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Filed under: Developer

Filed under: Gaming, Software, Odds and ends, Developer, Snow Leopard

CrossOver Games releases version 8.1.0

The folks behind CrossOver Games sent us a note that version 8.1.0 of their software has come out, and it's got some nice upgrades for Mac and Linux folks who prefer to run their games in Windows almost-emulators (it's based on Wine, and as we all know, Wine Is Not an Emulator) rather than Boot Camping over to the real thing. We tried out CrossOver Games a while back, and found it lacking in almost everything but Steam games, but actually that's OK, because lately Steam has a lot of games going on. Accordingly, this new version has support built-in for the brand new Left 4 Dead 2, as well as fixes for Steam's voice chat, a few upgrades for WoW on Linux and Guild Wars, and a couple of changes to ensure compatibility with Snow Leopard. Sounds like a nice solid upgrade -- owners of the software can grab it for free, or you can try out the app for yourself from their website.

In case you don't have the app yet, CodeWeavers also let us know that they're giving away a Linux rig that's the "ultimate" in... wait for it... gaming. Yes, putting together a Linux rig for gaming is like putting a UFC fighter on a dance show, but we guess stranger things have happened. Anyway, CrossOver Games will definitely help you play at least a few games on the decked-out rig, if you want a shot at winning the thing, all you have to do is pick up the software before December 1st. They'll pick a name out of a hat, and if it's yours, there'll be an awesome 'nix box headed your way. Good luck with getting smooth fullscreen Flash video to work. We kid! You Linux guys make it so easy.

Oh wait, what's that? Flash on the iPhone? I have no idea what you're talking about.

Filed under: Software, Steve Jobs, Apple, Developer

Jobs to dev on app name change: "Not that big of a deal."

I don't know if this was the right thing for Steve Jobs to say, but on the other hand, I do think it's the perfect thing for him to say. The story, as reported by our buddy Daniel Brusilovsky over at Crunchgear, goes like this: A company called The Little App Factory got a letter from Apple, who had a legal issue with one of their apps, formerly named iPodRip.

Apple didn't like the fact that "iPod" was clearly in the name, and so despite the fact that the software was meant to transfer songs back and forth specifically from an iPod, Apple wanted the name changed. The company's co-owner, John Devor, sent a very long and well-reasoned letter to Mr. Jobs himself explaining that their only wish was to extend Apple's hardware's capabilities, and that they were all Apple fans, and that they'd used the name for a long time and they were worried that a competitor might steal their customers and Jobs was an inspiration to the guy, who'd just dropped out of school, and could they please get a pass on this one?

Jobs' response -- yes, he wrote back personally -- was just three lines:

Change your apps name. Not that big of a deal.

Steve

Sent from my iPhone

Kids, that's how you become the kind of guy who runs a brilliant computer company, is seen on the cover of Time multiple times, gets named CEO of the Decade and just generally rocks. I feel for The Little App Factory, I really do, but you gotta believe the Steve. It's not that big of a deal.

We'll do our part, though: the app formerly known as iPodRip is now known as iRip, and is available with a free trial period from the developer's site.

[via Techmeme]

Filed under: Analysis / Opinion, Desktops, Hardware, Software, Developer, iPhone, App Store

MS software architect: Apps don't make the phone

This sounds an awful lot like sour grapes to me: Ray Ozzie, Microsoft's chief software engineer, told a Professional Developers' Conference earlier this week that it wasn't the apps that would make or break the smartphone platforms. Of course, that's what most press and blog outlets seem to be focusing on (maybe because we all already know what the hardware is like -- apps change every day if not every minute, and the hardware only changes occasionally), but Ozzie says customers won't buy a phone for the apps. The biggest apps, he says, will eventually be available on every platform. To put it in as few words as possible, you'll be able to tweet from everything in the future.

And he's got part of a good point there: it's true, the major functionality of "killer apps" will be available across platforms. But Ozzie forgets (or is just ignoring) that that's already the case on desktops. While yes, you could claim that porting to the various smartphones is easier than porting to the various PC platforms, that doesn't avoid the fact that I can tweet, IM, email, browse, edit photos and movies, and do whatever else I want on both platforms as well. And for some reason (ahem, the hardware and the way both software and hardware are designed), I'd rather do them on the Mac. People love their iPhones not just for the apps but for the way it fits in their hand, and how just plain slick it is.

That's not to say that the smartphone platform war is over -- no way, it's only beginning, and we consumers will take innovative ideas wherever we can get them. But Ozzie saying the apps don't count (and echoing his fellow Microsofters in trying to separate Apple from their software strategy) seems to mean that even he thinks he's already lost that race -- they certainly do play a large part in which platform consumers eventually choose.

