eBook STK-101
  • Hanilin eReader
  • Sony Reader
  • iLiad
  • Librié
  • Pixelar e-Reader
  • Wattpad- for Mobile Java devices and other mobile phones
  • BeBook – (UK): BeBook
  • Astak – (US): EZ Reader
  • lBook – (UA): lBook eReader
  • Endless Ideas – (NL): BeBook Reader
  • Facthor – (E): Papyre
  • Star eRead-Neolux (KR): -Nuut
  • Plastic Logic Reader
  • txtr
  • Foxit
  • Readius
  • Boox
  • Papyrus
  • JetBook
  • Cybook Gen1
  • Ebookwise 1150
  • MyFriend
  • Hiebook 

 

 

Warnings and Legal Disclaimers

Please use in well ventilated area. May cause dizziness and hallucinations. May cause itching and runny nose. If symptoms persist for longer than eight weeks please consult your physician. Not for use on “real” books. Do not use while riding public transportation. Discard empty container with hazardous waste. Not for use as a room deodorizer. Not for use on burning books. Do not use on a Zune. Keep away from the Kindle Fire!

 

Smell-logo

Copyright © 2012 • DuroSport Electronics

 

Via: Smell of Books http://smellofbooks.com/

 

 

 


download file now

Continue reading ...

Saturday, August 5, 2017

The Indie Bubble Revisited or Are We All Totally Doomed or Just Regular Doomed

The Indie Bubble Revisited or Are We All Totally Doomed or Just Regular Doomed


I hate writing this, because the situation is ugly, and it feels like Im just piling on. Ill try to add something new to the discussion.

Yeah, yeah, I know. Another stupid article about the Indie Bubble, or the #indiepocalypse, or whatever dumb thing they�re calling it today.

It�s starting to get a little old. I did my part kicking off this whole discussion with my Indie Bubble article about a year ago. Its probably the most widely read thing Ive ever written. Luminaries of the game industry read it. Many articles referenced it. Some people hated it, though a lot of these seemed to do so not because it was wrong but because they wanted it to be wrong.

It�s been talked about a lot since then. I�ve read a million articles and tweets and critiques by established indie devs who are eager to let you know that if you don�t create an eternal classic and market it 27 hours every day you suck and deserve to fail. (I�m know ... I�m exaggerating. Some days, it doesn�t feel like it.)

But I�m not gunning for ten million dollars, and I doubt most young game devs are either. We just want to earn pizza and housing money making our happy toys. We know that a few people can make a killing. We just want to know if we can make a living.

Anyway, it�s been a year, and I�d like to check in. Try to inject some reality, maybe a solid prediction or two. It seems like half of the game industry is too optimistic and the other half too lost to despair. Instead, all we need to do is look around and see a bit of what the Game Industry is like. What it was like before the bubble, and what it is reverting to being like again.

By the way, I dont want to turn this into an ugly class thing, but ... If you already have a massive hit, OF COURSE everything looks great.

A Bit Of Truth, and Then You Can Ignore the Rest of This

Some have described me as some sort of weirdo Indie Dev Angel of Death, forecasting the apocalypse. This is not what I said in my article. All I said was that, after several exuberant years, the business of writing indie games was returning to normal.

And what is normal? Heres the big take-away! Writing games for cash is a harsh, unforgiving affair. Success is rare and failure common, instead of the other way around. If an indie game fails, it shouldn�t surprise you. Success should surprise you. All I said was that, in the future, this hard reality will (and must) reassert itself.

Please take a moment to reread the previous paragraph. Then don�t read the rest of this mess. All that us Doomsayers are saying is that the simple reality in the previous paragraph is reasserting itself. There�s is an #indiepocalypse, kind of. It�s a painful return to the simple harshness of the gaming biz, same as it always was.

But if you�re still reading, since were all in the future now, I wanted to revisit my original piece and see if I was accurate.

So let us look, bravely, eyes open and clear, at the situation as it exists. Lets figure out where were going, and lets see if we can all find a way to avoid flying shrapnel.

Time for a little cheering-up break. Thanks, Twilight Sparkle! Friendship IS magic!

