Daily Update for Sept. 13, 2011

It’s the TUAW Daily Update, your source for Apple news in a convenient audio format. You’ll get all the top Apple stories of the day in three to five minutes, which is perfect for a quick review of what’s happening in the Apple world.

You can listen to today’s Apple stories by clicking the inline player (requires Flash) or the non-Flash link below. To subscribe to the podcast for listening through iTunes, click here.

Daily Update for Sept. 13, 2011 originally appeared on TUAW – The Unofficial Apple Weblog on Tue, 13 Sep 2011 14:44:00 EST. Please see our terms for use of feeds.

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360iDev: Mike Lee talks about mariachi, project engineering and Appsterdam

Mike Lee, former Apple and Delicious Monster employee, is among the most dynamic speakers on the Mac and Apple circuit — whether he’s telling dirty jokes or waxing poetic about beauty and insanity, he’s always entertaining and insightful about product development and Apple culture in general.

Lee was in rare form at this week’s 360iDev conference in Denver — he took the stage in a full Mariachi costume, and that was one of the least weird things that happened during his talk.

His main points on product engineering were all very insightful. Lee went through what he called the history of machines, starting with simple tools like sticks employed by our pre-historic ancestors. He then progressed from the assembly line era to the age of personal computers, and then onto nanotechnology and the future. Lee said that software and hardware have been moving ever closer together, and we’re currently at the “dawn of the age of magic in computing,” where hardware and software are virtually the same thing.

Lee discussed Apple’s “intersection of technology and liberal arts,” which he calls redundant. The word “technology” is derived from the Greek words for both art and science. That led into a discussion about design, during which Lee said that users aren’t necessarily dumb — but developers should assume, for the sake of their software, that they are. “People are not ignorant or apathetic,” said Lee, “but they don’t know and they don’t care about you or your app.”

Great products, said Lee, are 80% boring, but 20% crazy and revolutionary, and that 20% makes all the difference. He offered up the iPod as an example. It was dull and simple when first introduced. But over time, Apple solved one problem after another: “Where does the music come from? What about the Windows guys? No, really,” joked Lee to laughter from the audience, “what about the Windows guys?”

Lee concluded that quality is more important than originality. People, he said, are in love with their ideas, but the incredible implementation of a boring idea makes it much more appealing to its intended audience.

Lee also briefly discussed cross-platform implementation. He said devs often ask him which platform they should develop for or if they should implement across mobile platforms. Focus on doing one well first, Lee tells them: “If you suck on iOS, you’re really going to suck on Android.”

Then things went really off the rails: After a short delay spent dealing with a microphone feedback issue, Lee launched into an extended “mariachi” metaphor, complete with an actual mariachi band marching into the conference. He said that developers and anyone selling or marketing software must take the “boring” story of what their software does, and then add “the mariachi story.” Delicious Library 2, for example, is just a database — but it lets you scan bar codes with your iSight camera.

Lee spoke about product engineering — but he added a mariachi band, and promised everyone would remember it. And even the iPad 2 was a “boring” iteration of the last iPad, just thinner and faster, until Apple announced the Smart Cover and its magical magnets. At that point, Lee said, everyone in the room was thinking that “maybe my Mom would like that old iPad.”

And finally, Lee went into an extended pitch for Appsterdam, a venture he’s trying to put together in Amsterdam for mobile and app developers. Lee suggested that not only is the Netherlands city a great place for developers and programmers to go and work, but Amsterdam itself is a great place for Americans to live, promising the audience at 360iDev that the country offered universal health care, net neutrality and even marriage equality to anyone willing to move out there with him. He even extolled the local library, saying, “it’s like the library was built by Apple out of Ikea,” suggesting that developers there come out and see it (and imagine their children growing up there).

It was hard to tell how the developers in the audience felt about the Appsterdam pitch — it seemed a bit out of place in the talk, and even Lee admitted that he was a little overenthusiastic about suggesting developers with families and other responsibilities picking up and moving to the Netherlands to code with him. But the talk was definitely entertaining and memorable. As usual, Lee demonstrated the frank, crystal clear insight he’s known for.

