I’m trying to find an Android app that will notify me if I’m above/below/at target pace to help me with training for the Half Marathon. Whilst miCoach (which I use primarily) does this, it only does it once you’ve done an assessment run, and/or tweaked the pace zones yourself. I can use other apps such as Endomondo, RunKeeper, etc. to notify me of current and average pace based on time and/or distance travelled, but I’d like to know without having to wait for the next time/distance trigger.
Speaking of which, I might go back to myAsics training. Even though their app is crap, I could still make do with their training plan, and use Endomondo to monitor my pace. True, it won’t be accurate, but I guess I could set it to announce pace every five minutes.
Alright, I’m stopping playing Zombies Run until Six To Start sort out the sync bug. I’m going to backup the app, then uninstall it. On the plus side, since I’ve uninstalled it, I can also get rid of the music I downloaded onto my SD Card to work with it.
Tried to do an Assessment Workout before this run, and slightly impacted it (elevated heart rate at the start of the run). Also, burned out much more quicker this time as a result. I think I might do another one on my Thursday rest day. I aborted the Assessment Workout because it burned me out too quickly, although looking at the Assessment chart, it seems I should have tried to keep going….
No Zombies, Run! track, and there probably won’t be anymore, not until they sort out the synchronisation bug.
ZR2 still doesn’t like to play nicely with Runkeeper. I wonder if I run JUST ZR2 without Runkeeper, if that will work. If it does, I’ll report that as a bug.
It would seem that the Zombies, Run! 2 app doesn’t play well with RunKeeper. My GPS tracks with RunKeeper when ZR2 is running are very ragged and the ZR2 app ran without GPS tracking, even though I know I did turn it on, because RK was running in the background. I guess I’ll have to turn on ZR first, then RunKeeper.
As for the actual app, though, the new base construction section is so far, a very interesting improvement, you use the supplies you have picked up on your runs to build it, like before, but this time, it takes multiple supplies to construct or upgrade building, and you can now extend your base and make it bigger. Perhaps even add more housing and buildings. At the moment, I’ve only added additional buildings – Comms and Farm, but we’ll see what happens in the future. I want to finish my second round of Season 1 missions before I start on Season 2, even though I’ve already downloaded all the available S2 missions.
Looking for someone caught up in the explosions? Have information about someone caught in the explosions? Google have setup a people finder to help on both fronts:
Boston Police said there is a helpline in the US for concerned relatives: 617 635 4500, and anybody with information about the blasts should call 1 800 494 tips.
We are almost beside ourselves with excitement to be launching Season 2 with all-new iOS and Android apps tomorrow.
But first I’ve got bad news for people looking forward to the full VoiceOver support that we promised on iOS for Zombies, Run! 2 - it will not be available in tomorrow’s update. Instead, we will be making good on our commitment for full VoiceOver support in version 2.1, which we will release AS SOON AS POSSIBLE after April 16th. If you depend on VoiceOver to play the game, you should hold off on updating until 2.1 is out, when we will have made the game fully accessible.
Here are some of the questions you may have about this, answered:
Why?
I am genuinely sorry! In brief, the reasons are: we are a very small development team, and we had some unexpected late challenges in making the app fully accessible. The “schematic view” base builder was all but complete at the time that we wrote about our VoiceOver plans, however, we then discovered that our mission list was inaccessible in VoiceOver mode because of the way the new interface handles swipe and tap gestures.
The remainder is just a matter of the brutal realities of software development. Apple review every app that goes into the iOS App Store by hand, and this process can take many days. If your app fails review, you must fix the app and then submit it for review again. To be sure that the app would be ready for April 16th, we submitted it over a month ago. This meant we didn’t have time to fix the new VoiceOver issues we’d discovered.
Why couldn’t you have told us sooner?
Because there was a chance that, if the app failed its first review, we might have been able to add the VoiceOver support in a follow-up submission.
So what have you been doing this past month?
Finishing the Android application! It is looking great, and I’m really pleased with how many features we have packed into 2.0. What’s more, because we can publish new versions of the Android app as fast as we can write them, we have a slew of new features coming out in updates over the next few weeks.
Also, I’m thrilled to announce that the development team is now one developer larger. Mohsen joined us two weeks ago and hit the ground … running … if you’ll excuse the pun. His first contributions to the project were to fix those outstanding VoiceOver problems.
You can’t submit a new version of an app to Apple while a version is waiting to be released. Therefore we will be submitting version 2.1 to Apple the moment 2.0 is out of the gate.
Why can’t you give us an exact date for version 2.1?
Because of the App Store review process. However, the good news is that, with ZR2.0 coming out tomorrow, we can put 2.1 into the review process right away. We will not be messing around here.
What about accessibility in the future?
We are not shying away from this commitment. With our expanding developer team and our fast-improving knowledge and experience with VoiceOver technology, we intend to ensure that every part of Zombies, Run! continues to be accessible to as many people as possible.
The wait is almost over! Zombies, Run! 2 is just a matter of days away. Hours, really. Yes, we’re still on track to release on both iOS and Android on April 16th. We promised to keep you updated if anything changes and, thankfully, nothing has.
In case you didn’t see our previous post on the subject, Zombies, Run! 2 will be an update to your current Zombies, Run! app. Which means that if you already own Zombies, Run! you won’t have to purchase Zombies, Run! 2; you already have it!
This update includes seven missions from Season 2 - four story missions and three side missions. We know that some of you will blast through these quite quickly, but don’t worry. There’s plenty more where that came from!
The week of April 29th will mark the start of our weekly mission releases. We have over sixty missions in development right now which we’ll be making available at a rate of three a week. That’s two story missions and one side mission every week. All brand new. Buying a season pass will give you access to these as and when they become available.
Don’t worry, there’s no pressure to play them all as soon as they’re released. Once they’re out, they’re yours to play whenever you want.
So prepare yourselves, because if you thought Zombies, Run! Season One was intense, you ain’t seen nothing yet…
Scored 95% today. Another good run. Kept a good pace, and one blip. It was a windy day and my cap blew off, so I had to break off my pace to retrieve it :P
Been trying to watch some DRM movies off Google Play recently, and can’t seem to get them working on Fedora. I can watch them on my TF101 though, so it’s not too much of a problem, but more of an inconvenience:
I'm already talking to Google support about this and seeing what they suggest.
My TV looks like it’s on the fritz and we’re going to have to buy a new one soon. So here’s a little something to chuckle over. Note the cameo from Mr. Old Spice.