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Filed under: Developer

Filed under: Developer, App Store, SDK

iTunesConnect now allows automated release dates, price changes


Back in the bad old days of the App Store, it was anybody's guess when a submitted app might get blessed by Apple and show up in iTunes. It might be three days, three weeks, three months, or never. Recent improvements in the approval process have brought that time period down to a matter of hours -- but until now, there's been no way to schedule release dates for apps. Once submitted and approved, apps went straight to the App Store. Now, developers of apps for the iPhone OS have been granted new options in the iTunesConnect interface. Not only can devs set a release date for the app, they can also automate price fluctuations set to certain dates.

For example, say you've created an app that you want to go live on April 15 rather than immediately after Apple approves it. This allows you to publicize the app on your site, and at an introductory, promotional price, as well. "$0.99 for the first week," you can tell potential buyers, "$2.99 after that." Through iTunesConnect, not only can you set the launch date for your app, you can also automate the price increase from $0.99 to $2.99 on April 22. And if you want to run another $0.99 promotion a month or even a year later, you can automate that, too: just set the price and the effective date for the price in the iTunesConnect interface. It's a pretty simple change to the interface, but one that opens the door to a lot of promotional opportunities for developers.

Filed under: Gaming, Software, Odds and ends, Other Events, Apple, Developer

GDC 2010: Hands-on with Sam and Max: The Devil's Playhouse

Last month at Macworld, Telltale Games announced that they'll be releasing their games day-and-date on both Mac and PC at the same time. Last week at GDC 2010, they announced a brand new season of Sam and Max, and also the news that, on April 15th, the first episode of The Devil's Playhouse will be available on both Mac and PC (as well as the PSN, if you're into that sort of thing). I got a chance to see the game at GDC, and while the version I saw was running on the Playstation 3, I can promise you that they said we'd get Sam and Max, and that's exactly what we're getting.

Like the other games in the series (which aren't on the Mac quite yet, but are coming soon), The Devil's Playhouse (the first episode is called "The Penal Zone") is a cartoony point-and-click adventure game featuring the legendary Freelance Police duo. We played through an initial sequence that had the two going up against the evil General Skunkape and his spaceship, armed only with Max's ability to travel through phonelines, some silly putty that will let him change into a potted plant (or a bazooka), and the help of an alien brain in a jar. Just like the rest of the series, Sam and Max features item-based puzzles with plenty of absurdity and humor.

Continue readingGDC 2010: Hands-on with Sam and Max: The Devil's Playhouse

Filed under: Developer, iPhone

GDC 2010: Hands-on with Superbrothers' Sword and Sorcery

"Superbrothers" is the alias of Craig Adams, a Toronto-based artist who specializes in pixel-based artwork and cinema. He's a big fan of musician Jim Guthrie, and after the two met a while ago (and discovered they were actually fans of each other), he was inspired to create a few music videos of the songs that he heard. Then, a little while back, Adams ran into a few guys from Capy, a game developer (they've made some great puzzle titles like Clash of Heroes for the DS and Critter Crunch for PSN) also from Toronto, and he decided to team up with them to make his first game, and release it on the iPhone.

I got to play the game for the first time at GDC, and what I found was an interesting mix of art, music, and gameplay that shows just how amazing a platform like the iPhone can be, both for independent developers and for artists who just want to express themselves (or music they like) in an interactive format. Read on to find out what the game is like, and how it uses the iPhone's assets and Superbrothers' creativity to create a singular experience.

Continue readingGDC 2010: Hands-on with Superbrothers' Sword and Sorcery

Filed under: Gaming, Software, Apple, Developer, iPhone, iPad

GDC 2010: Ngmoco's Neil Young on how freemium will change the App Store world

On the third day of GDC 2010, Ngmoco's Neil Young took the stage in one of the largest rooms at the conference to talk about what his company had "unlearned" in its time in the App Store. Ngmoco has become a large and polarizing figure in the world of App Store development -- after starting out with a big investment from the iFund, it's moved quickly to become one of the biggest iPhone-only developers, and after starting out with a few premium titles like the very successful Rolando, have recently made waves with its "freemium" business model. Young talked about the company's history so far, and went in-depth on Ngmoco's plan for ruling the App Store and why he believes it's the "most significant shift and opportunity for [game developers] since the birth of this business."