360iDev: Mike Lee talks about mariachi, project engineering and Appsterdam originally appeared on TUAW – The Unofficial Apple Weblog on Tue, 13 Sep 2011 14:00:00 EST. Please see our terms for use of feeds.

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Phone Story app critiques iPhone lifecycle, gets yanked (Updated)

It’s not every day that we see an iPhone app which serves as an indictment of the entire consumer electronics ecosystem, but it’s even rarer that such an app would show up on the App Store only to promptly disappear again.

Developed by Molleindustria, the Phone Story game combines economics, politics and environmental awareness with play. The 8-bit inspired graphics trace the origins of our electronic devices from the coltan mines of the Congo to the labor conditions in Chinese factories. The tale ends in the West, where our desire for the latest gadgets drives a cycle of innovation, obsolescence and e-waste. If the story sounds familiar, that’s not an accident.

Phone Story made its way into the App Store early today, but a tweet by Molleindustria confirms the 99-cent app, like other controversial apps, has been quickly pulled without explanation by Apple. We’ve reached out to Molleindustria to find out why Apple used the ban hammer on this politically charged app. As our commenters point out below, it may well be the use of the Apple brand that tipped the scales (that’s not allowed), but in that case one wonders why the app was approved in the first place.

Update: The developers have posted their rejection notice. Crude content, abusive portrayal of children, and two infractions of rules covering charitable donations in-app which actually don’t seem to apply.

Hat tip to Daniel Sieradski.

Phone Story app critiques iPhone lifecycle, gets yanked (Updated) originally appeared on TUAW – The Unofficial Apple Weblog on Tue, 13 Sep 2011 12:45:00 EST. Please see our terms for use of feeds.

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MacBook Air, Mac mini drive strong Q3 sales

The NPD group released its sales data for the current quarter and things are looking good for Apple. Mac sales are up 22% year-over-year due primarily to the release of OS X Lion and new MacBook Air and Mac Mini hardware in July.

In a research note, Piper Jaffray analyst Gene Munster crunched these numbers and presented a slightly conservative quarterly estimate. Munster believes sales climbed during the summer months due to this new hardware and will likely fall off in September after the initial enthusiasm wears off.

Taking this seasonal drop into account, Munster predicts Apple will sell 4.4 to 4.6 million Macs in the quarter, a 13%- 18% year-over-year increase. Munster also estimates Mac revenue will account for 20% of Apple’s overall revenue in the current quarter.

Looking back at last quarter, Apple sold 3.9M Macs (14% yoy increase), but these were a mix of new MacBook Pros, iMacs and older MacBook Air and Mac mini models. With new hardware gracing almost every Mac product line except the Mac Pro, Mac sales should remain steady.

MacBook Air, Mac mini drive strong Q3 sales originally appeared on TUAW – The Unofficial Apple Weblog on Tue, 13 Sep 2011 12:00:00 EST. Please see our terms for use of feeds.

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Sprint begins briefing sales associates on iPhone 4 for October launch (Updated)

A Sprint Nextel sales associate told TUAW that the carrier has started briefing its employees on an imminent Sprint iPhone 4 launch.

The briefing reportedly told the sales team that Sprint will begin offering the iPhone 4 in October 2011 (next month) with standard Sprint data plans; they will include a $10 data smartphone premium that is not specific to iPhone.

The associate also suggested that Sprint will carry a 4G iPad, though launch dates and pricing were still unknown. Of course, Sprint already sells 4G access for the iPad via its external mobile 4G WiFi product; maybe that’s what the briefing referenced.

If the associate’s information is accurate, Sprint will not get the iPhone 5 until 2012, most likely by early spring. The sales briefing report aligns with Bloomberg’s story about the potential arrival date on Sprint of both the 4 and 5 models, and with but the WSJ reporting on the phone’s rollout schedule explicitly called for an iPhone 5 in October along with VZW and AT&T availability. It’s not clear why our source was convinced of the iPhone 5’s 2012 release schedule on Sprint, but that’s what we were told repeatedly.