Filed under: Developer, SDK

Cycript: Blending Objective-C and JavaScript

Cycrypt is a new project that blends Objective-C and JavaScript to make it easier to implement aspects of both together. It's going to be great for using elements that JavaScript offers when programming with Objective-C. It's similar to JSCocoa, but it's been designed to offer a more complete set of JavaScript commands. It offers a full JavaScript parser/serializer, which allows for extensive use of JavaScript coding.

If you're wondering what exactly this is, the Cycript page offers some examples of code written with Cycript. Basically, it allows you to implement full JavaScript commands, while working with Objective-C in the same project.

Cycript is dependent on the MobileSubstrate and libffi libraries, which are available in Cydia. This won't be used to develop applications in the App Store anytime soon.

If you're interested, you can download examples or releases of Cycript. It's still being worked on, but if you're developing with both Objective-C and JavaScript in a project, you should check it out.

Filed under: Gaming, Apple, Developer, iPhone, App Store, SDK

Apple rejects Unity games on the App Store

Touch Arcade has the news that the long-awaited Ravensword and a number of other games built on the Unity game engine have been rejected by Apple from the App Store. The problem appears to be a number of API calls in the engine (though not specifically the game themselves, as I understand it) that allow the games to access the iPhone's number and send it back to the developer's servers.

Apple considers these to be private APIs, and they also got games developer Storm8 in trouble earlier this week; their games were pulled from the store in response to a lawsuit alleging that they were collecting data from users without their knowledge.

Chillingo, publishers of Ravensword, contacted us about this story, and they said that while the Unity engine does allow developers to use these calls, they did not use them or collect any user information. We're also told that the problem APIs "have been removed," and Chillingo has resubmitted the game for App Store approval.

As I understand it, this is the same type of issue that came up with Google a while back. It's not the same APIs (Google was using the proximity sensor back then), but now as then, it's Apple's call whether they will allow developers to use these private and undocumented calls. Obviously some apps on the iPhone have to access the address book from time to time, but it's Apple's call whether they can use APIs like that or not. This time, it appears, they said no.

Update: Unity has also contacted us, and they say that the engine was updated to Apple's wishes as soon as they learned of the issue. They also would like to point out that while Storm8 did use the same private API calls, they don't use Unity to run their games. Storm8's update on the issue is here.

Filed under: Gaming, Software, Developer, iPhone, App Store

App Store devs get "edge"-y as a reaction to trademark threats

App Store developers can be a rebellious kind -- we've already covered the story of a company shooting their price up to $40 just to show their customers how much they could be charging, and now, in response to an overly defensive trademark owner, developers on the store are putting the word "Edge" in their titles. Even high profile releases like the sequel to Eliss and the popular Canabalt are becoming Edgeliss and Canabedge. Critter Crunch becomes Critter Edge on their main page, and so on.

The story starts with a guy named Tim Langdell, who started a company a while back named Edge Games. Since he founded that company, he has mercilessly gone after any other game company who dares to use the word "edge" in their title, claiming that he has the trademark to any and all "edge"-related gaming. He's gone after EA's Mirror's Edge and a few other titles, but the App Store has been a prime target, where he simply contacts Apple, claims the app is in violation of his trademarks, and gets apps pulled without a problem. The latest target is a title called Killer Edge Racing by a company named PuzzleKings, and reportedly Langdell has gone so far as to trademark that name, despite the fact that the game using it has been around for years.

Hence the indie game developers' "edge-volution." They aren't actually renaming their games in the store, just showing off solidarity with other developers against what they see as Langdell's wrongdoing, and getting the word out about his actions against "edge" on the App Store.

Filed under: Software, Freeware, Developer

Chrome for Mac due in December?

I sure thought Google Chrome was already out for Mac, but apparently that was just a developer preview -- they haven't yet done an official release (it's been a tough road to travel, I guess). But the wait is almost over, according to Mashable.

They've spotted a message on a developer list that hints at a beta release as soon as this December, assuming the extensions team gets their BrowserActions ready, the code clears the appointed timelines, and the stars align over the Pegasus constellation in the fifth quadrant. (Can you tell I don't know anything about what it takes to ship a new browser? Or, for that matter, about astrology?)

But I do know something about using browsers, and it'll be nice to finally have an official version of Chrome to run on the Mac. There have been a couple of unofficial attempts at getting the base software running, but especially since I plan to use more and more of Google Wave, being able to run it in the "official" Google browser will be nice.

Filed under: Analysis / Opinion, Developer, iPhone, App Store

Facebook app developer is through with the iPhone, blames App Store approval process

It would have been nice for the App Store's public relations team if the biggest news in the past few days was the introduction of a more transparent progress report for applications under review, giving developers some of the feedback they need to see where their apps are in the pathway towards approval and release. Unfortunately, that minor but tangible step toward a more open approval process is overshadowed by a story of frustration and disaffection from one of the platform's rising stars: Joe Hewitt, the man behind Facebook's popular iPhone app, is mad as hell and he's not going to take it anymore.