We've summarized Young's long address in this post. It was pretty incredible -- not only did Young lay out his idea of a clear plan for building and developing a large portfolio of very profitable App Store titles "at scale" (the company plans to release twenty new freemium products on the iPhone in the near future, as well as six titles on the iPad), but he made it very clear that he fervently believes that freemium and the model he's structured is the future of the video game business.

Continue readingGDC 2010: Ngmoco's Neil Young on how freemium will change the App Store world

Filed under: Accessories, Gaming, Hardware, Peripherals, Software, Developer, iPhone

GDC 2010: The Parrot AR.Drone's augmented reality

We actually got to play with the iPhone-controlled Parrot AR.Drone quadricopter back at Macworld a little while ago, but we didn't get a chance to see the "AR" part of it (augmented reality, of course) until GDC last week. Parrot pulled out the AR targets for us, and while the games they had running were very rudimentary, we did get a good feel for the action.

The verdict? It works, but it's not that fun yet. Sure enough, when the Drone's cameras picked up the weird pattern of black and white dots and/or the striped tube that the company attached to the top of a second Drone, the iPhone displayed a lock-on target or the weird robot that you can see above (that's the iPhone's video running out to a television, something that's technically a no-no under the current SDK). And when the drone moved around it, the display faithfully showed the 3D model -- it didn't look actually real, but you could fly around and interact with it. And after you blasted it with enough missiles, it exploded.

Continue readingGDC 2010: The Parrot AR.Drone's augmented reality

Filed under: Gaming, Software, Apple, Developer

GDC 2010: Hands-on with Sketch Nation Shooter

When I was reminded of its name at GDC, I couldn't recall hearing much about Engineous Games. It's the development studio founded by Nitzan Wilnai, a former software developer at EA and Yahoo who's gone to work making iPhone games for himself. But I did recall Engenious' first title, Tatomic, which I wrote about a while ago -- it was a great puzzler that put a new spin on Tetris' falling block gameplay.

Unfortunately, despite my purchase, Tatomic didn't sell as well as Wilnai would have liked, so he's decided to "create a game that would sell itself." It's called Sketch Nation Shooter, and he sat down to show it to me last week in San Francisco. He started off the demo by promising that he would make a game for me in two minutes, and sure enough, 98 seconds later, he had a custom spaceship shooter game up and running, as you can see in the photo above.

Continue readingGDC 2010: Hands-on with Sketch Nation Shooter

Filed under: Gaming, Software, Internet, Developer, iPhone

GDC 2010: Interview with Keith Lee of Booyah

Booyah is an App Store company with quite a few lessons in its past already. The founders are former developers at Blizzard (they worked on both Diablo and World of Warcraft before setting off on their own), and after their first app, Booyah Society, didn't exactly strike gold on the App Store, they went back to the drawing board on their idea of "real life achievements," and have done much better with their latest app, MyTown -- it's one of the top grossing apps around, with more users and higher engagement than the popular Foursquare.

We got to sit down with CEO Keith Lee for an interview at GDC, and he told us about what they learned from Booyah Society, why Booyah is convinced that real-life social gaming is where it's at, and what they think of the iPad (and what Blizzard thinks of the iPhone). Read on for more.

Continue readingGDC 2010: Interview with Keith Lee of Booyah

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

GDC 2010: Fallen Earth comes to the Mac, brings an iPhone app

Fallen Earth is a respectable postapocalyptic MMO -- I've never played it (one MMO is enough for me, and the gigantic World of Warcraft is still claiming my time), but it's grown pretty popular since release in September of last year. And now the game is set to pick up another chunk of audience, as the owner Icarus Studios has announced that they're releasing a Mac client for the game. It's currently in beta (and was made using Wine), but if you're interested in trying out a new MMO with a postapocalyptic twist, head on over, give the client a download (you'll need a game account, though there's a free trial available), and give the team a good Mac welcome.