We have reached out to Sprint’s press office for comment, but have not heard back (and we don’t expect to). The response was a boilerplate “Thanks for your inquiry; we do not comment on rumors or speculation.”

Update: A commenter suggests one theory for the iPhone 4 vs. iPhone 5 detail: that Sprint’s training materials may be featuring the iPhone 4 simply to avoid inadvertently leaking features of the iPhone 5, much as Verizon’s initial iPhone training was based on the 3GS rather than the then-unreleased iPhone 4. That does not explain why our source was so solidly convinced that the iPhone 5 introduction for Sprint would be in 2012, however.

Thanks, Nick A.

Sprint begins briefing sales associates on iPhone 4 for October launch (Updated) originally appeared on TUAW – The Unofficial Apple Weblog on Tue, 13 Sep 2011 11:30:00 EST. Please see our terms for use of feeds.

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Angry Birds hits 350 million downloads

Angry Birds continues its explosive growth. Almost 21 months after its December 2009 launch, the bird-flinging game now boasts of 350 million downloads and over 300 million minutes of gameplay each day. And its merchandising side is seeing similar gains. According to Andrew Stalbow, Rovio‘s General Manager for North America, monthly sales of plush toys and T-shirts are now in the millions. Not resting on its laurels, the franchise is readying two new games for release by the end of the year and is working on new features like geolocation to spicen things up.

Angry Birds hits 350 million downloads originally appeared on TUAW – The Unofficial Apple Weblog on Tue, 13 Sep 2011 11:00:00 EST. Please see our terms for use of feeds.

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Samsung files French patent complaint against Apple

Samsung and Apple continue to fight a heated legal battle overseas. In the latest skirmish, Samsung filed a patent infringement lawsuit against Apple in France. The complaint claims Apple violates three UMTS patents held by the Korean company. UMTS is a 3G technology used on GSM-based cellular networks.

Samsung targets Apple’s 3G-capable mobile devices including the iPhone 3G, iPhone 3GS, iPhone 4 and the 3G-capable iPad models. The complaint was filed in Paris District Court and the first hearing is scheduled for December.

Samsung files French patent complaint against Apple originally appeared on TUAW – The Unofficial Apple Weblog on Tue, 13 Sep 2011 10:00:00 EST. Please see our terms for use of feeds.

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Dear Aunt TUAW: What happened to double-clicking dividers?

Dear Aunt TUAW,

When using Finder and viewing files in “details” view, you used to be able in Snow Leopard and “below” to double-click on the file “divider” to automatically expand the file name column to be able to see the entire file or folder name within that folder. In Lion you have to manually drag the divider to be able to see the entire file or folder name. Is there something i can change in the settings within Lion to change it back to the way Snow Leopard worked, when double-clicking the divider would automatically expand the column to see the longest file or folder’s name within that folder?

Your loving nephew,

Tommy F.

Dear Tommy,

As far as Auntie can tell, this still works the same in Lion. Called right-sizing, this allows you to fit the column to its text contents.

Perhaps you weren’t double-clicking the right-size handle? It looks like a pause button and is found at the bottom of each column. You know you’re in the right place because the cursor switches from an arrow to a resize handle (vertical line with arrows pointing out to each side.)

Here’s a quick video showing right-sizing in action.

Did you know that there’s also a right-size contextual pop-up menu? Just right-click the Right Size handle to bring it into view.

Hugs,

Auntie T.

Update: Auntie took Tommy’s “details view” as meaning the column view, when you can click on any item and see its details and preview. Commenters disagree. Could you right-size list-view columns in Snow Leopard?

Dear Aunt TUAW: What happened to double-clicking dividers? originally appeared on TUAW – The Unofficial Apple Weblog on Tue, 13 Sep 2011 09:00:00 EST. Please see our terms for use of feeds.

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Automatically Track App Sale Referrals

One of the tricky things about an App Store-based business is tracking where your sales are actually coming from. As Apple don’t offer any kind of referral reporting interface, we developers are pretty much limited to guesswork when assessing the impact our various publicity efforts are having.

Right?