Hewitt's frustration with the app review process isn't new, but in the same August blog post where he called for the elimination of review, he promised "I will not stop developing for Apple's platforms or using Apple's products as long as they continue to produce the best stuff on the market." A few months later, he's announced that he's handing off the Facebook app to another developer, and he's reached the point where his frustration has overcome his willingness to continue working on the iPhone. [Commenter 'Gak' points out that Hewitt's open-sourced Three20 library for iPhone devs has been flagged for use of private frameworks, which may have been one of the final straws.]

Hewitt spoke to TechCrunch earlier today, and his attitude is clear:

"My decision to stop iPhone development has had everything to do with Apple's policies. I respect their right to manage their platform however they want, however I am philosophically opposed to the existence of their review process. I am very concerned that they are setting a horrible precedent for other software platforms, and soon gatekeepers will start infesting the lives of every software developer."

Losing the talent behind the top social networking app in the store is bad for users and bad for the platform, but I don't imagine that Apple is going to give up the lockdown of review anytime soon. Is there a way around this logjam that will let developers innovate at Internet speed while still giving Apple some semblance of control? Here's one idea...

Continue readingFacebook app developer is through with the iPhone, blames App Store approval process

Filed under: Gaming, Apple, Developer, iPhone, App Store, iPod touch

C64 emulator back on the App Store

The C64 emulator that was pulled from the App Store by Apple for leaving a BASIC interpreter intact has now returned, though we presume it's minus the Apple-offending code. But while it will no longer run your own code, it will run some old-school C64 games, including eight for free with the app, and more coming with in-app purchases. It's got everything you'd expect from an emulator, including original sound and graphics, an auto-save, and the option to play in fullscreen portrait or landscape.

In fact, the only thing it doesn't have is an interpreter, but of course you know why that is by now: Apple doesn't want anyone running code on their devices that they haven't approved through the App Store. The app sells for $4.99 right now, and they expect to release the in-app purchases sometime this December, with no price announced yet.

Filed under: Software, Odds and ends, Developer, Deals, iPhone

For sale on eBay: One iPhone development business, batteries not included

Want an iPhone app business without all the boring hassle of actually programming and releasing iPhone apps? Boy, does Brice Milliorn have a deal for you! He's auctioning off his iPhone app business, which he says has 87 different apps for sale, over on eBay.

Milliorn says he started out developing apps on his own, but the business is just too big for him to keep up so he's selling all of the apps and their rights, all of the source code, and technical support for two months to transition everything over to the new owner. He doesn't specifically say that he'll transfer the developer account on Apple's App Store to your name (he says he'll send over a DVD with the source code and transfer "the whole kit and caboodle" to you), but we presume that's what will happen -- of course if you go for it, you're doing this at your own risk.

What will a burgeoning App Store business, complete with apps like iSexyRef and Swine Flu cost you? Just a cool $100 grand. That's the starting bid in the eBay auction, which has just over a week left and no bids as of this writing. There are certainly less expensive ways to get started selling apps on the store. It only costs $100 to register in Apple's Developer Program for a year, and then you just need to find a developer you can pay -- or even do it yourself with a helper service).

If you'd rather start off with a bunch of marginal to silly 99-cent apps and happen to have an extra $100,000 lying around to spend (maybe for a nice holiday gift?), here's your opportunity.

Filed under: Developer, App Store

Apple adds submission histories to iTunes Connect

iPhone developer Brian Stormont pinged us this morning to share the news that Apple has quietly updated iTunes Connect with a great new feature: Status History. Appearing near recently reviewed items, this option opens a detail table showing how your application has worked its way through the App Store review process, and on to the shelf. Stormont details this update on his site.

This option does not, at this time, appear to be universally available. When I checked my personal apps this morning in the iTunes Connect "Manage Your Applications" screen, I was unable to find any Status History links on any of my application listings. However, I was able to confirm this feature with other iPhone developers.

Another new feature appears to be that the amber-bubbled status messages have been extended. In addition to the standard "In Review," iTunes Connect now offers a "Waiting for Review" status for newly uploaded material. If you see any further interface changes or new status messages, drop us a comment and let us know.

So what does this all mean? In my opinion, this is all great stuff, helping move Apple towards greater developer feedback. No, it's still not the full ticketing system that a lot of us are hoping for but it's definitely a step in the right direction.

Thanks, Maior

Filed under: Gaming, Developer, iPhone, App Store, SDK

Gamesalad offers $99 iPhone game publishing

We mentioned Gamesalad's plans to bring their publishing system to the iPhone earlier this year, and now they've done it: for $99 a year, they say that you'll be able to design games on their game creator development tool, and then publish them straight out to the iPhone's App Store. If you don't want to bother publishing the games yourself, you can create them and have them "viewed" through the Gamesalad Viewer (which we couldn't find on the App Store quite yet), or you can export them out as full applications and publish them as your own iPhone apps (Flutterby is in the store right now as an example of a Gamesalad Creator game).