Now I Prove I Was Right

How can I prove that I was right, that the happy days of easy money are gone, and that we indie devs are going to have to hustle and scrape and control our budgets like in the musty olde shareware days?

Once, I dreaded writing this article. I feared having to dig up tales of high profile indie flops. I planned to rely on imperfect measures, like the increasing number of games forced to rely on massive discounts and being in bundles a scant 3-5 months after release. I thought Id need to scrape together what sales figures I could find to show that, yes, titles that once would have been massive hits out of the gate will struggle simply to break even.

Now I dont need to do any of that. I have been given manna from Blog Writer Heaven: SteamSpy.

Arent you sick of seeing this chart? (Full size original here.) I know I am.
The Mysterious Miracle of SteamSpy

SteamSpy is a new web site that uses online data mining, secret algorithms, and Magic to come up with weirdly accurate estimates of how many titles games on Steam have sold. Based on my own sales and what Ive heard from other indie devs, its numbers are surprisingly on the nose.

Its not as good for figuring out how much actual money a game has made. SteamSpy counts sales, not how much money a sale was actually for. The site  cant tell whether sales were at full price or from sales or bundles or whatever. However, if a game hasnt yet been in any bundles or big sales, its good at estimating how much the game has earned. Its pretty damn cool.

That being said, please consult the chart above.

One heavily disputed claim in my original article was that most people have only a constant amount they will spend on video games. Thus, since so many more titles are coming out, earnings will go way down.

This struck me as a pretty uncontroversial statement, immediately understood by anyone who knows anything about economics or who has had to make a family budget. If you release 10x as many games, people wont start spending 10x as much on games, as they also need to buy food.

SteamSpys chart says this is pretty much exactly what happened. Number of games shot up. Money earned per game went way down. Yes, there are still hits, and they generally earned it. Its the invisible majority of developers that are drifting into oblivion in silence.

So now Im going to make some predictions, and I hope, in a year, that I have been proven wrong. I really do.

Another chart everyone is sick of: Steam releases per month. Ignore the dumb trend line and just look at the dots. The pretty, pretty dots.

Prediction One: More People Need To Abandon Their Dreams.

As a bonus, there is another chart: Steam Releases per month. Theres no guesswork here. To know the number of new releases, you just have to go to Steam and count them. The numbers are still shooting up, as hopeful, talented young devs chase the gold rush.

Expect earnings for most developers to keep going down for a while. I dont take any satisfaction in this. I love indie development, and, as I said in the previous article, I WANT to be proven wrong. (Remember, this is my day job too.) Yet, these numbers are pretty compelling, and they speak of a rough road ahead.

Yeah, yeah. You�re probably sick to DEATH of hearing that. LOTS of indie devs say it. What nobody talks about is exactly what that rough road will look like. Who will get hurt, and how? Here�s a guess:

Basically, solid, competently made games that would have made a modest profit 10 years ago or 10 years from now will just flop. Really ground-breaking titles will do fine, of course. It�s just that, in a normal environment, you shouldn�t need to be absolutely unique and invent a new genre or whatever to make money.

(Oh, by the way? If an otherwise solid product falls to huge competition, theres no need to pile on further by saying, "You just sucked. Indies are whiners. You just want a trophy for showing up. Loser. LRN2PLAYN00B!" It really aggravates me when profitable indie devs do this. Show some humility. You just write indie games, for Gods sake. Just because your game sold well doesnt make you Jesus.)

This is REALLY important: After the hard times to come, yes, wages will be lower than they were. It will be harder to get rich, but itll also be totally possible to scrape by a nice, middle-class existence writing competent games in underserved genres.

All it will take is enough companies dying to have a few genres be underserved again. This process will be HARD. This is the so-called #indiepocalypse, right here.

To make a living without a monster hit, however, will require some reality acceptance ...

Yeah, pretty much. I suggest writing your first game in your spare, non-job time. Yes, I know this sucks. Ive been there, man.

Prediction Two: Ambitions Will Grow More Modest. Budgets Will Be Cut.

My blog is called the Bottom Feeder, because that is what I am. I am a small, fast, nimble developer, dashing in to grab the scraps the big boys leave behind. I write my games on tight schedules with modest budgets. When I can use cheap, licensed sound and graphics, I do so with enthusiasm.