Actually, it’s not all that bad. Back in 2009, Mobile Orchard featured an article on connecting click-throughs to app sales. This involved using the affiliate marketing company LinkShare to create affiliate links with which we can track sales, thanks to their partnership with iTunes.  Create a link, append a “signature” parameter, and we get reports on sales generated via that link, corresponding to the signature we provide.

It gets better, though: the totally freeform nature of the signature lends itself to an even more flexible approach than than presented in the original article.  By using the signature to represent the domain name of a referring site, we can track all referrals, automatically.

This way if, say, TUAW link to your app site, then if someone clicks through then clicks the download link on your app site and buys, the resulting order will be reported as coming from “tuaw”. If someone clicks through from your Facebook page, it’ll come up as coming from “facebook”. You can even modify the script further to report more precise details (like the path), if you like.

Here’s how it’s done. This approach assumes you’re using PHP, but the principle’s the same for any other language.

Step 1: Sign up to LinkShare

First, if you haven’t already, sign up to the LinkShare program. Once you’ve created a LinkShare account, join the Apple affiliate program via the “Programs” tab. After 3 days, you’ll get an email welcoming you to the program, and you’ll be good to go.

Step 2: Create a product link

Once you’re admitted to the program, open up the “My Advertisers” sub-tab from the LinkShare Programs tab, and open the “Link Maker Tool”. This lets you search for products, and create a link that will open up your app’s App Store page, and will be associated with your LinkShare account.

Step 3: Create a download redirection script

Now we’re going to set up a script on your app site which will redirect the visitor to the URL you just created (which in turn, redirects straight to the App Store page). It’ll add a “signature” parameter to the URL, which corresponds to the original referrer, so you can track where orders came from.

Create a file called ‘download.php’ in the root of your app site, with the following content, with your LinkShare URL inserted where indicated:

<?php
// Replace the following URL with the LinkShare URL you created
$linkshare_url = "http://click.linksynergy.com/fs-bin/stat?id=/yGrgMJzFG0&offerid=146261&type=3&subid=0&tmpid=1826&RD_PARM1=http%253A%252F%252Fitunes.apple.com%252Fapp%252Floopy%252Fid300257824%253Fmt%253D8%2526uo%253D4%2526partnerId%253D30";

session_start();
$referer = $_SESSION['original_referer'];
if ( !$referer ) $referer = $_SERVER["HTTP_REFERER"];

if ( $referer ) {
  $signature = preg_replace("@https?://(?:www\.)?([^/]+?)(?:\.com)?/.*@", "$1", $referer);
} else {
  $signature = preg_replace("@^(?:www\.)?(.+?)(?:\.com)?$@", "$1", $_SERVER["HTTP_HOST"]);
}

$signature = preg_replace("@[^a-zA-Z0-9]@", "", $signature);

header("Location: ".$linkshare_url."&u1=".$signature);
?>

This script looks for the original referrer in a session variable (which we’ll set up in the next step), so that the domain of the site that links to your app site is used, not just your app site’s domain. Then it creates a properly-formatted signature parameter (just alphanumeric), appends it to your LinkShare URL, and sends the viewer onwards.

Bonus points: I prefer to get rid of the ‘php’ extension to make the URL a bit cleaner. Pop the following into your .htaccess file to access ‘download.php’ as just ‘download’:

<IfModule mod_rewrite.c>
RewriteEngine On
RewriteBase /
RewriteCond %{REQUEST_FILENAME} !-f
RewriteCond %{REQUEST_FILENAME}.php -f
RewriteRule . %{REQUEST_FILENAME}.php [L]
</IfModule>

Step 4: Remember the referrer

Now, on the landing page script for your app site (or the site header), pop this in at the very start:

<?php
session_start();
if ( !$_SESSION["original_referer"] ) $_SESSION["original_referer"] = $_SERVER["HTTP_REFERER"];
?>

This stores the original referrer URL in a session variable, to use when we actually link the viewer through to the App Store.

Step 5: Test it

To make sure everything’s working properly, open download.php again, and replace “header” at the bottom with “echo”, so that instead of redirecting the browser, we just print out the URL where we would be redirecting to.