There's also a $1999 membership service that lets you customize every aspect of your games, and provides you with direct customer support, which is supposed to be for "elite users" (like, we guess, actual game companies). And truthfully, I've developed a few apps using just Xcode, and it's not too big a deal (though I've never had to go through an actual release or worked with end users, which I'm sure is most of the battle anyway). But if the thought of using professional coding tools to develop your little game idea sends you into panic attacks, and the Gamesalad creator seems more your speed, this might be a nice viable way for you to turn your gaming idea into App Store gold.

It costs nothing to download and try out the creator, so if the idea interests you, you can work on putting a game together, and then pay later when you decide you've got something you want published on the iPhone. And hey, if you do put a game up, be sure to send a tip and let us know -- we'd love to see the end products of this process.

Filed under: Gaming, Software, Hacks, Apple, Developer, iPhone, App Store

iPhone app claims 95% piracy rate

With all of the success stories coming out of the App Store, it's been pretty easy to forget the problem of piracy for most developers. Not so for Fishlabs, who've posted over on the Touch Arcade forums that their latest game, Rally Master Pro 3D, is experiencing a 95% piracy rate. You read that right: supposedly 95% of the people playing the game on the iPhone haven't paid for it.

There's probably a multitude of reasons why that is -- the app is $7 with no trial version, it's not a super-popular app quite yet (so one pirated copy on a popular message board is probably traveling farther than the copies coming off of the official App Store), and there are probably at least a few other factors in the mix that we don't know yet. Still, 95% is obviously pretty darn high for a platform that's supposed to only deliver software through Apple's official store.

Now, fortunately Fishlabs doesn't sound litigious -- they're not pulling the old "piracy = lost sales" fallacy that many companies in this situation would do. They are lowering the price on the app -- they expected it to be worth more, but apparently their consumer base seems to disagree. They tell Mobile Entertainment that they'd entertain the idea of providing content only through Apple's in-app purchasing service (presumably, that would prevent piracy by locking down the extra content), but they also say that's a gamble they've tried and missed on other platforms before.

Of course, it'll take more than one post on one message board to make hay out of the problem of app piracy -- it definitely happens, but on the other hand, there certainly are apps selling well, and there are also apps not selling well that don't have this level of piracy going on. Apple already has lots of authentication and validation processes in place, but if app piracy is this big a problem for everyone, they may need to look at more.

Filed under: Developer, iPhone, SDK, iPod touch

CSStringTokenizer, a Cocoa Touch front end for tokenizing strings

Have you ever wanted to work with rather deep elements of Core Foundation in the iPhone SDK with some sort of front end? August Joki has just come up with a project that provides a Cocoa Touch wrapper for the CFStringTokenizer type in the Core Foundation framework.

As you can see in the screen shot at right, the demo provides various aspects about the current string including the string in a letter, word, or using a WordBoundary. It works just like CFStringTokenizer can, but can be accessed using this front-end.

If you're wondering what CFStringTokenizer actually is, it's useful for breaking a string into a token, which can specified by words, sentences, or paragraphs. You're also able to further modify the tokenization once you break it down.

This is something that's going to be useful for iPhone developers who like to work with a Cocoa Touch interface to bring lower-level elements of the iPhone OS into their apps, and also to developers who work with natural language strings.

To download this project, go over to the cocoa-stringtokenizer project page on GitHub.

Filed under: Gaming, Software, Freeware, Developer, iPhone, App Store

Free music and a chance to win more from Tap Tap Revenge 3

Tap Tap Revenge 3 is apparently going gangbusters over on the App Store -- Tapulous has gotten in touch with us to let us know about two different free promotions they're doing lately, as well as give you readers a chance to win their entire catalog for free.

First up, the free stuff for everybody. Today, October 22, they're giving away the great song "Fireflies" by one of my favorite new music acts, Owl City. It just happens to also be the number one song in iTunes today as well, which is a pretty big deal for Tapulous -- it's the first time they've been able to pair up a TTR track release with a #1 on the download charts.

To get that free song, just sign in to the application and pick it up. Additionally, if you don't have the app yet, buying the app before this Friday can get you a free premium two-pack -- all you have to do for that is email your iTunes reciept (or a screenshot of it) to "freemusic AT tapulous DOT com" and put your TTR3 username (and only your username) in the email subject line.

And hey, if that's not enough free stuff, keep reading -- here at TUAW, we're giving away licenses to TTR3's entire premium catalog (the whole thing, from A Perfect Circle to Robbie Williams) to three lucky commenters.

Continue readingFree music and a chance to win more from Tap Tap Revenge 3

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