As a result, our business has done well for over 20 years.

Ive watched the ramping up of indie budgets and ambitions over the last few years with fascination. Having a real team and professional assets (graphics, sound, etc) can result in a very successful game. However, the more you spend, the greater the risk. Sometimes, I suspect my fellow developers have lost the ability to make hard choices about what luxuries are worth paying for and what arent.

Indie developers tend to want nothing less than custom graphics and music of the highest quality, everything done completely fresh for each game. Sometimes, licensing a piece of music for cheap can do just as well, with far less overhead to earn back in sales.

If your game needs voicework (Does it? Does it, really?), there are a multitude of actors who can do well for reasonable rates. Instead, Ive seen several developers hire big name actors. I sincerely doubt this generates enough extra sales to justify the expense and trouble.

Team sizes. Holy cripes, but teams are big! I never would have imagined that a 10+ person indie game team would seem like a viable option. Never forget that you can make remarkable stuff with two people (one coder, one artist, buy what assets you have to online for cheap).

And as for long development times, yes, I know. Art happens on its own schedule and shouldnt be rushed. Yet, discipline is still necessary. Its way easier to stay in business when you have a new game every two years than every four. If youre spending 5-7 years to make an indie game, I hope you were already rich when you started.

Amazingly, some indie devs hire actual consultants, the greatest of all cash sponges for confused businesses with too much money. The highest profile recent indie failure, Tale of Tales, hired an expensive consultancy team to help out.  I can guarantee that it wasnt worth it.

As things get tougher, the indie business will need to focus more on the Business part. This is all to the good.

Look at the bright side. If you never get famous, nobody will notice when you have your nervous breakdown on Twitter.

Prediction Three: "PR Better" Will Stop Being the Answer To Everything.

Lower budgets mean you can sell fewer copies of your game and still stay in business. If you operate on a low enough budget, you dont need a huge PR breakthrough to succeed.

I believe a really good game, word of mouth marketing, and patience can still be enough to generate a profitable product. It�s a slow, hard road, but this is still a tough industry. It�s still was easier than it used to be, as the number of outlets for word-of-mouth and cheap marketing have gone way up since I started. If I�m wrong, we have an even more serious problem than we thought.

This is because the PR situation is becoming intolerable. I am so sick of indie devs who already made it saying, "You must spend huge resources on PR. If you dont, you deserve to fail." This is mean, lazy, and utterly neglectful of the reality now.

Look. As I write this, Pax Prime is going on. There are OVER ONE HUNDRED indie games showing at PAX. These are young, ambitious developers who are expending huge amounts of time, cash, and energy doing what their elders told them to do. For most of them, the effort will be wasted.

This isnt their fault. The gaming press only has so much bandwidth. It can and will only cover so many games, and most of those resources will go to AAA titles. They simply cant give exposure to over 100 games. Even if they could, gamers dont have the time or mental bandwidth to process so much input.

Ive heard that the press will only cover you if you go directly to them in person (expensive, time-consuming). Simple email contacts (fast, inexpensive) wont do. Im starting to believe it. The recent indie game N++ hardly got any coverage, and this is the sequel to the N series, one of the best-known, seminal series of the indie boom.

And yet, even if they had gone to cons and kissed the ring, I doubt it would have helped. Over 100 indie games on display. You cant fight that math.

(I�m assuming here that the gaming press is a pure, neutral meritocracy. If you believe that the press occasionally gives a huge amount of press to a mediocre title for unrelated reasons, well, the problem becomes even more dire.)

This is also assuming, of course, that conventional press even matters anymore. There are real doubts on that score. Reviews in old-school magazines and web sites don�t bump my sales near as much as they used to.

I believe that, of necessity, developers will rediscover building businesses the old-fashioned way. Not by getting a smash hit overnight, but slowly, game by game, building a genuine fan base that will carry them through good times and bad, counting on quality and word-of-mouth PR to get the word out there. As the saying goes, it takes ten years to make an overnight success.

Its slow and difficult. Really difficult. It may not even be possible. You�ll have to forgive me for thinking it�s possible, as it�s the only thing that enables me to get out of bed some mornings.

Pictured: The Game Industry in 2016. (Artists conception.)