Open your appsite/download URL, and make sure the URL ends with “&u1=appsite”. That’s for direct visitors. Now, click through to your app site from another site, then click your “download” link. You should now see the name of the original site you linked from as the “u1” parameter at the end of the URL.

Once you’re satisfied that you’re good to go, make sure you replace “echo” with “header” again.

Step 6: Track

Now that you’re ready to track referrals, you can give out your http://yourappsite/download URL as your app’s direct iTunes download link (to reviewers, in your press releases, etc).

You can view a report showing clicks and orders associated with each referrer on the LinkShare page — create an advanced report by clicking the “Advanced Reports” sub-tab, then select your desired date range (I use “Since Last Payment”), and under “Report Type”, select “Signature Activity”. Hit “View Report”, and you’ll see your clicks and sales versus each referrer (“Member ID”, on the report).

Summary

Voila! Omnipotence achieved.

Two final notes about this approach: This technique works for tracking referrers, but if you’re wanting to track the performance of ads (say, with AdMob), you’ll want to use your original LinkShare URL, with a custom “&u1? signature parameter. As ad platforms like AdMob link directly, and don’t, as far as I know, send a referrer parameter, this script won’t pick up that it’s from your ad platform.

Finally, LinkShare’s reports don’t distinguish between products, so if you’ve multiple apps, you might want to add a prefix to your signature parameter to tell them apart. You could, for example, replace the header("Location: ".$linkshare_url."&u1=".$signature); line with something like header("Location: ".$linkshare_url."&u1=myapp".$signature);.

News: TestFlight Adds New Free Services To Make App Testing Easier

I’ve mentioned TestFlight’s app test app distribution service in the past, and if you’re doing any sort of app testing then chances are you are familiar with their service.

Testflight has started added an extra set of services with the new SDK to make testing even better – and these services are available for free. Some of the noteworth features within the new SDK are detailed test results, in-app questions you can ask your testers, in-app feedback forms, and in-app updating.

Here’s a complete listing of the new features from the Testflight blog:

  • Crash Reports  – Real time reports with environment snapshots, full session activity, and your NSLogs.
  • Check Points – Monitor tester engagement and watch as they progress through your app or take unexpected turns.
  • Sessions – Discover how testers are using your application. Watch as they progress and take unexpected turns.
  • In-App Questions – Get the answers you need right when you need them. Ask multiple choice or open answer questions in real time the moment a checkpoint is reached.
  • Feedback – Gather more feedback with in-app forms or via tester email replies, which is all neatly organized in your dashboard and enables immediate responses.
  • In-App Updates – Prompt testers to install the latest version of your app and they can update instantly over-the-air.
  • Enterprise IPA Support – If you have an Enterprise Developer account through Apple, you get the added benefit of unlimited devices with all the TestFlight features.
  • Build Reporting –View realtime build status and tester activity.

You can find the official posting here.  And you can download the sdk from Testflight’s main page here.

©2011 iPhone, iOS 4, iPad SDK Development Tutorial and Programming Tips. All Rights Reserved.

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Open Source: Library Allowing For Automatic Synchronization Between Portrait And Landscape Views

It doesn’t take too long after beginning iOS development to realize some of the difficulties that occur when adjusting the user interface to accommodate changes in the devices orientation. If you have multiple elements in your view then chances are you will need to make two different layouts.

This probably means you are going to have to synchronize things across both the portrait and landscape view to keep the experience seamless if the user changes orientation.

I’ve found an excellent open source project that aims to provide that same seamless experience by using the landscape and portrait views created by you as a template, and automatically applying the layout information when the view changes. The end result being that you do not have the extra work and overhead of trying to synchronize the two views somewhere within your app.

You can find the project from Michael Tyson on Github here:
https://github.com/michaeltyson/TPMultiLayoutViewController

An absolutely brilliant idea that can definitely save a lot of time.

In case you missed it, I previously mentioned Michael’s excellent library that provides a drop-in UITextField or UITextView replacement that moves out of the way automatically when the keyboard pops up.