That's not all, though -- Icarus is also working on their very own iPhone app, and I got to play with it this week at their GDC 2010 booth. For Fallen Earth players, it'll be a must-get, but even if you're not currently a player of the game, the app is a shining example of what's possible with a "supplementary" game application -- it allows for all sorts of in-game functions directly from Apple's handheld device.

Continue readingGDC 2010: Fallen Earth comes to the Mac, brings an iPhone app

Filed under: Gaming, Developer, App Store

GDC 2010: From rags to riches on the App Store

While we weren't able to stay the whole time (the life of a TUAW blogger at a covention is varied and hectic), the iPhone Game Developers' Luncheon at GDC 2010 was a pretty enlightening experience. After a little varied networking among guests, hosts PlayHaven, Cooley Godward Kronish (a law firm that specializes in startup companies), and MplayIt started up the panel discussion. The iPhone developers in attendance were Igor Pusenjak of Lima Sky (the creators of the very popular Doodle Jump) and Bryan Mitchell, a solo developer who created a game called Geared that's risen to the top of the App Store charts.

The most interesting thing we learned at the luncheon (in among a lot of legal talk about forming corporations and copyright law) was where these two developers came from. Mitchell was a filmmaker who had to work construction "after film work dried up in Las Vegas," and decided to jump in on the app business to make extra money. His game only made a few bucks a day at first, but after spending a little on advertising, Apple featured his game in "What's Hot." After that, he was off to the races.

Continue readingGDC 2010: From rags to riches on the App Store

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

GDC 2010: Hands-on with Faraway

Steph Thirion's first iPhone game was Eliss, a touchscreen-based arcade game that had you combining and maneuvering planets around one another, and trying to size-match them up with black holes to earn points. As he told us (stay tuned for an exclusive interview with the indie developer), it was pretty hard -- even more so than he actually intended it to be. So, for his second iPhone game, Faraway, he's gone much simpler. Inspired by the iPhone game Canabalt, Thirion has created a one-button game in which the goal is nothing less than to explore the universe. He has it running on a Mac at the show (so he can project the video onto a bigger screen), and we got to have some hands-on time with the new game.

You control a comet that flies around an inky black void speckled with dots and circles; the pixelated space aesthetic from Eliss is back. This time, however, there's only one control, and it's a tap anywhere on the screen. Doing so will cause your comet to gravitate towards the nearest static dot, which will then slingshot you around the star until you let go, and the comet flings off in a new direction. There's an arrow pointing off of the screen, and by timing slingshots correctly, you will face the comet in the direction of the arrow.

Continue readingGDC 2010: Hands-on with Faraway

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

GDC 2010: The secret to App Store success

For the last panel of GDC 2010 day two, David Whatley of Critical Thought took the stage to talk about the App Store success he found with his games geoDefense and geoDefense Swarm, and almost dared other iPhone developers to follow his "guaranteed plan" to go from "zero to Time Magazine." He's got quite a background in the trenches of coding and game development, having designed and run online mulitplayer games for over a decade with his "day job" at a company called Simutronics, but he decided to take to the iPhone in his spare time both to learn the platform and see what he could do with it.

First things first, he said, to make an iPhone game, you've got to figure out your goals as a business. He talked about the potential on the iPhone in terms of millions of dollars, but of course, since "99.9% of businesses on the App Store make no money," it's much more likely that if something goes wrong during development or something doesn't click right, the money will drop down to just "a few bucks." It's a balance of costs (which he relabeled as "risks") vs. revenue -- it's very easy, he said, to make money on the App Store, but the issue most developers have is that they let costs get away from them by having too big a team or by investing too much development time, and that comes straight out of their bottom line.

Continue readingGDC 2010: The secret to App Store success

Filed under: Gaming, Software, Developer, App Store

GDC 2010: Backflip Studios' year in the App Store

Julian Farrior hosted a panel here on day two of the 2010 Game Developers' Conference here in San Francisco, and he told a room of press and developers about his last year in the App Store. He had attended last year's conference with a partner while considering starting up an iPhone company, and that idea became Backflip Studios. Since the company was founded in April of 2009, they've gotten five apps in the top five, and made (Farrior said he'd be honest, because it was more interesting) $2.5 million in revenue so far.