Prediction Four: Indie Gaming Will Survive.

Despite all this, Im not a doomsayer. Indie gaming will survive. Gamers want us to survive, and the quality of our work is fantastic. I rarely have more fun than when I buy a Humble Bundle and try out 10 of the games these ambitious young people are making.

These new developers are driven, smart, and admirable. They are better than me, and I want them to get rich. Some of them even will.

Nobody knows what is going to happen. There are a ton of unsolved problems (like pricing and efficient marketing). It will be hard to succeed. Like it has almost always been, and will almost always be.

My advice for you personally? Its the same advice Id give to anyone planning to go into a highly competitive artistic field: Dont start writing indie games unless you couldnt possibly be happy doing any other job.

I hope youre not a broken toy like me, driven by a mad compulsion to make these peculiar, garish, little works of art. But if you are, welcome aboard. I am rooting for you.

Youre still reading this? Whats WRONG with you? Why didnt you just read 200 words, make up some stupid opinion I didnt say, and attack me for it in a Gamasutra article? You know, like everyone else?

What I Am Going To Do

The same thing Ive always done. Lay low. Work fast and cheap. Ill count on my awesome loyal fans to see me through, and Ill do my best to make work worthy of their loyalty.

My games are $20. To stay in business, I need to sell, say, a minimum of 6000 full price copies of each new game. Add on bundles, Steam sales, etc, and its a good living. For me, now, its an entirely attainable goal. If you care, you can follow how Im doing on SteamSpy.

I know life is a bummer now, but indie games are just too cool to die. If you write them, as a pro or hobbyist, be proud.

Well, better get back to work. I have two weeks to write four weeks� work of dialogue. Time to hop to it.

###

Please let me know how much I suck on my Twitter.

download file now

Continue reading ...

Thursday, August 3, 2017

The next wave of malware might kill more than just your PC

The next wave of malware might kill more than just your PC



Ransomware is the biggest threat that has ever hit customers says Bogdan Botezatu, senior threat analyst at Bitdefender, and worse is coming according to him.
"It is ironic that encryption, a technology designed to keep us safe, is being used against the customer," he said. Encryption-based ransomware is essentially someone transforming your files into a mish-mash of bytes that need a key to be translated.
And it is only the perpetrator that can provide you with that key � for a fee. "Interestingly, most of the time they are giving the encryption key to the victim if they pay," Bogdan added, "except when they go to jail first."

Mobile hostages

And dont think that ransomware is limited to desktops only. Yes, it is very prevalent in that segment because customers tend to take security very lightly (think Windows XP and Internet Explorer 6) but the threat is very rapidly coming to mobile.
Only one in fifty smartphones on the market have antivirus protection, and devices older than two years are unlikely to get any sort of updates or patches especially as Google, smartphone makers and network carriers are all part of the equation.
What can be done to mitigate this threat? Well, installing an antivirus program on your devices � any sort of antivirus � would help. Most of them are free, either on mobile or desktop.
Keeping it up to date and upgrading your operating system would be a good thing, too. Backups are also a very good idea. With cloud-based storage now available almost by default on most recent devices, ransomware is yet another powerful incentive to get the end user backing up.
"Backup as often as possible as ransomware can hit anytime even if youre not doing anything wrong," our interlocutor warned. "Because ransomware developers are very apt at using zero-day exploits, you dont even need to click to get the payload."

Polymorphism problems

Sometimes just browsing a website is enough to be infected. Add to that the fact that ransomware has resurrected an old technique called polymorphism and one starts to grasp the challenges faced by security experts on a daily basis.
"Each piece of ransomware has its own unique ID, every single one of them is different from the other one. The more you rely on polymorphism, the more you can evade traditional antivirus solutions."
He then quoted a worrying figure: 2,000 is the number of ransomware files uploaded in one day by hackers to VirusTotal, a free service that checks whether a file is a virus or not by matching it against a malware database from more than 40 antivirus solutions.
None of these files were in the database, which is why relying on behaviour analysis rather than just analysing a file is where the industry is heading.
The boom in ransomware can be attributed, Bogdan said, to the more mature encryption technologies as well as the wide availability of DIY kits that allow you to, well, build your own ransomware factory and start taking peoples data hostage.
He also cited the death of three people, all suicides that are directly linked to ransomware. All three chose to end their lives rather than giving in to ransomware criminals.