©2011 iPhone, iOS 4, iPad SDK Development Tutorial and Programming Tips. All Rights Reserved.

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Image Scroll

In this application we will see how to images scroll in the application. So let see how it will worked.

Step 1: Open the Xcode, Create a new project using View Base application. Give the application “ScrollingImage”.

Step 2: Xcode automatically creates the directory structure and adds essential frameworks to it. You can explore the
directory structure to check out the content of the directory.

Step 3: Expand classes and notice Interface Builder created the ViewController class for you. Expand Resources and
notice the template generated a separate nib, ScrollingImageViewController.xib for the ScrollingImage application.

Step 4: We need to resources in the Resource folder.

Step 5: Open the ScrollingImageViewController.h file and make the following changes:

#import <UIKit/UIKit.h>
@interface ScrollingImageViewController : UIViewController {
IBOutlet UIScrollView *FirstScrollView;
}
@property (nonatomic, retain) UIView *FirstScrollView;
@end

Step 6: Double click the ScrollingImageViewController.xib file and open it to the Interface Builder. First drag the Imageview from the library and place it to the View window. Select the view and bring up Connection inspector connect File’s Owner icon to the ImageView and select “FirstScrollView”. Save the .xib file, close it and go back to the Xcode.

Step 7: Open the ScrollingImageViewController.m file and make the following changes:

#import "ScrollingImageViewController.h"
@implementation ScrollingImageViewController
@synthesize FirstScrollView;
const CGFloat kScrollObjHeight = 460.0;
const CGFloat kScrollObjWidth = 320.0;
const NSUInteger kNumImages = 3;
– (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [FirstScrollView subviews];
// reposition all image subviews in a horizontal serial fashion
CGFloat curXLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc += (kScrollObjWidth);
}
}
// set the content size so it can be scrollable
[FirstScrollView setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [FirstScrollView bounds].size.height)];
}
– (void)viewDidLoad
{
self.view.backgroundColor = [UIColor viewFlipsideBackgroundColor];
[FirstScrollView setBackgroundColor:[UIColor blackColor]];
[FirstScrollView setCanCancelContentTouches:NO];
FirstScrollView.indicatorStyle = UIScrollViewIndicatorStyleWhite;
FirstScrollView.clipsToBounds = YES;
FirstScrollView.scrollEnabled = YES;
FirstScrollView.pagingEnabled = YES;
NSUInteger i;
for (i = 1; i <= kNumImages; i++)
{
NSString *imageName = [NSString stringWithFormat:@"Snap%d.jpg", i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
CGRect rect = imageView.frame;
rect.size.height = kScrollObjHeight;
rect.size.width = kScrollObjWidth;
imageView.frame = rect;
imageView.tag = i;
[FirstScrollView addSubview:imageView];
[imageView release];
}
[self layoutScrollImages];
}
– (void)dealloc
{
[FirstScrollView release];
[super dealloc];
}
– (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
}
@end

Step 8: Now compile and run the application in the Simulator.

You can Download SourceCode from here (ScrollingImage)

Daily iPhone App: Galaxy Express

Galaxy Express is a fun little puzzle game that’s similar to Chu Chu Rocket or Chuck the Ball. There’s a cute metagame story in this app with some well-written dialogue, but the core game has you pushing a little astronaut around a starfield using some arrows that you place out on the game screen. Put arrows in the right places, hit go, and the little astronaut will follow your rules exactly, hopefully leading him to make his delivery on the destination planet.

It’s simple stuff, and the difficulty doesn’t ramp up too quickly, though by the end of the game’s 120 puzzles there are a few mind-benders to beat. There are some good social features as well, including the option to either see any of your solutions that you’ve done, share them with friends, or even check out what other people have done. There’s Game Center integration in the game now, and the graphics aren’t really animated, but they look good on a high resolution display anyway.

Galaxy Express is currently available at just 99 cents for a universal app, or there’s a lite version you can pick up for free. “Galaxy EX,” as it’s called under the icon on the phone, is a well-made little puzzle game that’s easy going enough for almost everyone to enjoy.