He revealed that a full $1m in that actually came straight from ad sales -- he's made deals with AdMob and other companies to put ads in his popular Paper Toss app, and he uses those ads both for straight revenue, as well as to promote his own games (more on that later in the talk). Farrior offered up a frank and honest look at what it was like to run an iPhone app company for a year.

Continue readingGDC 2010: Backflip Studios' year in the App Store

Filed under: OS, Software, Developer, iPhone

More suggestions of multitasking in iPhone OS 4.0

Developers have found further evidence of multitasking support for 3rd party iPhone apps in the latest beta (3.2 beta 4) of the iPhone SDK, and suggest that it will become a reality this summer.

9to5 Mac reports on a new line found deep within the latest iPhone SDK. Specifically, SpringBoard.js has a reference to a "multitasking dialog box" that did not appear in version 3.1.3 of the SDK; it seems that it's new to version 3.2. Of course, there's no assurance that this refers to 3rd party support for multitasking, but it is new.

Additionally, Appleinsider's souces with "proven track records" state that Apple has developed "a full-on solution" for 3rd-party multitasking which will be a part of iPhone OS 4.0. No specifics were given on how it will be pulled off or how it will address the two main concerns: battery life and security.

Let's assume that Apple's plan addresses the security issue, but battery life still presents a problem, one that was supposedly addressed by Push Notifications. Apple's remote notification service allows applications to offload polling processes to web servers. By keeping the update algorithms working off the device, the iPhone's battery is spared. Certainly the iPhone itself must take on the task of keeping all of those apps up and running.

It should also be noted that iPhone OS does not use a paged memory model. That means, multi-tasking applications must compete for the same memory space, making it more likely that apps will receive memory warnings and even crash when they use too much memory. That's not an issue in the one-app-at-a-time space, but a real problem with multitasking

Of course, the iPhone OS is already fully capable of multitasking. In order for non-Apple apps to participate, Apple must lift the current restrictions within the OS. That's something the company won't do until the iPhone engineers have devised the best and safest method. As for iPhone OS 4.0, Appleinsider notes that it's got "a ways to go." Hopefully we'll have an answer in July.

Filed under: Gaming, Developer, iPhone, App Store

GDC 2010: How to develop an app with EA Mobile

For the first panel of day two here at the 2010 Game Developers Conference's iPhone gaming track, Oliver Miao of Centerscore Studios took the stage to talk about working on Surviving High School for the iPhone as a part of Electronic Arts' Mobile division. As Miao made clear early on, he's an "insider outsider" at EA: his company was started with a few friends, purchased by Vivendi in 2006, created a hit mobile game called Surviving High School in 2007, and was bought by EA in 2008. Last year, they were commissioned to recreate their game for the iPhone. In one of the most interesting iPhone panels at the conference yet, he talked about the ins and outs of working with EA on an iPhone title, and explained both, what it was like to work with the company, and his own philosophies on game design, especially concerning in-app purchases and microtransactions.

Most users seem to believe that microtransactions and episodic content are, at the very least, a pain to deal with (and are, at worst, a scam), but Miao is convinced that they're actually necessary to having a successful game -- he said that every developer, going forward, "will need to have them." Read on to find out why.

Continue readingGDC 2010: How to develop an app with EA Mobile

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

GDC 2010: Call of Duty: World at War Zombies postmortem

Russell Clarke of Ideaworks Game Studio hosted a post-mortem report near the end of the first day of GDC 2010 about Call of Duty: World at War Zombies for the iPhone. The game was one of the first big brand hits on the App Store -- it successfully brought a game mode from one of Activision's Call of Duty console games (originally developed by Treyarch) to Apple's handheld device. After a quick joke about how a "post-mortem" was an appropriate exercise for a game about zombies, Clarke got into the nuts and bolts of how Ideaworks went about adapting the game for the iPhone.

The most major feature of the game's development, he said, was the decision last year around this time to sit down and work on prototyping for about six weeks. Nowadays, there are a few successful first person shooters around the App Store, but last year, FPSes were still a new genre for the iPhone, so the team decided to really brainstorm how one would work on a touchscreen.

Continue readingGDC 2010: Call of Duty: World at War Zombies postmortem

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