IoT dangers

But the worst is yet to come. The rise of the Internet of Things could provide ransomware developers with a much bigger and potentially lucrative "audience".
Want to continue using that pacemaker of yours? Please pay in Bitcoins only. How about saving your house from an impending blaze? That would be a few more Bitcoins.
"Theres no cure to ransomware and it could change the face of cybercrime forever," Bogdan pointed out as we ended the interview.

download file now

Continue reading ...

Tuesday, August 1, 2017

The Most Useful Media Converter For Linux Just Got Better Meet The New Handbrake

The Most Useful Media Converter For Linux Just Got Better Meet The New Handbrake


There are so many different codecs out in the world � some are extremely popular, and others are barely used. While you�re using Linux, you may come across all sorts of codecs, and you might want to use some codecs rather than others.
Thankfully, the cross-platform Handbrake utility has gotten a significant update that makes it even better at converting videos between various codecs. Let�s check out all of the exciting stuff in the newest Handbrake.


Support for More Codecs


handbrake_codecs

First of all, there�s lots of under-the-hood improvements in Handbrake. For instance, the utility can now use H.265 (which compresses video even better than the famous codec H.264) as well as VP8. If you don�t know much about these codecs, just know that they�re pretty modern codecs that a lot of videos will be encoded with. Transcoding videos into these codecs will save you space on your hard drive as well as keep you future proof for a good while. Besides support for more codecs, there are also a few changes on how other codecs are handled. For example, several backends that handle certain codecs have been swapped with other backends. This is done to improve license compatibility (to make everything follow the GPL) and to improve quality of the output media.

 

Improved Performance

 

In a future release, it�s also planned for Intel�s QuickSync functionality to be implemented to drastically improve transcoding times. In the meantime, you can still use AMD�s or Intel�s OpenCL functionality to somewhat improve performance via their respective GPUs. NVIDIA doesn�t support OpenCL in their GPUs at this time.

 

Modified Interface

 

handbrake_main

Handbrake�s graphical interface also got a nice spruce up. While nothing major, you�ll now be able to access just about all possible settings straight from the GUI, making it quicker and easier to do what you�re wanting to do.

 

Presets

 

There�s also support for presets. There are several presets that come with the program that set the settings to optimized values for what you want handbrake to output.
Once you�ve changed all the settings that you want, you can also save your own presets so you can quickly get back to those same settings at a later time. Of course, you can also delete presets you no longer need.

 

How to Install

 

The latest version, Handbrake 0.10, should be available in most distributions. Ubuntu users can install it via a PPA, which makes it quick and easy. To add the PPA, refresh your package lists, and install the latest version of Handbrake, just run these three commands:

sudo add-apt-repository ppa:stebbins/handbrake-releases
sudo apt-get update
sudo apt-get install -y handbrake-gtk


Once you�ve run these commands, you should have Handbrake installed and ready to go.

 

Arista Transcoder as an Alternative

 

arista_main

However, if you�re looking for a tool that has the greatest flexibility between codecs, you�d probably be better served with Arista Transcoder, as it can take advantage of the GStreamer framework to transcode videos. The GStreamer framework is plugin-based, and there are tons of plugins available that give it support for almost any codec under the sun. So, again, if you need to transcode to newer codecs, then Handbrake should be fine. Otherwise, if you need greater flexibility, try Arista Transcoder instead. Once you�ve installed Arista, you can just check your package manager for gstreamer packages � you�ll see plenty of plugins there. If you�re running a distribution like Fedora that doesn�t include �non-free� software, you may need to add third-party repositories (such as RPMFusion for Fedora) or make other similar tweaks to your system to make those packages available.

 

Handy Tools at Your Fingertips

 

Handbrake has always been an excellent tool available on Linux, and improvements like these will continue to come � all thanks to the fact that it�s open source. If you like Handbrake and want other great tools for Linux, don�t forget to check out some of the Best Linux Software out there!

Source: http://www.makeuseof.com/tag/useful-media-converter-linux-just-got-better-meet-new-handbrake/

download file now

Continue reading ...