Daily iPhone App: Galaxy Express originally appeared on TUAW – The Unofficial Apple Weblog on Tue, 13 Sep 2011 08:00:00 EST. Please see our terms for use of feeds.

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360iDev: Designing iPad specific (and iPad-supported) games

Developer Gareth Jenkins’s talk at 360iDev this week in Denver was about designing games specifically for the iPad. He made the distinction early on about two reasons you would design games (or apps) for the iPad. First, they’re either iPad-supported, such as a game you designed elsewhere but are bringing to the iPad. Or, second, they’re iPad-specific, a game made just for the iPad’s unique screen, interface, and use case.

Jenkins said he was sorry that we’d seen very little in terms of iPad-specific games so far. Most games simply borrow their interfaces either from other game systems or from the iPhone’s much smaller touchscreen. But, as he reiterated many times in his talk, the iPad is different. It’s not a game controller, or a phone, or anything else we’ve seen yet. The demographics are different, the use cases are different, and the use itself is different.

He used his own game, Hyperion, as an example. Hyperion was developed at the 360iDev game jam last year, and the game involved a hex battle system that plays kind of like Risk with “some Pac Man-esque AI.” The game really only works well on the iPad rather than the iPhone, and Jenkins says that’s because your fingers don’t cover up the tiny screen. Hyperion depends on multiple areas of gameplay, what Jenkins called “independent areas of action and interaction,” where you’re playing on one part of the screen but watching what happens on the other. Only the iPad’s larger touchscreen allows for that type of dual movement.

He also showed off a prototype that his company had worked on, which he called “a cross between Dragon Age and Dawn of War 2” that hadn’t been made yet. The game involves guiding a group of four adventures through a top-down world in real time; one action bar on the bottom of the screen corresponds to the four adventurers, while another action bar in the top right deals with their skills and spells. The main part of the screen, as seen above, is used to draw real-time paths for the heroes to take, so players will be watching what happens on the main screen while pressing buttons on the bottom and side of the iPad. The idea sounds wild, but Jenkins said the prototype worked well. Even though the UI was relatively complicated (and he used World of Warcraft’s extremely detailed UI as an example), the controls “mapped” well to how the player approached the game, and it’s something that could only be done on the iPad’s screen.

Next, Jenkins gave examples of games that were “iPad-supported” — games that started out elsewhere, but came to the iPad in either the same form or a different one. Mirror’s Edge, Call of Duty: Zombies, Canabalt, and even the recent Machinarium were cited as games that recently arrived on the iPad, and made (mostly) solid use of Apple’s tablet while not diverging too much from their original ideas (though Mirror’s Edge was probably the exception in Jenkins’s mind — he said he was disappointed the iPad game played so unlike the console version).


Finally, Jenkins gave some advice to developers thinking about working for the iPad: Just start doing it. He advised prototyping early and often for the iPad, and also consuming and analyzing other developers’ work. Jenkins said he will often do things like taking screenshots and drawing all over them to point out what he does and doesn’t like. He also recommended developers use the iPad for content creation, both for creating art and for doing things like using the iPad’s synthesizer apps to create sound effects and music.

Jenkins’s talk offered up a lot of insightful commentary on just what it means to make and play an “iPad game.” Here’s hoping future developers make even more unique use of this definitely unique device.

360iDev: Designing iPad specific (and iPad-supported) games originally appeared on TUAW – The Unofficial Apple Weblog on Tue, 13 Sep 2011 00:00:00 EST. Please see our terms for use of feeds.

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360iDev: How to make money from a free app

Developer Brian Robbins from Riptide Games gave a fascinating talk today about the apparent paradox of trying to make money off of a free app on Apple’s App Store. Originally the App Store had only the two choices of a free or paid release. More recently, developers have a bevy of options for bringing in revenue even on free apps, including in-app ads, in-app purchases and freemium models, or even using “lite” versions of games to promote the paid versions. Robbins walked through a general overview of the models available and filled in the blanks with a lot of actual, clear numbers from his own company and its releases.

Robbins first mentioned making free apps for portfolios and lite versions. Some developers will just put apps together to try to build up their brand or show off work for hire abilities, then release those as free apps for everyone to try. Lite apps are also a possibility, where devs can release free apps to promote their paid versions (or even promote upgrades via in-app purchase). But Robbins was unimpressed with the lite strategy; he said conversions to paid apps were basically a numbers game and not a really workable strategy. Many devs have been releasing free apps to try reaching a larger audience, then hoping that a larger audience would go for paid apps. “I don’t personally believe that the lite version is a really good model going forward,” Robbins said.

Robbins was much more bullish on ad-supported apps, a strategy that his company has used to solid effect. There are a few different large ad networks on the iOS platform, the most high profile of which is Apple’s own iAds service. But while Robbins said ads were a pretty stable way to make money (sometimes even earning up to $2 or $3 per CPM — basically the number of clicks or views on a thousand ad shows), the “fill rate” is still a problem. iOS developers request ads from these ad networks all the time, but ad networks don’t always have ads to show.

“Fill rate” is the rate at which advertisers actually insert ads in an iOS app, for a user to see and a developer to make money off of. These fill rates are surprisingly low, no matter what ad network you’re talking about. Even an established network like AdMob (owned by Google) only fills ads at a rate of about 80 percent. And that’s high in the market; Robbins said other advertisers only filled at about 50 percent. Apple’s own iAd service only filled at about 25-30 ercent. Outside of the US, said Robbins, the fill rate for iAd on apps was practically zero, and another developer in the audience said that when he tried to use full-screen iAds on the iPad, the fill rate turned out to be something like 0.01 percent. In other words, Apple is apparently having a tough time selling ads (something that we’ve heard before).

However, Robbins also said that when Apple does sell ads, they are profitable. Last holiday season, Apple’s ads were paying as much as $40 per CPM (though they’ve since been down to $0.90), and Robbins’s set of ad-supported “iLook” apps take their biggest chunk of revenue from Apple’s own service. The iLook apps have made over $53,000 for Robbins and his company so far, of which $26,000 came from iAds. Most of that came from a big Christmas boost last year. Robbins said the other networks paid less for shown ads, and he was surprised that networks have started to pay much less for games and a little more for non-game apps. iAds for Dove, for example, never showed up in his games, but he saw them all the time in his non-game photo apps.

Finally, Robbins talked about the freemium model, which he and his company have since moved to using in a big way. The first game Riptide released under this model was Gravity Slide (a game actually prototyped at a previous 360iDev game jam). Since its release the app has pulled in 450,000 downloads, making up $14,000 in revenue from in-app purchases of level and content packs. The app has seen a 1 percent conversion rate (so 1 percent of people using the app have purchased something), but Robbins noted that among OpenFeint users specifically, that conversion rate more than doubled to 2.5 percent.

Finally, Robbins walked through the stats on My Pet Zombie, his company’s latest game, designed completely for the freemium model. This game uses “bones” as an in-app currency and has pulled in $53,000 in revenue though it’s only been out on the App Store for a little while. In-app purchases made up $19,000 of that revenue, while ad campaigns and “incentivized promotions” (where advertisers pay for things like other app installs, or even getting users to watch a short video) made up most of the rest. Robbins also stressed the importance of metrics in freemium development, or the ability of developers to track and monitor just what their users are doing in the games and apps and how they’re doing them.

When My Pet Zombie first launched, said Robbins, it was only keeping users around for the first full week at a rate of 7 percent — that is, after seven days post-download, only 7 percent of users were still playing the game. That kind of stat also led to a low conversion rate, which meant low revenue. But through some testing, Robbins has managed to get the seven-day retention figure up to 13 percent, with consequent revenue growth as well. He credited that growth to using metrics to figure out the audience, and he said he plans to grow the game even bigger in the future.

Robbins’s talk was really interesting, and those numbers he shared offer up some real food for thought for developers in this space. The freemium model definitely shows promise (which the “lite” app model is apparently lacking), and ad-supported apps look like a potential revenue boon for developers of free apps as well.

360iDev: How to make money from a free app originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 12 Sep 2011 22:00:00 EST. Please see our terms for use of feeds.

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